Poll
Question:
How you relate for the full removing automatic turrets?
Option 1: Positive. It's realistic. Fight with killboxes continues.
Option 2: Negative. Make a button to kill all enemies in one click.
(http://s008.radikal.ru/i304/1512/b8/e77f133acb4e.gif)
At first would like to thank the creator of the game and all modders whose mods i used.
The idea to create this project, appeared after using other modpacks, in which I didn't like a game balance. Some of its mods greatly simplify the gameplay, making it soon not interesting.
The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will have, the more interesting it will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...
Main focus based on the growing complexity of the gameplay. Trying to achieve greater..Maximally immerse the player into gameplay and stay there for a long time. More than 100 research are waiting. When you start playing, you immediately understand everything... Campfire welcomes you.
Join us! Our discord channel: https://discord.gg/FMPRSKr
Hardcore SK can be loaded with only 4 activated mods after CORE (minimal comfortable start), in the following order:Core, Hugslib, AlienRaces, Combat Extended, Core_SK, ResearchPalAll other mods may be removed, but some of them require other, like Misc. mods require Misc. core.
It makes easy to update project and improved opportunities for players to switch off available mods.
User guide for correct install.1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!
Our team:Co-ordinator - Rhyssia
Artists - Abhay, Qwe, EtherDreamer, Arai, Owlchemist
Coders - NotFood, FelGoblin
XMLs modders - Sidfu, Owlchemist, Freijie
Guide Writers - Murdantiks, Adenia, Soyaman
Translators - Rey, Ivanzyfer, FaHT1k, mora145, totobrother
Special Thanks to:SpoonShortage, Mrofa, Fluffy, Zhentar, Brrainz, Dubwise, Erdelf, Fotos, Greeny, Hunt3rKill3r, Lambert2191, Vursteen, Tuvia, Dunkhan, jnkyacc, Jalordon, Varmonger, funs777, olizit, Quelling, pongvin, zachary-foster, funs777, lex1975, evgeny-k, Moon.
And to anyone else we might have missed!
PATREONIf you would like to show your support for the original work and content provided by the SK Project Team you can find our Patreon at the following LINK (https://www.patreon.com/skyarkhangel). We would like to stress that this Patreon is only for our efforts and contributions and is no way affiliated with the Mods or Mod Authors used in our pack. We thank you for your consideration in supporting our work.
PERMISSIONSAny use of the code or textures in this pack requires the permission of the respective mod creators. Project contains SK team works, before using any of submitted сontent, please request and I'll tell you the author of the mod or any other content.With best regards,
Skyarkhangel.
Download latest version on Github! (https://github.com/skyarkhangel/Hardcore-SK)Here you can find always the latest version.
Currently: 7.0, Code name: Sunrise for 1.0.
Download all versions from Nexusmods (http://www.nexusmods.com/rimworld/mods/87/)
Previous versions:Hardcore SK A17 v.6: Endevour Final Release (21.12.17)(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://github.com/skyarkhangel/Hardcore-SK/archive/6.0.zip)
Hardcore SK A16 v.5.1: Jewel Final Release (07.06.17)(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://github.com/skyarkhangel/Hardcore-SK/archive/5.1.zip)
Mod consists:
Core_SK - this is the main project core, which consists of:
- SK Mods (A lot of new features, textures and retextures specially for Hardcore SK.) by SK team
- Jabbamonkey's Graphic Overhaul (https://steamcommunity.com/sharedfiles/filedetails/?id=1606246248) (Graphic replacements for many items in RimWorld.) by Jabbamonkey
- Floor Lights (https://ludeon.com/forums/index.php?topic=9103.0) (Adds Lights lamps that are integraded into the ground.) by Temeez
- Better Tribals (https://ludeon.com/forums/index.php?topic=14958.0) (adds new hats.) by The13thRonin
- Animu Hair (https://ludeon.com/forums/index.php?topic=6585.0) (Adds new hair animestyle) by Shinzy
- MoreFloors (https://ludeon.com/forums/index.php?topic=4373.0) from T's Mods (Adds overhauled stone and wooden floor textures) by Telkir
- USCM (https://ludeon.com/forums/index.php?topic=15117.0) (Introduces new weapons and armors.) by Hiztaar
- Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) (Adds various fruits, vegetables, and plants.) by dismar
- Neuffs Texture Pack (https://ludeon.com/forums/index.php?topic=14806.0) (Adds new textures) by neuffs
- Rimbeast (https://ludeon.com/forums/index.php?topic=16037.0) (Adds new faction and raptor) by rooki1
- Cats! (https://ludeon.com/forums/index.php?topic=15457.0) (Adds some domestic cats.) by Fluffy
- High Caliber (https://ludeon.com/forums/index.php?topic=16864.0) (Adds some new amazing weapons.) by eatKenny
- AllowTool (https://ludeon.com/forums/index.php?topic=17218.0) (Now you can claim all those raid goodies with one swipe of your mouse.) by UnlimitedHugs
- BlastDoors (https://ludeon.com/forums/index.php?topic=12243.0) (Adds Fallout style blast door.) by beany_for_ever
- TTM Custom Events (https://ludeon.com/forums/index.php?topic=3859.0) (Reworked & updated from A7.) by Minami26
- RIM WARS (https://ludeon.com/forums/index.php?topic=17104.0) (Adds phase set) by damibonf
- Advanced Power Armor (https://ludeon.com/forums/index.php?topic=16838.0) (Adds retexture for PA from Fallout series.) by van_tarkin
- VeinMiner (https://ludeon.com/forums/index.php?topic=9616.0) (Nice helper to mine veins) by JuliaEllie
- New animals (https://ludeon.com/forums/index.php?topic=2390.210) by A Friend
- Ish's Medieval Mods (https://ludeon.com/forums/index.php?topic=14006.0) (Added some medieval Defenses) by IshOfTheWoods
- Silage (https://ludeon.com/forums/index.php?topic=16549.0) (Add a meal for your animals.) by Loki88
- Hydroponic room (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449) (Allows you to modify the grown plant of all hydroponic basins of a same room with one button.) by Rikiki
- Realistic Gun Sounds (https://ludeon.com/forums/index.php?topic=16864.0) (Adds more realistic sounds to most of the vanilla guns) by eatKenny
- Wild Rim (https://ludeon.com/forums/index.php?topic=19973.0) (Adds bandit mask) by Kyos
- Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg131091) (Adds small features for a starting colony, or one without power.) by cuproPanda
- Extra Floors (https://ludeon.com/forums/index.php?topic=13400#msg135940) (Adds a variety of floors. Some are free, some require stone, and some require metal.) by cuproPanda
- Quarry (https://ludeon.com/forums/index.php?topic=13400#msg135940) (Adds a quarry for collecting resources in flat terrain..) by cuproPanda
- Xeva's Hair (https://ludeon.com/forums/index.php?topic=19944.0) (Adds several very nice hair styles) by Orion
- Area Rugs (https://ludeon.com/forums/index.php?topic=18657.0) (adds different area rug models to the game.) by Fisty
- Rimsenal_Feral (https://ludeon.com/forums/index.php?topic=11160.0) (adds new faction to the game.) by Rooki
- HaulPriority (https://ludeon.com/forums/index.php?topic=18377.0) (adds two designators that allow players to have acute control over the order in which things are hauled.) by Renzo471
- DE Surgeries (https://ludeon.com/forums/index.php?topic=18976.0) (Adds new surgeries.) by DarknessEyes
- Adaptation Refusal (https://ludeon.com/forums/index.php?topic=16995.0) (Adds some new slug armors.) by milon
- More Furniture (https://ludeon.com/forums/index.php?topic=16977.0) (Adds more furniture that fits the style of the game.) by Anonemous2
- More Traits (https://ludeon.com/forums/index.php?topic=20166.0) (Adds some new traits.) by TheFlameTouched
- End Table with Lamp (https://ludeon.com/forums/index.php?topic=16554.0) (Add nice table with lamp.) by TLHeart
- Storage Search (https://ludeon.com/forums/index.php?topic=16658.0) (Adds search UI mod for storage.) by meonester
- AdditionalJoyObjects (https://ludeon.com/forums/index.php?topic=13400.0) (Adds new objects and activities that bring joy to colonists.) by cuproPanda
- Apparello (https://ludeon.com/forums/index.php?topic=5085.0) (Adds a huge amount of new awesome clothes.) by Shinzy
- Factions (https://ludeon.com/forums/index.php?topic=7670.0) (Adds a new faction, the Norbals into the game and some new apparel) by Shinzy
- EPOE (https://ludeon.com/forums/index.php?topic=10571.0) (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
- Fish Industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) (Adds a aquaponics.) by Rikiki
- Caveworld Flora (https://ludeon.com/forums/index.php?opic=13172.msg133446#msg133446) (In the caves are now growing mushrooms. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
- M&Co Mining helmet (https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940) (Adds helmets with a light!) by Rikiki
- Dermal Regenerator (https://ludeon.com/forums/index.php?topic=14177.0) (Add a machine that allows the fixing of scars.) by skullywag
All the project heavily modified + consists of a large number of patches to other mods for the perfect working them together and some of my own mods.
Full game rebalance, new features, chains of production, all waiting for you here.
Other mods:
- Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (included some part of CCL) by 1000101
- Edb Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) (Customize your RimWorld colonists.) by EdB
- Miscellaneous (https://ludeon.com/forums/index.php?topic=3612.0) (Modified. Collection of small mostly independend items of various kinds.) by Haplo
- Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) (Allows your colonists to convince visitors to join your faction!) by Orion
- RT Fusebox (https://ludeon.com/forums/index.php?topic=11272.0) from RT Mods (Mod provides assorted ways to prevent certain negative events.) by Ratys
- PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) (Expands the available power switch with a few automatic functions.) by Haplo
- Infused (https://ludeon.com/forums/index.php?topic=21884.0) (Adds ability to enchant weapon & apparel.) by notfood
- MedicalInfo (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785) (Adds medicine GUI.) by Fluffy
- DoorMat (https://ludeon.com/forums/index.php?topic=11171.msg111223#msg111223) from Latta's small mods (A collection of door mats to prevent dust.) by Latta
- Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) (Adds new UI tabs.) by Fluffy
- Numbers! (https://ludeon.com/forums/index.php?topic=16558.0) (Adds customizable overview stat tab.) by koisama
- Colony manager (https://ludeon.com/forums/index.php?topic=16888.0) (Adds manager tab.) by Fluffy
- Miscellaneous -TrainingFacility (https://ludeon.com/forums/index.php?topic=3612.0) (Adds new training devices for colonists.) by Haplo
- Fluffy Relations (https://ludeon.com/forums/index.php?topic=16120.0) (Replaces factions tab with an overview of colony and faction relations.) by Fluffy (l2032)
- Fluffy Breakdowns (https://ludeon.com/forums/index.php?topic=16120.0) (Replaces random breakdowns with an actual game mechanic.) by Fluffy (l2032)
New in Hell Effect A14e
- ExtendedMedicine (https://ludeon.com/forums/index.php?topic=14177.0) (Adds awesome medical table tex.) by skullywag
- Area Unlocker (https://ludeon.com/forums/index.php?topic=16120.0) (Removes arbitrary area limit.) by Fluffy
- RT Quantum Storage (https://ludeon.com/forums/index.php?topic=11272.0) (Adds new upgradeable storage solutions based around the concept of "quantum stockpiles".) by Ratys
- Clutter Furniture (https://ludeon.com/forums/index.php?topic=17610.0) (Adds some new stuff and amazing graphics.) by mrofa
- Clutter Structure (https://ludeon.com/forums/index.php?topic=17610.0) (Add new structure's.) by mrofa
- Orassans (https://ludeon.com/forums/index.php?topic=22336.0) (Add new kitty race.) by Diana Winters
- Clutter Misc Hands (https://ludeon.com/forums/index.php?topic=17610.0) (Add hands graphics.) by mrofa
- Zoom to mouse (https://ludeon.com/forums/index.php?topic=15964.0) (When you zoom in, the map centers towards the mouse..) by Fluffy
- Follow me (https://ludeon.com/forums/index.php?topic=16120.0) (Gives the camera tracking capabilities) by Fluffy
- Toxic protection suit (https://ludeon.com/forums/index.php?topic=21408.0) (Gives ABC-Suit capabilities to protect toxin & radiation) by Chaia
- Metro Armory, Ushanka! (https://ludeon.com/forums/index.php?topic=20077.0) (Adds some of nice apparel) by Dark_Inquisitor
- Rimworld Ascension (https://ludeon.com/forums/index.php?topic=20366.0) (Used some of arts, new features. With personal permission.) by Wivex
- MELTDOWN (https://ludeon.com/forums/index.php?topic=24164.0) (Adds new mental breaks to the game and tweaks the Berserk trait.) by twoski
- medicaddons (https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452) (Advance medical care) by sulusdacor
- bridges (https://ludeon.com/forums/index.php?topic=26276.msg274480#msg274480) (Adds terraforming and bridges) by sulusdacor
- Blackgold (https://ludeon.com/forums/index.php?topic=20732.0) (Used some of ideas of WIP mod.) by lost_RD
- Enlighten (https://ludeon.com/forums/index.php?topic=24427.0) (Adds dark & light throughs.) by Notfood
- Asaris of the Rimworlds (https://ludeon.com/forums/index.php?topic=24567.0) (Add one of the most loved alien races from the Mass Effect Universe.) by iWilliBlecha
- Spoons Hair Mod (https://ludeon.com/forums/index.php?topic=24500.0) (Additional hairstyles for your pawns.) by spoonshortage
- Medieval Times (https://ludeon.com/forums/index.php?topic=22316.0) (Additions to medieval content.) by Vindar
- Trading Spot (https://ludeon.com/forums/index.php?topic=25579.0) (Add trade spot to trader caravans.) by theubie
- Animal pack (https://ludeon.com/forums/index.php?topic=25187.0) (Add some new animals) by Coercion
- Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.0) (Allows you to make crafting bills that pause themselves once they're complete) by AlcoholV
- MasterDihtung's Archaic Weaponry (https://ludeon.com/forums/index.php?topic=26910.msg272216) (Using some of weapon textures.) by MasterDihtung
- JTCopyBills (https://ludeon.com/forums/index.php?topic=26210.0) (Add opp. to copy bills from production tables.) by Jamestec
- Skynet SK (https://ludeon.com/forums/index.php?topic=15604.0) (adds new type mechs.) by skyarkhangel
- RIMkea (https://ludeon.com/forums/index.php?topic=26379.0) (Add new furniture, art stuff.) by spoonshortage
- Medieval Asian Weapons (https://ludeon.com/forums/index.php?topic=26723.0) (Using some of awesome textures.) by eatKenny
- Primitive Floors (https://ludeon.com/forums/index.php?topic=27016.0) (Add new starting floors.) by Hydromancerx
- Tiny Table (https://ludeon.com/forums/index.php?topic=26949.0) (Add beatiful tea table.) by AlcoholV
- Hunting Alert (https://ludeon.com/forums/index.php?topic=17094.0) (Gives you a warning when an animal is hunting a member of your colony.) by Britnoth
- New Zone Tools (https://ludeon.com/forums/index.php?topic=17094.0) (Rich zone tool is now uniform grow tool. Selects a grow zone in an area matching the fertility of the initially selected tile.) by Britnoth
- Auto Flick Designation Sun Lamps (https://ludeon.com/forums/index.php?topic=27017.0) (Adds an "Auto Flick" option to Sun Lamps and Switches.) by Zhentar
- Time-of-Day Switches (https://ludeon.com/forums/index.php?topic=26661.0) (Enables power switches to be configured to be on or off.) by merthsoft
- Animal Hoods (https://ludeon.com/forums/index.php?topic=27488.0) (Adds 2 animal hats) by Diana Winters
- Mechanoid terraformer (https://ludeon.com/forums/index.php?topic=13172.msg133447#msg133447) (Adds mech event) by Rikiki
- Isekawa's Moe Gears (https://ludeon.com/forums/index.php?topic=26781.0) (Adds some of stuff...) by duduluu
- Humanoid Alien Races (https://ludeon.com/forums/index.php?topic=29353.0) (Enable humanoid alien races with unique graphics.) by erdelf
New in Jewel A16a
- Set-Up Camp (https://ludeon.com/forums/index.php?topic=29054.0) (Adds ability to establish a temporary camp.) by Nandonalt
- Moody (https://ludeon.com/forums/index.php?topic=28690.0) (A colonist mood dashboard.) by GiantSpaceHamster
- Rim Disorders (https://ludeon.com/forums/index.php?topic=29071.0) (Adds mental illness.) by Several Puffins
- Pests! (https://ludeon.com/forums/index.php?topic=29596.0) (Replaces the vamilla "Blight" event with a new "Pests!" event.) by Nandonalt
- Camping Stuff (https://ludeon.com/forums/index.php?topic=29145.0) (Adds deplyable tents.) by Nandonalt
- Cooks can refuel (https://ludeon.com/forums/index.php?topic=26077.0) (Allows cooks to refuel any fuel-powered food production workstation.) by Dingo
- Hand me that brick (https://ludeon.com/forums/index.php?topic=26077.0) (Colonists assigned to Hauling will deliver resources to blueprints & construction frames.) by Dingo
- Trading Outpost (https://ludeon.com/forums/index.php?topic=29811.0) (Adds a new dogbreed, the German Shepherd.) by forestfey
- Taiga Creatures (https://ludeon.com/forums/index.php?topic=27694.0) (Adds new animals for cold biomes.) by Thirite
- MeerkatMod (https://ludeon.com/forums/index.php?topic=27782.0) (Adds meerkats to the game..) by apk
- Temperature Gauge (http://steamcommunity.com/sharedfiles/filedetails/?id=843504745) (Adds a simple buildable thermometer that displays the current ambient temperature and can be configured to provide temperature based alerts.) by Aeryl
- Fantasy Animals (https://github.com/Tammabanana/Community-Fantasy-Animals) (Adds some awesome fantasy animals.) by Tammabanana
- Conduit Deconstruct (http://steamcommunity.com/sharedfiles/filedetails/?id=838336462) (Allows you remove conduits) by TheWireLord
- Immersive Human Sounds (http://steamcommunity.com/sharedfiles/filedetails/?id=842086205) (Adds pain and death sounds to human pawns.) by Ricky
- Rimkit (https://ludeon.com/forums/index.php?topic=29043.0) (Adds medkit accessory which allows the wearer to treat their own injuries) by dubwise56
- Caravan Spot (https://ludeon.com/forums/index.php?topic=28678.msg289087#msg289087) (Add spot like the party sport where caravans will form..) by Hatti
- ColonistBar (https://steamcommunity.com/sharedfiles/filedetails/?id=729908976) (Advance colonist bar UI) by KillFace
- Dubs Bad Hygiene (https://ludeon.com/forums/index.php?topic=29043.0) (Adds a sewage system, toilets, showers, wash basins. And hygiene related needs and moods) by dubwise56
- Minimap (https://ludeon.com/forums/index.php?topic=31365.0) (Adds minimap) by maurojunior2011
- Colony Leadership and Teaching (https://ludeon.com/forums/index.php?topic=29847.0) (Add leaders and teaching to RimWorld. ) by Nandonalt
- A Dog Said (https://ludeon.com/forums/index.php?topic=29310.0) (Add Animal Surgery) by spoonshortage
- RuntimeGC In-Game Cleaner (https://ludeon.com/forums/index.php?topic=31990.0) (A magic game optimization mod) by user19990313
- SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0) (Adds gameplay surrounding planting crops. For most of the basic crops, you now need seeds) by notfood
New in Endevour A17b
- Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) (Makes game's combat more realistic and more tactical and engaging.) updated by NoImageAvailable
- Mending (https://ludeon.com/forums/index.php?topic=22894.0) (Allows you to completely repair the durability of weapons, clothes and armor..) by notfood
- ResearchPal and HelpTab (https://ludeon.com/forums/index.php?topic=33593.0) (Alternative Research Tab and Help system) by notfood
- AntiAutoUnload-Keeps your inventory! (https://ludeon.com/forums/index.php?topic=32926.0) (Disable some annoying features in vanilla game.) by user19990313
- Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=33693.0) (No more disabled work!) by Rimrue
- Rainbeau's Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.0) (A terraforming mod that lets you fertilize and plow your soil, create farmland.) by dburgdorf
- Universal Fermenter (https://ludeon.com/forums/index.php?topic=33398.0) (It behaves like a vanilla fermenting barrel but with customizable properties such as an input resource, output resouce, temperature ranges and fermentation speed.) by Kubouch
- Industrial Rollers (https://ludeon.com/forums/index.php?topic=26967.0) (Setup automated rollers to transfer items to stockpiles and free hauler's time.) by historic_os
- Mod Medicine Patch (https://ludeon.com/forums/index.php?topic=33372.0) (A patch to enable modded medicine options in the pawn health tab.) by Antaios
- Diseases overhauled (https://ludeon.com/forums/index.php?topic=34214.0) (Overhaul of all existing diseases and adding new ones.) by PhileasFogg
- Arachnophobia (https://ludeon.com/forums/index.php?topic=26078.msg264002#msg264002) (Adds spiders to RimWorld.) by jecrell
- Death Rattle (https://ludeon.com/forums/index.php?topic=34469.0) (Makes it so that people will no longer instantly die when their vital capacities reach zero.) by Linq
- Lightning Rod (https://ludeon.com/forums/index.php?topic=30469.0) (Adds a lightning rod that can attract lightning strikes to its pole using an ion beam emitter.) by Spdskatr
- Notifications Archiver (https://ludeon.com/forums/index.php?topic=26077.0) (Adds the "Archive" tab. Logs notifications and lets you re-open them at will.) by Dingo
- Prison Labor (http://steamcommunity.com/sharedfiles/filedetails/?id=972057888) (Expands the use of prisoners.) by Avius
- More Planning (https://ludeon.com/forums/index.php?topic=31045.0) (A new option in the "Architect" menu, called "Planning", with more options for planning.) by rhaks
- More Sculpture (http://steamcommunity.com/sharedfiles/filedetails/?id=1090380793) (Changes vanilla statues and add some new.) by Bichang
- Tech Advancing (https://ludeon.com/forums/index.php?topic=22598.0) (Advances the Techlevel of your Colony. Once certain conditions (mentioned below) are fulfilled, your Techlevel gets improved.) by GHXX
- Better Workbench Management (https://ludeon.com/forums/index.php?topic=33083.0) (Improves the workbench interface to help fine tune and reduce micromanagement of your production, with filters and copy/paste/link functionality.) by falconne
New in Sunrise B18
- Centralized Climate Control (https://ludeon.com/forums/index.php?topic=34346.0) (Adds central air cooling/heating. Replaced RedistHeat.) updated by coldtoad
- Expanded Roofing (https://steamcommunity.com/sharedfiles/filedetails/?id=1108968677) (Adds customizable roofing, with transparent greenhouse roofing and photovoltaic solar roofing.) updated by The Salad Spinner of Woe
- Holy washer (https://ludeon.com/forums/index.php?topic=35664.0) (Adds washer which removes worn by corpse effect from any clothes.) by sma342
- ExtendedInspectData (https://ludeon.com/forums/index.php?topic=36614.0) (Adds some basic information to the inspect window for the current selected item or zone.) by Varisha
- Mass Graves (https://ludeon.com/forums/index.php?topic=33128.msg337601#msg337601) (adds a new structure buildable through the Misc menu.) by NoImageAvailable
- Reverse Commands (https://ludeon.com/forums/index.php?topic=30339.0) (Reverses the context menu in RimWorld so that you can select something to interact with first, followed by selecting the action and the colonist that should execute that action.) by pardeike
- Damage Indicators (https://ludeon.com/forums/index.php?topic=30813.msg340931#msg340931) (Throws a mote of the damage taken.) by Spdskatr
- Animal Range Attack (https://ludeon.com/forums/index.php?topic=38290.0) (Unlocks range attack for animals.) by BrokenValkyrie
- Rumours & Deception (https://ludeon.com/forums/index.php?topic=27288.0) (Adds new traits, interactions, events.) by Several Puffins
- Archipelagos (https://ludeon.com/forums/index.php?topic=36687.0) (Adds archipelago (island chain) biomes to the world map.) by dburgdorf
- Snap Out (https://ludeon.com/forums/index.php?topic=39368.0) (Calm down your mental break pawns.) by Neonspec
- My Little Planet (https://ludeon.com/forums/index.php?topic=34628) (Enable generating smaller worlds.) by Oblitus
- Architect Icons (https://ludeon.com/forums/index.php?topic=36732.0) (Adds visual cues to the Arrchitect Tab.) by marcin212
- Nature's Pretty Sweet (https://ludeon.com/forums/index.php?topic=37187.0) (Special HSK version.) by tkkntkkn
- SeasonalWeather (https://steamcommunity.com/sharedfiles/filedetails/?id=947100573) (Extends weather to change based on season. Special HSK version.) by The Salad Spinner of Woe!!
- StackMerger (https://ludeon.com/forums/index.php?topic=16120.0) (Tidy up your stockpiles.) by Fluffy
- Inspiration (https://ludeon.com/forums/index.php?topic=29871.0) (Make colonists skills level up a bit faster by giving them moments of inspiration.) by Nitrodev
- GM's Winter Hats (https://steamcommunity.com/sharedfiles/filedetails/?id=1343743563) (Added some cute hats.) by Gerrymon
- Military Kit (https://steamcommunity.com/sharedfiles/filedetails/?id=1238817985) (Using some military apparel.) by Chicken Plucker
- Facial Stuff (https://steamcommunity.com/sharedfiles/filedetails/?id=818322128) (Mod aims to provide more visual individuality for your colonists.) by Killface
- AlienFaces (https://github.com/Killface1980/AlienFaces) (Adds support for the Humanoid Alien Framework by erdelf to Facial Stuff.) by Killface
- dianne's defaults (https://steamcommunity.com/sharedfiles/filedetails/?id=1344845371) (Graphic replacement for facial stuff.) by diannetea
- Camera+ (https://ludeon.com/forums/index.php?topic=30682.0) (Allows you to zoom into the game closer.) by Brrainz
- dianne's Weapons (https://steamcommunity.com/sharedfiles/filedetails/?id=1350582454) (Graphic replacement for weapons.) by diannetea
- Kantai Collection (https://steamcommunity.com/sharedfiles/filedetails/?id=928642073) (Add hairstyles.) by 史莱姆派
- Locks (https://ludeon.com/forums/index.php?topic=35913.0) (Adds new locking door system.) by Avius
- Tend Wherever (https://steamcommunity.com/sharedfiles/filedetails/?id=1206975223) (Allows medical experts to tend to colonists without beds.) by AgentBlac
- Hyena! (https://ludeon.com/forums/index.php?topic=41421.0) (Adds a cute hyena to some biomes) by Blackie
- Just Ignore Me Passing (https://ludeon.com/forums/index.php?topic=37647.0) (Makes that construction isn't any longer interrupted by pawns passing through the blueprint/unfinished thing that is under construction.) by Brrainz
- Share The Load (https://steamcommunity.com/sharedfiles/filedetails/?id=1356838246) (Multiple people can deliver resources to a blueprint now.) by Uuugggg
- dianne's defaults - Animals (https://steamcommunity.com/sharedfiles/filedetails/?id=1306935506) (Animal default replacements. Colors and textures have variation.) by diannetea
- Dismiss Trader (https://steamcommunity.com/sharedfiles/filedetails/?id=1322328003) (Get rid of loitering traders that have overstayed their welcome with the click of a button.) by Mehni
- Cold Desert Nights (https://steamcommunity.com/sharedfiles/filedetails/?id=948483652) (Provides a way to configure the temperature difference between day and night for each biome.) by Taryn Winterblade
- Rimworld Search Agency (https://steamcommunity.com/sharedfiles/filedetails/?id=726479594) (Allows to search by name in various filters.) by KillFace & DoctorVanGogh
New in 1.0
- RPG Style Inventory (https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991) (Fully adapted to CE version.) by Ashen & Sandy
- Recipe icons (https://steamcommunity.com/sharedfiles/filedetails/?id=1616643195) (Adds icons for the "Add bill" menu.) by AUTOMATIC
- While You're Up (https://steamcommunity.com/sharedfiles/filedetails/?id=1544626521) (Adds opportunistic hauling to pawns at the start of a job.) by kevlou
- Where is my weapon? (https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008) (Pawns re-equip the weapon that equiped before downed when recovering from downed.) by tammybee
- Real Ruins (https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295) (Generates ruins on your map.) by MR. TETEREW
- Hunt for Me (https://steamcommunity.com/sharedfiles/filedetails/?id=1593245720) (Add hunting training to tamed animals.) by aRandomKiwi
- Realistic Planets (https://steamcommunity.com/sharedfiles/filedetails/?id=1571623829) (Allows to create a wider variety of planets.) by Rainbeau Flambe
- Androids (https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015) (Add a race of humanlike robots.) by ChJees
- ZiTools (https://steamcommunity.com/sharedfiles/filedetails/?id=1576127539) (Ads various tools, to search things on the map.) by MaxZiCode
- The Drow Race (https://steamcommunity.com/sharedfiles/filedetails/?id=1576667416) (Using some of data and texture for Dova race.) by Big Great Otto
- [SYR] Terrain (https://steamcommunity.com/sharedfiles/filedetails/?id=1544439671) (Using some of terrain textures.) by Syrchalis
(http://www.jjscomputer.com/picts/faq%20logo.png)
Frequently Asked Questions (FAQ) for Rimworld Hardcore SK presented by Rey & skyarkhangel.
Trouble startingQ. When i load savegame, i have a black screen or multicolored flashing menu.А1. Try before load game change language. There is a bug in A11 version.
A2. You casually turn on or off any mod. Check the mods with which you start the game with this savegame.
A3. Possibly damaged files, it happens when computer shut down not properly. Don't be afraid to reinstall rimworld and modpack. For saves, no matter where game located, no matter removed the game or reinstall. Saves need that version of the rimworld and that mods that you
first start playing!Q. Can I install modpack over old version?А. NEVER reinstall mod pack over previous version! You hear me?! NEVER. You must DELETE all from Mods folder except Core folder, then pack off new version of HС SK with rewrite of Core folder, after – repack ModsConfig to ....\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
And after you run RimWorld – you MUST check your mods queue, add CrashLanding, if you need it, then CREATE NEW WORLD, and then CREATE NEW SETTLE! Every new version requires this steps. You must understand, that with new version of modpack you must start new colony – no old saves and worlds.
Q. If i run savegame from old version modpack, will this break my save?А. When i made new version, this means that automatically old version savegames not compatible. If i made
a,b,c subversion - this means - savegame compatible to "A" version. But sometimes there are exceptions, because A11 compared with A10 less stable to changes.
BuildingsQ. How to choose different material for buildings?A. Right click on icon with building in menu and choose suitable.
Q. Can't choose materials for buildings.A. So you have no needed materials for this building- you need right amount of them in your storage.
Q. I have walls from logs, but no from planks.A. Choose another icon in build menu and right click on it for materials selecting, cause wall from logs have own icon.
Q. My building vanishing after construction.A. Just try reinstall game and modpack (with full clearing AppData and game folder!)
Q. How can I use air conditioning system? I have Industrial Cooler in room, but it shows me only blue(cold) direction.. I can't figure out what Duct Opening I need to use and how.A. In coolers blue cell is target. Duct Openings allow you to withdraw hot air from cooler system, so you need to build them close to your cooler from another side to blue cells in suitable directions. So after that you just need to select proper temperature in cooler.
Vents with two red cells allow you to equalize temperature between rooms.
Q. How can I use Communication Relay? A. In fact, the Communication Relay summons random events , such as arrival trader or attack . It stores energy to 10k and then sends a signal, though the signal cannot reach the destination, reflected by the atmosphere or by calling the "white noise".
Q. Did you mess up with Plasma Reactors? It provides 1200W is despite the fact that a bunch of resources needs to be charged + long study. And the issue turns even less than one solar generator!A. The beauty of the plasma generator in an infinite clock work and the development of useful and useless temperature (but in large quantities).
Q. Nutrient paste dispenser eating resources, but does not produce a paste.A. The dispenser gives out food only when colonist comes to get it , and it appears in the hands of the colonist.
Q. Where can I find hoppers for soylent machines and dispensers? I can't put food direct in them, and there is no hoppers for food at all, just generator hopper only.A. You can find it in Architect menu "Misc" named Hopper/Refrigerated Hopper (Hot key H).
Q. Where can I find Comms Console? I have only Orbital Trade Beacon.A. You need special research for it now. Called Advanced Communications in version 1.10 or higher.
CraftingQ. Where can I produce plasteel bars?A. You need to build Electric Smelter.
Q. Where can I find mulch?A. You need to build Composter, there you also can produce some seeds for crops if there is some amount of fresh food (like seeds of coffee or potato)
Q. Can't figure out where I can make some cloth from cotton...A. There is Tailor's Loom in "Production", it's bigger than normal work bench – 2x3 cells.
Q. Where can I make sulphates?A. In Petrochemical Plant when refining crude oil.
Q. What do I need to make some synthetic materials?A. Firs you need to build Drilling Rig, then Mine Extractor, choose there Crude Oil. Then you will need Petrochemical Plant. Search on Assembling Workbench what exact resources you need to produce in Plant for synthetic materials.
Q. Where can I find synthread cloth?A. On Tailor's Loom, you will need some cotton and syntetic fibres (v1.11).
Q. And what about synthetic materials?A. On Assembling Workbench, where you also can produce some spare parts etc.
Q. How can I recycle Aloe?A. On Canningstove you can make some Herb Med Kit from it.
Q. And what about raw xergium? A. On Medical Table – Herb medicine.
Q. Where can I craft Vancidium?A. In it's own building – Vancidium Refinery, you need to research Construction lvl 4.
Q. Where can I find weapon components?A. You can earn them by smelting needless weapon on Weapon Crafting Workbench or by them from trader.
Misc.Q. I have lots of corpses/cloth/weapons littering ground, what can I do?A. 1. You can use Slate crematorium to burn down corpses and cloth, needed to research
2. Burn down all this stuff with Firegun/Molotov cocktails.
3. Human corpses can be refined in biomatter in Bio Refinery or in Organ Vat. Armor and weapons can be mend on Mending Table and sold to traders.
Q. Colonists somehow began to take time off from work, most of the day meditating and praying diverted mainly for food and sleep. If forced to point out the matter, they do it and go back to meditating. Some may get stuck at work to exhaustion and did not produce anything.A. 1. In the Overview, there is a function of the schedule in Restrictions tab, where you can set the time for sleep? work and time for lunch/rest.
2. Check equipping new guns on the colonists (such as RPG, minigun etc.), if there is any of them-unequipp.
3. Try several times to restart the last save.
4. Check the absence of the prisoners legs \ feet \ thighs and put the prosthesis. If everything is OK, try to disable interaction with them. If this does not help - free / kill them.
Q. There is no seed drops from pants!A. You must wait until they are fully grown and then harvest them.
Q. How can I treat colonists Torso (scars, cuts, bites, etc.)?A. The scars, cuts, bites can be treated with biomatter, if the spine is damaged it can be replaced.
You need to produce some biomatter in Organ Vat or by it from traders, then click colonist menu "Health"- "operation" and there should be able operations with the biomaterial .
Q. Where can I find AI persona core?A. You can buy it from a trader or drop at the destruction of shipwrecks (mechanoids event).
Q. Why do I need AI persona core?A. To create droids.
Q. The guns fired through the embrasure?A. Yes, if you have enough of the affected area of weapons.
Q. How to understand what clothes need? Especially in hot bioms.A. By the terms of the heat in armor description you need "+", then it will be better insulation, and cold "-". I.e. +6 on armor stat to +26 basic colonist stat, so our colonist now can handle +32 temperature without any dangerous effect. With cold – same.
Q. How to force the colonists to carry weapons and armor of one quality on one storage, and other quality – on another?A. Under the button "Remove all" and "Allow all" setting in the warehouse has 2 sliders. One adjusts the integrity and quality of the second.
Q. What about the quality of weapons? How it works?A. The quality of weapons does not affect the range and damage, but significantly affect the accuracy. For the colonists with a low shooting parameter is rather important aspect.
Q. Maybe someone already gained experience, which weapon in what situations is better to use?A. It depends on the type of defense:
1. If it is close range – than plasmagun or flamethrower
2. if you can stop the opponent in the pile away from the RPG itself (knocks on the area)
3. if you have a defense deep (60 meters to zero) the sense sniper rifles and close turrets.
4. If you love the farm (you have many settlers) then I would advise tactical rifle (you need to minimize the time to recharge)
5. Do not forget about the turrets and their use can also not bad on the defensive, and in the hands of the settlers just give things that do not slow down work time (still standing arms gives debuff on speed, but all kinds of chips such as chainsaws -no).
Q. Can I craft details of the weapons parts and heavy weapons, or I can just buy them from the traders?A. You can get them at dismantling weapons in the tables and buying them from traders. When it comes to the boxes that unfold in the turrets, howitzers, etc., then they just bought, or they can be grabbed at sieges events. Their production is not possible.
(http://i068.radikal.ru/1508/ff/89232609945c.png)
hardcore modpak?
Challenge accepted
8)
In 3-4 days a new version 1.2, in which a lot of new features. Some of them you have never seen before. I wrote a new mod "Chemical industry" with supplementing mod "industrialisation" +combined MD-Industry. There are about 10+ new resources.. and it now works just ***ing awesome. Why so long? because it completely changes the entire economic system. Balancing...
Hi!
Thank you!!!
I like this harder research tree. Textures and icons are ,also cool!
Keep up the good work!
I'm waiting the next update! ;D
(Auto Switch research files are missing) No autodetect........
Quote from: pajok on May 13, 2015, 05:44:29 PM
Hi!
Thank you!!!
I like this harder research tree. Textures and icons are ,also cool!
Keep up the good work!
I'm waiting the next update! ;D
(Auto Switch research files are missing) No autodetect........
Thank you. They are not missing.. they are "dublicate", already fixed in future update.
I like they way you are going with this. :)
Keep it up!
love it but to have to pay to download it from a website kinda sucks couldnt you host it somewhere else to download?
I want to try it too as my own mod mix looks a lot like yours (but your is better as i haven't modified any files) but like Thelostmerc i don't have/want a Nexus account. Is it possible to provide another link please (With skyarkhangel authorization ofc)?
Quote from: kaptain_kavern on May 14, 2015, 11:22:51 AM
I want to try it too as my own mod mix looks a lot like yours (but your is better as i haven't modified any files) but like Thelostmerc i don't have/want a Nexus account. Is it possible to provide another link please (With skyarkhangel authorization ofc)?
Quote from: Thelostmerc on May 14, 2015, 09:06:26 AM
love it but to have to pay to download it from a website kinda sucks couldnt you host it somewhere else to download?
Add alternative link.
THx a lot. You're a boss ;D
agree awsome :D now time to get sucked into rimworld again and restart my yt series :D make sure to give you a shout sky :D
90% of the mods in this pack i had anyway, but to know the are all compatible and have new elements to them make this pack one of the best i've played yet.
not too hard or easy.
great mod on my book. on par with TTM. keep up the good work.
you'll go places ;)
Updated to v. 1.2: Rimworld industry.
37) Industrialisation 0.98 (Heavy modified. Adds nuclear power plant, concrete mixer. New resources: Copper, Aluminium and... Crude Oil)
38) MD-Base-7 (Modified. Changed the icon "coal" and some changes.)
39) MD-Industry-5 (Modified. Adds drilling rig and mine extractor.)
40) MD-Power-3 (Modified. You can build a fuel power plantwhich uses fuel and coal)
41) Chemical Industry (My new mod only works in combination with modified mods Industrialisation 0.98 + MD-Industry + MD-Base. Adds chemical laboratory, which produce from crude oil many useful things.)
Changes in v 1.2:
Fix some bugs in 1.1 like the impossibility to create microchips, stungun and some meal. Fix battle shotgun and other minor bugs.
Complete processing of the economic system.
Reworking research tree. Now about 80 researhes.
Full reworking the manufacture of medicines. Now helgerium not a finished medical device.
Enemies can now use even the powerful weapons.
Added new recipes for food, also changed qty harvested mushrooms.
Overall the game has become more difficult... some people says that this is crazy :o ;D
I would really like to see the Enhanced Prisons and the 40k Weapons mod added in. As well as the mod that lets you craft your own weapons... like all of them. That would be awesome.
Quote from: deadmeat5150 on May 15, 2015, 10:42:36 PM
I would really like to see the Enhanced Prisons and the 40k Weapons mod added in. As well as the mod that lets you craft your own weapons... like all of them. That would be awesome.
Enhanced Prisons unfortunately not updated by developer. Modpack has a variety of weapons, do you think this is not enough? More weapons more difficult to balance their. You can research weapon tables (simple, advanced) and build any weapon on modpack.
Okay, add in the future update new weapons.
Hello!
Fresh install-New world-New colony-Development mode-Finish all research-save-reload the save- I have this message
Am I made something wrong or bug....or it's nothing important?
[attachment deleted due to age]
Quote from: pajok on May 16, 2015, 07:30:05 AM
Hello!
Fresh install-New world-New colony-Development mode-Finish all research-save-reload the save- I have this message
Am I made something wrong or bug....or it's nothing important?
No, it's not important. I'am modified Superior Craft to give the opportunity to build "doors on the walls" like in vanilla, sometimes "Superior craft code" pops up of error in research tree.
Thanks!
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?
P.S. It's fun that animals attack each other. All map is in skeletions now.
Quote from: Uglyr on May 16, 2015, 04:14:42 PM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?
P.S. It's fun that animals attack each other. All map is in skeletions now.
But what about trade? Yes.. modification is quite difficult and you confirm with me, that it more realistic... More difficulties = higher interest to overcome them. The main goal, don't insert "a stick in the wheels", but force you to survive, so you can play at one game four times longer than in the vanilla.
Quote from: skyarkhangel on May 16, 2015, 07:19:33 PM
Quote from: Uglyr on May 16, 2015, 04:14:42 PM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?
P.S. It's fun that animals attack each other. All map is in skeletions now.
But what about trade? Yes.. modification is quite difficult and you confirm with me, that it more realistic... More difficulties = higher interest to overcome them. The main goal, don't insert "a stick in the wheels", but force you to survive, so you can play at one game four times longer than in the vanilla.
What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?
For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.
Already had about 2/3 of the mods, so may as well give it a shot. Going to play 1.1, because I am completely unfamiliar with the mods from 1.2. Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty :)
Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.
Updated to 1.2c.Added new technology "Oil Refining", studied after three main researches: Power I, Construction I, Crafting I. Also fixed russian translation.
Quote from: huskinater on May 17, 2015, 05:37:33 AM
Already had about 2/3 of the mods, so may as well give it a shot. Going to play 1.1, because I am completely unfamiliar with the mods from 1.2. Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty :)
Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.
Okay. Thanks for the suggestion. Some features of "Finer Things Mod" has already, to make different alcohol drinks in Brewery table.
Quote from: Uglyr on May 16, 2015, 04:14:42 PM
What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?
For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.
Thanks. i'll think about your suggestion as how to remake craft electronics.
Hi!
There was a mod for A7 ,"Custom Events " https://ludeon.com/forums/index.php?topic=3859.0
Can you refresh it and use in this pack?
It was fun.
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Quote from: Mastergannel on May 17, 2015, 12:50:01 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Maybe it's message about animal revenge and dissapear because this anmal was killed by other animal? Animals die very often in this modpack. Is the message blue or orange?
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?
Best Regards,
Boulway
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?
Best Regards,
Boulway
hmm... I try to search the problem. In 1.2, I absolutely reworked сraft medicine...
Quote from: Mastergannel on May 17, 2015, 12:50:01 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
And here?
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
For Linux users:
/home/your user name/.config/unity3d/Ludeon Studios/RimWorld/
For Mac users:
/Users/your user name/Library/Application Support/RimWorld/
Quote from: pajok on May 17, 2015, 07:54:46 AM
Hi!
There was a mod for A7 ,"Custom Events " https://ludeon.com/forums/index.php?topic=3859.0
Can you refresh it and use in this pack?
It was fun.
Nope. It hardcoded..
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?
Best Regards,
Boulway
tested. In the end of list? when learned agriculture -> medicine.
(http://cs627316.vk.me/v627316730/1bb3/OcRMFWbjO5w.jpg)
Quote from: skyarkhangel on May 17, 2015, 03:09:40 PM
tested. In the end of list? when learned agriculture -> medicine.
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?" :o
Xerigium is herbal medicine not Hops.
http://rimworldwiki.com/wiki/Xerigium (http://rimworldwiki.com/wiki/Xerigium)
http://rimworldwiki.com/wiki/Hops (http://rimworldwiki.com/wiki/Hops)
Hops is needed for Antibiotics and in vanilla for Beer.
Quote from: Uglyr on May 17, 2015, 03:27:20 PM
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?" :o
LOL ;D You're right, I don't know english well. a little practice. In daily life isn't in use at all.
Sorry, not correctly read.
*Update.. yes, found the problem with superior craft.
Fixed & updated to 1.2d
How to make rubber and plastic? I have the lab thing to make the bills for it...
Quote from: Daman453 on May 17, 2015, 06:34:06 PM
How to make rubber and plastic? I have the lab thing to make the bills for it...
Mine extractor automatically produce oil. Then crude oil colonists rifining in Chem lab. As a result of refining obtaining fuel, polymers, sulphates.. etc. Then from polymers we make plastic. Rubber = Polymers+Sulphates. Initially i wanted to do more complex chain of production, but it is a game.
Chem lab cost rubber and plastic and then my crafter needs one more level for the drill head
Quote from: Daman453 on May 17, 2015, 11:29:37 PM
Chem lab cost rubber and plastic and then my crafter needs one more level for the drill head
Nope. There are laboratory and chemical laboratory. Cost: <SteelBar>150 <Concrete>100 <Electronics>30
Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png
I had a problem that my food stockpile was more of a priority over the hoppers, then they never got filled.
So, it to make curietrey it is like 1 silver and 5 sand? Because in my game it is 25 silver and 5 sand.
Updated to 1.2eIncreased assortment of goods for most traders. Added chemicals for trade.
Quote from: Richitos on May 18, 2015, 01:07:33 PM
Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png
steam generator works on kindling and etanol fuel. New power plant (x2 powerful) = Fuel and coal.
For anyone interested, I'm featuring this modpack on my stream almost daily, www.twitch.tv/devildangamer
New patch v 1.3: Rimworld Bangarang!
Now about 100 researches!
MD2Droids-6 (Adds the opportunity to build droids.)
Miscellaneous (Modified. Collection of small mostly independend items of various kinds by Haplo)
Finer Things (Modified, changed textures. Adds coffee and tobacco plants, and craftable Cigarillos, Cigars, Coffee, Espresso, Wine, Saki, Vodka, Tequila, Whiskey.)
Norbals (This adds a new faction, the Norbals into the game)
FishIndustry (Adds new features: aquaponics.The ability to catch and start fish breeding.)
Omni Storage (Why store all on the floor, for this is the omni storage!)
Optional:
+ CrashLanding (Easy or Hard mode. Mod adds a new event, that drop a different spaceship parts on your colony from the sky. This event triggers at the start of the game, so your arrival will be much more similar to the movie crash landing. With the fire, explosions, dead and wounded people)
Don't activate them together! Only easy or hard mode or without them all.
Plz create new world and new game.
I love your mod. It makes me think more!
Can you integrate Glitter Tech into the pack? It is a lot of fun, and gives you more to build later in the game, and something to look forward to.
It does need to be balanced for combat realism though (turrets, weapons, mortars).
Thanks. Hardcore SK more then usual modpacks... it changes the game.
Ok. I haven't played this mod and look later its capabilities.
This is my new go to modpack. Brutally difficult and a ton of fun.
I only wish you'd remove the embrasures, and stick with sandbags only. Embrasures give too large of a defensive bonus, especially when paired up with turrets.
Quote from: VRikers on May 22, 2015, 01:12:50 AM
This is my new go to modpack. Brutally difficult and a ton of fun.
I only wish you'd remove the embrasures, and stick with sandbags only. Embrasures give too large of a defensive bonus, especially when paired up with turrets.
yea.. Embrasures helps, i have idea to reduce their hit points more then 2 times.
In the latest 1.3 is such easier gameplay, mainly by influence mod Miscellanious.
SKyARKhangel Thanks My bad,but can me help one more time? I need make PLasteel Bars and i dont know Where,i have all research Done :)
You have to make an electric smelter.
Heh iam must be bugged because i dont have Electric smelter :D http://s13.postimg.org/gfupkb78n/Bez_n_zvu5.png
EDIT:
I update my Game and modpack too,but still dont have it :/ i tried too Developers MOD but i dont see ,i have only deactivated CrashLanding and Darker night
Quote from: Richitos on May 24, 2015, 10:50:14 AM
Heh iam must be bugged because i dont have Electric smelter :D http://s13.postimg.org/gfupkb78n/Bez_n_zvu5.png
EDIT:
I update my Game and modpack too,but still dont have it :/ i tried too Developers MOD but i dont see ,i have only deactivated CrashLanding and Darker night
Research Electric smelter with ElectricSmelting or Crafting II
(http://clip2net.com/clip/m54307/26dd3-clip-46kb.jpg)
P.S. Make gold bars... one of the plurality new features in next v 1.4
Sorry bro i dont want be troll or something like ,but I've done all the research , i tried 3x on different maps , for my Main save i discover all normal,on other saves/world i use Developers and Instant finish research but ELectric smelter still nothing :/ Can you please tell me name of mod.Although do not know if it helped me, or you do not have a similar mod? Today I start again with updated game and you mod,But we can not simply continue without Electric smelter: /
Richitos the other mod is called Superior Crafting ( https://ludeon.com/forums/index.php?topic=11741.0 )
Hi, I have a little problem: My pawns can't take the "Snowboots" to a stockpile :(
Quote from: Eredas1 on May 24, 2015, 07:24:53 PM
Richitos the other mod is called Superior Crafting ( https://ludeon.com/forums/index.php?topic=11741.0 )
Hi, I have a little problem: My pawns can't take the "Snowboots" to a stockpile :(
I suppose it's a problem with Aparello 1.6.1
Looks very nice. I will try this in next colony.
Quote from: Adamiks on May 25, 2015, 09:37:29 AM
Looks very nice. I will try this in next colony.
Its strange that you have not tried it yet.. :P
But who tried it, I think don't play in other modpack anymore! In the next couple of days will be ready a new version 1.4, with new production chains. Closer and closer to realism.
Currently adapts another mod from A9.
Quote from: skyarkhangel on May 25, 2015, 12:51:29 PM
Quote from: Adamiks on May 25, 2015, 09:37:29 AM
Looks very nice. I will try this in next colony.
Its strange that you have not tried it yet.. :P
But who tried it, I think don't play in other modpack anymore! In the next couple of days will be ready a new version 1.4, with new production chains. Closer and closer to realism.
Don't worry. My colonists escaped. 50+ only good colonists, 4 years ;D. They even didn't care about slaves, murders (+20 prisoners in one "cleaning"), evil ship on strong level (Only extreme with -50 was a kick in the nuts). Time for next colony!
Please add hops to the growing list!
Having a bit of an issue my chosen colonist from the prepare carefully mod arnt loaded in when i start up its the 3 that i can randomize before selecting the prepare carefully button any insight would be nice i might be missing something
Quote from: Daman453 on May 25, 2015, 09:44:13 PM
Please add hops to the growing list!
they're already in the mod just need an investigation
Iam wait untill to new version 1.4 I hope we will not have a problem anymore: D /Missing elec. furnace
Quote from: Zerg HiveMind on May 26, 2015, 01:58:25 AM
Having a bit of an issue my chosen colonist from the prepare carefully mod arnt loaded in when i start up its the 3 that i can randomize before selecting the prepare carefully button any insight would be nice i might be missing something
I have the same problem, but only when I have activated Crash Landing.
Yes. sometimes Caveflora view same error in the start of the game. It didnt affect at the game.
problem possible with Caveflora, it not significant error.
Great modpack, highly enjoy it and I recommend it to all my viewers.
One slight problem that had me hung up for quite some time, I was searching everywhere on how to make 'advanced microchips', as the recipe for many things ask for this. Only to find, much later and after making all sorts of production tables, that they are named 'electronic microchips', it's not a big difference, but one that could be fixed easily I'm sure.
Another issue i am having is that when i load up my world with out changing anything it breaks it self so if you can look into it its like i took out mods but i didnt
Quote from: Zerg HiveMind on May 27, 2015, 01:39:08 PM
Another issue i am having is that when i load up my world with out changing anything it breaks it self so if you can look into it its like i took out mods but i didnt
version of mod? And how much time passed from the start? what errors were in the debug window?
Quote from: Mastergannel on May 27, 2015, 01:22:29 PM
Great modpack, highly enjoy it and I recommend it to all my viewers.
One slight problem that had me hung up for quite some time, I was searching everywhere on how to make 'advanced microchips', as the recipe for many things ask for this. Only to find, much later and after making all sorts of production tables, that they are named 'electronic microchips', it's not a big difference, but one that could be fixed easily I'm sure.
Thank you. Corrected. It will be displayed properly in the next update.
The newest but ill re download it just to be sure. Nd they just landed. I had to quit because i had to get to work. So very little time at all and ill try and get the error log back up
Edit: Heres the error log the one at the bottom just keeps going up with the numbers on the left
http://puu.sh/i3CHf/61f98add04.png (http://puu.sh/i3CHf/61f98add04.png)
Quote from: Zerg HiveMind on May 28, 2015, 10:10:45 AM
The newest but ill re download it just to be sure. Nd they just landed. I had to quit because i had to get to work. So very little time at all and ill try and get the error log back up
Edit: Heres the error log the one at the bottom just keeps going up with the numbers on the left
http://puu.sh/i3CHf/61f98add04.png (http://puu.sh/i3CHf/61f98add04.png)
What about modconfig?
Hardcore SK 1.4: The harbingers of war.
New in 1.4:
Tools (My modified adaptation for A10 "Right Tool For The Job')
Pleasure (Hard modified combination of the three mods: Finer Things, Weed and Can I brew It + SK texture pack)
Turret Collection (Full rework + combat realism. Attention! Will be unexpected surprises!)
SK Texture pack v.1 (Embedded texture pack, replacing some vanilla textures)
Roofsupport (Added roofsupport to core.)
CombatRealism Defence (+ combat realism enhanced)
RimBakery (Adds many new things to expand the cooking system)
Next update ... on which it took exactly 50 hours. Updated textures, which is why modpack increased in size to ~60Mb. Most changes have affected in the combat system. Integrated Combat realism defence + turret collection with complete processing. This means that you can now make bunkers, trenches, fences with barbed wire. All to protect the colony. There were powerful mannable turrets with a lot superior firepower. But they all require ammo. Craft 8 types of ammo with gunpowder, which will receive from coal. The missile system of mass destruction... crafting a rockets with using a variety of resources. Almost all turrets can be transfer to another point... Each turret required construction details, without which it can't be built, they can either buy or take from besieging... In start of the game, you get a portable heavy machine gun with ammo belt... Attention! Enemies can now also build a new heavy siege weapons, including missile systems! Also to help the player in start of the game immediately falls steelbars and a little glass with electronics. It will be available construction table with tools: pickaxes, saws, axes, helps do the job faster. Of course, a lot of mistakes corrected from version 1.3. Number of small changes passes close to a hundred. Updated: Apparello, Combat realism, Biodeversity (Reduced spawn and aggressive animals). There was a laser weapon could somehow appear from exotic trader. Do not relax! Mechanoids also learned how to use it!
Please, create a new world, and a new game. (Mainly due to the Pleasure SK, which adds two new factions of drug dealers and Space Police.. By the way, they also think that you are a drug addict!
Have fun with right modpack!
Мод отличный.Но версия 1.4 синий экран((
I like the idea adding versions, not small updates per day.
OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends
Quote from: Deniss on May 29, 2015, 08:35:21 AM
Мод отличный.Но версия 1.4 синий экран((
Please install mod properly.
Quote from: Milso on May 29, 2015, 09:32:25 AM
OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends
In v 1.4?
In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.
Quote from: Adamiks on May 29, 2015, 09:19:03 AM
I like the idea adding versions, not small updates per day.
I also think that players should play and not constantly update modpack.
Hi!
Should i download the original Crash Landing mod and use that,
or you made changes and should i use your version.
(i dont see optional file link or folder in your modpack).
Sorry if i missed something.
Quote from: skyarkhangel on May 29, 2015, 10:02:26 AM
Quote from: Deniss on May 29, 2015, 08:35:21 AM
Мод отличный.Но версия 1.4 синий экран((
Please install mod properly.
Quote from: Milso on May 29, 2015, 09:32:25 AM
OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends
In v 1.4?
In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.
Quote from: Adamiks on May 29, 2015, 09:19:03 AM
I like the idea adding versions, not small updates per day.
I also think that players should play and not constantly update modpack.
Quote from: Deniss on May 29, 2015, 11:32:26 AM
Quote from: skyarkhangel on May 29, 2015, 10:02:26 AM
Quote from: Deniss on May 29, 2015, 08:35:21 AM
Мод отличный.Но версия 1.4 синий экран((
Please install mod properly.
Quote from: Milso on May 29, 2015, 09:32:25 AM
OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends
In v 1.4?
In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.
Quote from: Adamiks on May 29, 2015, 09:19:03 AM
I like the idea adding versions, not small updates per day.
I also think that players should play and not constantly update modpack.
Установил по инструкции на чистую игру.Запускается хорошо, но после сохранения не загружается и выдает ошибки.И кстати мода аварийной посадки в паке нет.Хотя в версии 1.3 был.Заранее спасибо.
Electronics Table and Powered Crafting Table are enabled after Power 1 (should Craft 2 "unlock the ability to build powered crafting tables")
Advenced Armoring is unlocked at the beginning
Могу ли я с данной сборкой использовать версию комбат реализма + проджект армори? (расширенный арсенал)
Quote from: Shtuka on May 29, 2015, 03:09:29 PM
Могу ли я с данной сборкой использовать версию комбат реализма + проджект армори? (расширенный арсенал)
можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.
Quote from: Deniss on May 29, 2015, 11:37:47 AM
Мод отличный.Но версия 1.4 синий экран((
Пока вроде как никто кроме вас не жаловался на это. Модконфиг копировал куда нужно? в первом сообщении написано где это. Поиграй с модконфигом, все зависит от него.
Quote from: pajok on May 29, 2015, 11:09:14 AM
Hi!
Should i download the original Crash Landing mod and use that,
or you made changes and should i use your version.
(i dont see optional file link or folder in your modpack).
Sorry if i missed something.
Yea, just copy to mod folder crush landing easy or hard version. In 1.4 i wanted to put them separately, because some people run easy+hard mode together..
Quote from: skyarkhangel on May 29, 2015, 03:20:36 PM
можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.
В том то и дело что у комбат реализма есть отдельная версия с проджект армори, где все сбалансировано. Но ваш комбат реализм заменить на тот не получится?
Quote from: Shtuka on May 29, 2015, 04:23:26 PM
Quote from: skyarkhangel on May 29, 2015, 03:20:36 PM
можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.
В том то и дело что у комбат реализма есть отдельная версия с проджект армори, где все сбалансировано. Но ваш комбат реализм заменить на тот не получится?
1) заменить Weapons_Guns.xml и скопировать в директорию Mods\Core_SK\Defs\ThingDefs все пушки которые хотите.
Сам комбат реализм по внутреннему коду идентичен оригиналу. Версия проджект армори тоже использует оригинальный код комбат реализма. Разница лишь в настройках самих стволов. Все настройки их лежат как раз в этих файликах в той директории которую указал выше. В проджект армори они лежат тоже в Defs\ThingDefs. Также в PA используются группы для стволов они лежат в папке ThingCategoryDefs, ее нужно скопировать в Defs. Это раз.
2) Кроме файликов настроек, нужно еще скопировать папку текстур по подобию как она лежит в проджект армори.
3) Скопировать в папку Assemblies .dll ки, там есть специальная ддлка проджекта армори.
По идее все должно заработать.
Found some bugs.. Updated to 1.4b
I want to thank you for this, I've tried all of mods for Rimworld this mod pack is the best for me so far.
I like how you make the game more challenging especially the researching.
I would love to see this with zombie apocalypse though.
Thanks again. :)
Quote from: Kyrael on May 30, 2015, 07:24:28 AM
I would love to see this with zombie apocalypse though.
Don't know. The version I tried long ago wasn't much fun. Was easy to kill them with assault gun and lot's of their useless corpses.
Will you add the Seeds mod?
MD2 (drones) was updated and misc error fixed, so probably you should to update your pack.
Quote from: Evilko on May 30, 2015, 10:32:10 PM
Will you add the Seeds mod?
Nope, no seeds in this mod pack
With Crash Landing it works strange.
-Lag when speed up time
-Enemies dont fight
-Crashed ship part - every shoot drop one mechanoid
Maybe bugged for me......don't no.
Quote from: Evilko on May 30, 2015, 10:32:10 PM
Will you add the Seeds mod?
Yes, in next version :)
But... alpha 11 somewhere near ...
How do i get rubber and plastic i cant figure it out?
Also the traders that come via foot when you try and trade the wont trade its just a blank screen when you hit accept.
Quote from: skyarkhangel on May 31, 2015, 10:16:15 AM
Quote from: Evilko on May 30, 2015, 10:32:10 PM
Will you add the Seeds mod?
Yes, in next version :)
Это хорошие новости.
Однако, после опыта игры в соседний мод-пак, пришёл к выводу, что мод на семена слишком ОП.
ИМХО, стоит оставить только один геном, как можно ближе к ванильной версии растений:
Скорость роста - 100%
Сбор - 100%
Шанс базового семечка - 90-95%
Шанс доп. семечка - 10%
Выживаемость в мороз и рост ночью - нет
И ценник ~100с за одно семя.
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
Quote from: Zerg HiveMind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Quote from: Deniss on June 01, 2015, 01:31:57 AM
Quote from: Zerg HiveMind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Jesus.... You think that everybody on the world know how to talk in Russian?
Quote from: Adamiks on June 01, 2015, 05:36:23 AM
Quote from: Deniss on June 01, 2015, 01:31:57 AM
Quote from: Zerg HiveMind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Jesus.... You think that everybody on the world know how to talk in Russian?
Person A <- -> Google <- -> Person B, is sufficient ;)
Also, loving the pack, thanks for your hard work Sky! (+mod authors)
1. Google = "I have so zhe.I after sohraneneiya not start. Maybe because I have a Windows ?? windows 8.1. Help and I am waiting for renovation and hope that he would go."
2. Rules - Non-English languages only on translations forum.
3. Manners - English is a international language. For example i can say this:
"tworzę mody do gier i takie tam"
Do you understand? I don't think so.
Quote from: Adamiks on June 01, 2015, 06:34:55 AM
1. Google = "I have so zhe.I after sohraneneiya not start. Maybe because I have a Windows ?? windows 8.1. Help and I am waiting for renovation and hope that he would go."
2. Rules - Non-English languages only on translations forum.
3. Manners - English is a international language. For example i can say this:
"tworzę mody do gier i takie tam"
Do you understand? I don't think so.
Start the game normally.But after saving does not start and gives a black screen.With previous versions of modpak all was well. I have windows 8.1.Translation of Google. Sorry in advance for my English.
Better than google translates english lmao id be better off learning russian first
Don't know if it's a balance in last version (1.4b) or "luck". But there is much less animals than I hade before, so it looks much better - skeletions occupy are rare and hunting becomes hunting and not corpse collection.
On the other hand much more tribal attacks with huge numbers. Thanks to barbed wire and stun grenades I can contain them, but I spend so much time to get rid of corpses and their cheap weapons.
And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
Quote from: Adamiks on June 01, 2015, 05:36:23 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?
Quote from: Uglyr on June 01, 2015, 02:15:10 PM
Don't know if it's a balance in last version (1.4b) or "luck". But there is much less animals than I hade before, so it looks much better - skeletions occupy are rare and hunting becomes hunting and not corpse collection.
On the other hand much more tribal attacks with huge numbers. Thanks to barbed wire and stun grenades I can contain them, but I spend so much time to get rid of corpses and their cheap weapons.
And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
What i do is i have half of my colony working the same job so lets say i have 10 people 2 cooks 2 crafters 2 construction/miners 2 growers and then 2 extra people for general labor hauling cleaning etc. So half work days half work nights i give the night people more time to sleep then the daytime people cause they work longer hours then the morning people just like real life
Quote from: Evilko on June 02, 2015, 12:51:20 AM
Quote from: Adamiks on June 01, 2015, 05:36:23 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?
Thanks for the support :) :)
Quote from: Evilko on June 02, 2015, 12:51:20 AM
Quote from: Adamiks on June 01, 2015, 05:36:23 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?
I will answer with quote:
Quote from: Deniss on June 01, 2015, 01:31:57 AM
Quote from: Zerg HiveMind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Quote from: Deniss on June 02, 2015, 03:52:14 AM
Thanks for the support :) :)
I live in Russia, but think that it's impolite to use non-english language in forum. If it's impossible to use english in forum you can use Private messages or organize russian-speaking community somewhere.
Quote from: Zerg HiveMind on June 02, 2015, 02:29:45 AM
What i do is i have half of my colony working the same job so lets say i have 10 people 2 cooks 2 crafters 2 construction/miners 2 growers and then 2 extra people for general labor hauling cleaning etc. So half work days half work nights i give the night people more time to sleep then the daytime people cause they work longer hours then the morning people just like real life
Maybe my problem is having 5-6 people only? Most captured natives are useless and hard to recruit, so I prefer to harvest body parts from them. So 1 always research something (unless something else urgently needed), 1 dissasemble prisoners (maybe it's possible to make option "harvest everything"?) and cooking, 2 crafters (day-night), 2 everything else. So only 2 crafters working at all. Mostly making concrete, but for it you have to make sand and all other production chains also need crafters sometimes. I think for sucessfull colony you need 5-6 crafters and 4-5 other personel.
I just asked what to do with my problem.And you ( I don't want to get personal ) start a discussion relating to my request.Although everyone understood what I asked for.The game is based only on the enthusiasm of the players , and you take away the desire to continue playing. Sorry I look stupid and don't know perfectly English.I do not study programming and everything else.I have four children and I am 37 years old.I just relax playing an interesting game for me.
Quote from: Adamiks on June 02, 2015, 07:24:08 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.
Quote from: Deniss on June 02, 2015, 10:01:47 AM
Although everyone understood what I asked for.
That's the problem, people didn't understand what you asked for. If you post in a language other than the forum standard people who don't speak your language won't know if you're asking for help, offering a solution or something else entirely. From your last few posts it is apparent you are capable of posting understandable messages in English. Nobody cares if your grammar isn't 100% correct nor does anyone say you're stupid, but ultimately you have to post in the board's official language so people who don't know Russian can understand you and you have to respect that as well.
some question, the Crafting system is base on Superior Crafting right? because you know the Superior Crafting have the new resource setting
Sorry for unanswered posts, i am resting the last few days :P
Quote from: dokidoki on June 02, 2015, 05:37:23 PM
some question, the Crafting system is base on Superior Crafting right? because you know the Superior Crafting have the new resource setting
Modpack have craft Superior Craft system, but there are many other things, like unique new system of chemical industry.
Quote from: Zerg HiveMind on June 02, 2015, 02:29:45 AM
And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
Thanks, I will decide problem with concrete.
Quote from: Zerg HiveMind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg) dunno what happened here i havent changed anything
don't worry, Mistake with SCWall not serious and not affect on anything.
Quote from: Deniss on June 01, 2015, 01:31:57 AM
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Try to use new installer 1.4b with automatic installing modconfig.xml
Quote from: Evilko on June 01, 2015, 12:00:02 AM
Это хорошие новости.
Однако, после опыта игры в соседний мод-пак, пришёл к выводу, что мод на семена слишком ОП.
ИМХО, стоит оставить только один геном, как можно ближе к ванильной версии растений:
Скорость роста - 100%
Сбор - 100%
Шанс базового семечка - 90-95%
Шанс доп. семечка - 10%
Выживаемость в мороз и рост ночью - нет
И ценник ~100с за одно семя.
Thank you for your helpful advice, its useful for me:)
Skyarkhangel, turrets in your mod pack is mega awesome! Did you created it by yourself?
Quote from: Evilko on June 02, 2015, 10:34:38 AM
Quote from: Adamiks on June 02, 2015, 07:24:08 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.
Ok, so i should ask him to translate because he didn't know how to use Google in the first place?
Używam Windows 7 i nie mam pojęcia jak używać internetu, więc piszę to po polsku mając nadzieję, że ktoś to zrozumie.
Now, you can ask me about translation ;)
Quote from: Adamiks on June 03, 2015, 09:15:55 AM
Quote from: Evilko on June 02, 2015, 10:34:38 AM
Quote from: Adamiks on June 02, 2015, 07:24:08 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.
Ok, so i should ask him to translate because he didn't know how to use Google in the first place?
Używam Windows 7 i nie mam pojęcia jak używać internetu, więc piszę to po polsku mając nadzieję, że ktoś to zrozumie.
Now, you can ask me about translation ;)
Calm down.I did everything.The topic is closed
prepare carefull возможно тут лишний. когда ты начинаешь игру с 7 колонистами с убер прокачкой, это как то не хард
2) животные.. они начинают бить друг друга, в итоге на 2-5 день по всей карте куча халявного мяса/шкур
Quote from: Shtuka on June 03, 2015, 08:12:00 AM
Skyarkhangel, turrets in your mod pack is mega awesome! Did you created it by yourself?
textures from Turret Collection, Combat realism Defence, Miscellanious.
All turret settings are fully overwritten with using combat realism frags. Сharging, 8 types of ammo, gunpowder and textures for them made by me.
Quote from: Fox on June 03, 2015, 10:48:04 AM
prepare carefull возможно тут лишний. когда ты начинаешь игру с 7 колонистами с убер прокачкой, это как то не хард
2) животные.. они начинают бить друг друга, в итоге на 2-5 день по всей карте куча халявного мяса/шкур
Кто захочет читернуть может это сделать и включив панель разработчика. В новой 1.4 версии спавн и агрессивность мобов снижена, такого нет.
Something seems buggy.
I cant switch the tables to a diffrerent thing, like wood.
Also, when i switch for example the chairs, from boarleather to something else (i only can switch to Muffalo Leather) i cant switch back, so i only can build Muffalo stuff, cuz i cant change the type of the furniture.
Which is kinda horrible, becaus i cant make beds becaus of this.
Anyone know a solution ?
Here 2 screenshots to show what i mean:
http://www.directupload.net/file/d/4007/r4for3xo_jpg.htm
http://www.directupload.net/file/d/4007/ujoi3wyp_jpg.htm
Quote from: Hargut on June 03, 2015, 03:10:46 PM
Something seems buggy.
I cant switch the tables to a diffrerent thing, like wood.
Also, when i switch for example the chairs, from boarleather to something else (i only can switch to Muffalo Leather) i cant switch back, so i only can build Muffalo stuff, cuz i cant change the type of the furniture.
You can switch to only leather you have in stockpile. You have only Muffalo leather, so you can build only Muffalo stuff. Get some other and you'll be able to switch to it.
By the way. Generator hopper in 1.4 consume not just kindling and starts with important and all allowed. I think I could lose something useful if I had.
[attachment deleted due to age]
Quote from: Uglyr on June 03, 2015, 05:50:16 PM
By the way. Generator hopper in 1.4 consume not just kindling and starts with important and all allowed. I think I could lose something useful if I had.
Omg. Thanks, needs to add new items in exception list for gen hopper.
Good catch man ill fix that in mine as well. Speaking of the generators do they produce heat?
Что насчёт боевых турелей (начальных) на которые типо ставится оружие. Они работают?
По краней мере устанавливаются, чего раньше не было, а стреляют или нет, не проверял.
New to mods not sure i got the install correct but the game runs no error and is really cool.Did notice i can plant some crops before i had done the research so im guessing my mod order is incorrect.Not having played most of these mods id like to get the load order right so it plays even better.
[attachment deleted due to age]
Update to 1.4cFixed some bugs... for exple: gen. hopper, concrete max stuck up from 24 to 75 + available in traders. Added for convenience new category "ammo". Some rebalance economy and turrets.
Don't need to start new game.
Quote from: Fox on June 04, 2015, 02:53:14 PM
Что насчёт боевых турелей (начальных) на которые типо ставится оружие. Они работают?
Yes, it works.
Что-то с текстурой стула. Когда выбираю куда его поставить, прозрачную текстурку почти не видно.
Не понятно зачем в исследовании обработка камня, если камнерезный станок доступен до того как ты изучил исследование
No one will smooth the stone floors in this mod or am I not understanding some prerequisite for smoothing the floors. I like smooth rock floors.
Quote from: Blackglass Sand on June 05, 2015, 10:53:13 AM
No one will smooth the stone floors in this mod or am I not understanding some prerequisite for smoothing the floors. I like smooth rock floors.
I think you can not prioritize this job, but I guess it has the priority like mining (after nothing to mine). Before 1.4c it worked, haven't tried with 1.4c yet.
Ok thanks, I will keep trying it. I let smooth stone designation sit for a long time with no one doing the job... maybe everyone was too busy. Other times (other mods/unmodded) they get to the job relatively quickly.
<edit> OK, they finally did the job... took a loooooong time. Sorry for the false alarm.
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.
Quote from: vfc.prize on June 05, 2015, 05:56:05 PM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.
THIS ^^^ and Parifins?? Also a mod load order for this package please.
Quote from: Cedarik on June 05, 2015, 06:26:22 PM
Quote from: vfc.prize on June 05, 2015, 05:56:05 PM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.
THIS ^^^ and Parifins?? Also a mod load order for this package please.
You need to mine oil and then refine it in chemlab. Modconfig is in a package. Answers for both question you could read on main page.
Yea im new to mods i just extracted the download into the mod folder thats why i asked for a mod order.Thanks for a reply though my original post never got one.
Yglyr, you are rigth. Just need to mine it. Thanks
Thank you very much for modpak everyone who is working on it) I have one question.I can't sell sugar traders. Maybe that's my error?
How do you move the turrets? I made a mobile sentry base at the electronics table, but now can't figure out how to move it to a good location. Thanks for the fun modpak.
Hmm. I'm not sure if we're supposed to be able to craft the sentry base at the electronics table in the first place as the item is not in the debug item list either.
The mobile sentry base is a building in the security tab when you researched it. It is not moveable.
Hardcore SK A11 1.51 alpha: Ressurection.
In functionality, it's almost a complete copy of resurrected Hardcore SK A10 1.4c.
A11 Update. With 95% SuperiorCraft, Industrialisation update. Alpha version, please report bugs.
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)
Ps.: sorry for my english :)
Quote from: kexici on June 15, 2015, 03:36:27 PM
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)
Ps.: sorry for my english :)
No problem, thanks. it's test version, i will fix this.
Quote from: skyarkhangel on June 15, 2015, 04:04:43 PM
Quote from: kexici on June 15, 2015, 03:36:27 PM
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)
Ps.: sorry for my english :)
No problem, thanks. it's test version, i will fix this.
I love your mods :) it´s super hardcore :D
Next mistakes
microchips recipe -> need steel bars vs silver
Coms consol, nutritien paste dipenzer, synthetick organ assemble -> wrong operation spot
All tables from Expanded Prosthetics & Organ Engineering have 1x1 marking spot on midle
pod bed, comfty bed, industrial cooler -> they are tapered
coffe machine from zooming up change to some gray block :)
after all research ->
Missing (maybe it purpose) automatic defence platform
Missing nuclear reactor
Missing industrial heater
Ps.: in next version you can add vein miner(A10) without vein brush, its works fine in(A11)
If you want and get permision add mod : Floorlights , Jaffa cree! , Better OmniStorage :)
(no issues with hardcore SK 1.51a) and more enemy to kill :D (maybe with Stroyent we can make jaffa soup :D )
it would be awesome to add some common source of electricity like RTG :) (f.e.: power II rtg, power III asrg)
Thx for work ;) your CZ fan :D
Generator (kindling eater) is missing. Or is hidden in some tech deeper than before.
Quote from: Uglyr on June 15, 2015, 06:37:37 PM
Generator (kindling eater) is missing. Or is hidden in some tech deeper than before.
Steam generator hidden, because only the author SC could update it.
Quote from: kexici on June 15, 2015, 05:41:37 PM
If you want and get permision add mod : Floorlights , Jaffa cree! , Better OmniStorage :)
(no issues with hardcore SK 1.51a) and more enemy to kill :D (maybe with Stroyent we can make jaffa soup :D )
it would be awesome to add some common source of electricity like RTG :) (f.e.: power II rtg, power III asrg)
Thx for work ;) your CZ fan :D
Ok
Updated to 1.52 with a lot bugfixes.
Alright.. How the heck do i build a concrete mixer? Can't find it in any tab?
Quote from: IkeaSwede on June 16, 2015, 05:54:24 AM
Alright.. How the heck do i build a concrete mixer? Can't find it in any tab?
Production. Reiqured Crafting I tech.
I see, but it says I need concrete to make a Smelting furnace, which I suppose I need to build steel bars - which I need to build researching table?
First this is a great mod ,good work .Now i found that colonist dont use food synthetizer they just grab food from the hopper,plus reserching agricolture should allow you to grow new type of plant but it let you do it without it. For last there is a favor im asking , if you can add the seed mod in yours or at least a separate patch for it. I favor your modpack instead of ultimate ,your have a definetly better combat/fighitng/defense system.
thk for your time keep the good work
thank you for the update! love your superior crafting modpack :D
Quote from: IkeaSwede on June 16, 2015, 06:05:15 AM
I see, but it says I need concrete to make a Smelting furnace, which I suppose I need to build steel bars - which I need to build researching table?
Smelting furnace can be make from stone blocks ( you must deconstrukt some buildings on the planet) its harcore mod ;) stonecuter is in constuction I ;)
I don't mind hardcore mods ^^ Thanks.
Well, problems arise agian; Built a Electronics table, trying to make Electronic Chips, I have steel bars (87) and sand (105) - but I can't make any chips - it just says "not enough materials)?
There's 'hardcore' and then there's 'untested'. Out of the box not being able to build the research table, depending entirely on cargo pods or existing structures is not hardcore gameplay, it's missing something.
Quote from: Spumantii on June 16, 2015, 11:57:35 AM
There's 'hardcore' and then there's 'untested'. Out of the box not being able to build the research table, depending entirely on cargo pods or existing structures is not hardcore gameplay, it's missing something.
Oh is that what's happening? I was all like wtf? How do I build a research table out of steel bars. Is getting clay part of the research tree because I can't find any way of getting any in order to make steel bars, in order to make the research table.
Seems this was released a little early ?
Quote from: thefinn on June 16, 2015, 12:17:18 PM
I was all like wtf? How do I build a research table out of steel bars. Is getting clay part of the research tree because I can't find any way of getting any in order to make steel bars, in order to make the research table.
Seems this was released a little early ?
I am perhaps i little bit inclined to agree. However, i think it is a respectable effort none the less. (and i use god-mode when i hit an impasse) ;)
Some things i think should be accessible or manufacturable from the start in the mod. Far easier to reach at least. If we look at human civilisation we can see that with pretty much nothing, tools-wise, stone and wood can be processed into building materials.
Talking in-mod i would say that Mud should be manufacturable without the need to get electronics first. I really liked the concept of bricks from mud, but why the need for a complex machine to get mud?
Polish the mod a little, perhaps write a how-to, and it will be great. :)
Quote from: thefinn on June 16, 2015, 12:17:18 PM
Seems this was released a little early ?
Yep. If you are new to the mod I'd suggest playing 1.4c with alpha10 - it was pretty balanced. 1.5 broke a lot.
By the way. There is undocumented feature: if you start without using Prepare carefully you get enourmous number of starting resources. Much more than you can get with preparation points. It will negate bugs with hidden craft table and other broken production lines.
Big thanks to players for their bugreports, were corrected a lot of mistakes. Soon will come the next update with bug fixes and new modifications.
Quote from: skyarkhangel on June 17, 2015, 04:40:33 AM
Big thanks to players for their bugreports, were corrected a lot of mistakes. Soon will come the next update with bug fixes and new modifications.
Hope it will revive crafting table and generator.
Strange event I see
[attachment deleted due to age]
How do you make plastic and rubber?
Quote from: Uglyr
Strange event I see
This is the rumor of ruins part of Miscellaneous. What you see is that the Language files are missing. These are needed for the translation of the placeholder variables you see there.
I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(//)
[attachment deleted due to age]
Any chance of pre-alpha today?
Is there a diagram of what each researched item will lead to (buildings and what those buildings produce)?
I just discovered the Chem Lab produces plastic/rubber, but I forgot which techs get me to the Chem Lab and how I get the materials (polymers) to produce plastic/rubber.
Quote from: poorprae on June 20, 2015, 04:43:10 PM
Is there a diagram of what each researched item will lead to (buildings and what those buildings produce)?
I just discovered the Chem Lab produces plastic/rubber, but I forgot which techs get me to the Chem Lab and how I get the materials (polymers) to produce plastic/rubber.
I would also like to see the research tree show you what your gonna get like a small pic to go with it as well as it telling you what it does
Quote from: Zerg HiveMind on June 20, 2015, 05:21:02 PM
I would also like to see the research tree show you what your gonna get like a small pic to go with it as well as it telling you what it does
What would e super-nice is if something like this existed in game OR if you could search for Item X and it tell you what research you need and where the item is produced.
Quote from: Uglyr on June 20, 2015, 02:01:16 PM
Any chance of pre-alpha today?
too much time spent on localization to russian. At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me :-\
Quote from: kutuzov.optim on June 20, 2015, 01:03:52 PM
I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(//)
it's normal for russian translation. These errors don't affect on gameplay. There are many dublicate translations, when there will be nothing to do.. clean them.
Quote from: Uglyr on June 17, 2015, 07:03:36 PM
evive crafting table and generator.
yep, steam generator will be available.
Quote from: Haplo on June 20, 2015, 11:19:31 AM
Quote from: Uglyr
Strange event I see
This is the rumor of ruins part of Miscellaneous. What you see is that the Language files are missing. These are needed for the translation of the placeholder variables you see there.
I'm not fully updated from A10.. thanks :) fixed the error.
Quote from: skyarkhangel on June 20, 2015, 08:43:13 PM
Quote from: Uglyr on June 20, 2015, 02:01:16 PM
Any chance of pre-alpha today?
too much time spent on localization to russian. At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me :-\
Quote from: kutuzov.optim on June 20, 2015, 01:03:52 PM
I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(//)
it's normal for russian translation. These errors don't affect on gameplay. There are many dublicate translations, when there will be nothing to do.. clean them.
Quote from: Uglyr on June 17, 2015, 07:03:36 PM
evive crafting table and generator.
yep, steam generator will be available.
But when I load my save I see it. All mods are active, nothing was changed.
[attachment deleted due to age]
Quote from: skyarkhangel on June 20, 2015, 08:43:13 PM
too much time spent on localization to russian. At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me :-\
If it's only localization left then it's not a big problem for me as I play in english. Maybe you can release non-russian version first and then translate the rest?
Thank you for your work. Don't need to listen to anybody.Do your job as you think best. And the girl of your our apologies. :)
I only registered to tell you that I love your modpack. Keep on good work man !
What building/research do I need to make polymers and sulphates?
Quote from: arc89 on June 21, 2015, 08:47:46 AM
I only registered to tell you that I love your modpack. Keep on good work man !
I am very pleased, thank you. ;)
p.s.
update is almost ready, it will be available within a few hours
also... Full resource requirements rebalance with the slogan "to land on the glacier ready!"
Quote from: skyarkhangel on June 21, 2015, 04:07:44 PM
Quote from: arc89 on June 21, 2015, 08:47:46 AM
I only registered to tell you that I love your modpack. Keep on good work man !
I am very pleased, thank you. ;)
p.s.
update is almost ready, it will be available within a few hours
also... Full resource requirements rebalance with the slogan "to land on the glacier ready!"
What about a glacier? New items? New starting items? Whats going on? I am impatient D:
Quote from: Zerg HiveMind on June 21, 2015, 08:31:13 PM
What about a glacier? New items? New starting items? Whats going on? I am impatient D:
Update. Hallelujah! I thought I had never done, so much work was...
Learn inside :)
Updated to 1.6: Apocalypse
Thank you. :)
Quote from: uriilus on June 21, 2015, 09:47:56 PM
Thank you. :)
fast update.
fixed some "unobserved" bug with seeds >:(
Quote from: poorprae on June 21, 2015, 03:41:47 PM
What building/research do I need to make polymers and sulphates?
You have to research 'Mining', build a mine and collect some 'crude oil'. Then research 'ChemLab', build it and refine 'crude oil'. And you'll get all the stuff you need for a better life.
The wait is over! Hurray!
Just started at last in a 5000 meter mountain. Looks like there is a bit less starting resources (no glass and chips at all). But on the other hand almost every production table can be made of steel blocks so I guess I'll be ok.
Generator is back, but I'm not sure if I can spend precious wood for burning. Wind generator now need concrete to build and mixer need energy (if not changed), so I guess I have to burn.
Haven't seen any mushrooms so far. I hoped to eat them (no plants or animals on map). Are they removed or need special condition?
Deconstructed bamboo wall near base. Are you joking? Bamboo wall 0% to burn and 1225 hit points, while granite 595 and steel bar 350?
Hello. I have a problem with silicon. It requires 30 sand, i have 730. At the description it says that i need pile of sand, i guess this is a problem. Like it was with silver and steel bars at previus version. How can i fix it without downloading anything? I'm using Hardcore SK Rimworld A11 modpack 1.6a
yep found it at MD2Base-11_SK\Defs\RecipeDefs, MD2SandPile - what is it and how can i make it? checked files in md2base from Mechanical Defence 2, they do have this resource, but they have recipe to craft it, wich i dont see in ur file. i guess u forgot to change it, pls do it, or we'll have no droids =(((((
Quote from: Uglyr on June 22, 2015, 05:07:47 PM
The wait is over! Hurray!
Just started at last in a 5000 meter mountain. Looks like there is a bit less starting resources (no glass and chips at all). But on the other hand almost every production table can be made of steel blocks so I guess I'll be ok.
Generator is back, but I'm not sure if I can spend precious wood for burning. Wind generator now need concrete to build and mixer need energy (if not changed), so I guess I have to burn.
Haven't seen any mushrooms so far. I hoped to eat them (no plants or animals on map). Are they removed or need special condition?
Deconstructed bamboo wall near base. Are you joking? Bamboo wall 0% to burn and 1225 hit points, while granite 595 and steel bar 350?
;D
Thanks fo bugreport, fixem!
Quote from: Napikusadil on June 23, 2015, 09:58:36 AM
Hello. I have a problem with silicon. It requires 30 sand, i have 730. At the description it says that i need pile of sand, i guess this is a problem. Like it was with silver and steel bars at previus version. How can i fix it without downloading anything? I'm using Hardcore SK Rimworld A11 modpack 1.6a
Soon update with fix and some update.
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.
EDIT: By sheer Miracle of Randy Random alone, I got a drop of blueberrys that could survive frost, so after setting them up, BOOM 6% 7% we are growing. Thank you, I had been living off of human flesh for nearly a month now, had at least one mental break a day, for some reason they were all harmless dazes. Oh, for some reason the colonists simply pick up the seeds, and the plant magicly teleports to the growing zone, but I have ZERO problem with that seeing we can actually eat something other than dead people now! :D
Quote from: FurryLovingGuy on June 23, 2015, 02:52:17 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.
I have made a workaround for this in the Ultimate Overhaul Modpack and playing with seeds is now viable, skyarkhangel (https://ludeon.com/forums/index.php?action=profile;u=43540) is more than welcome to use it. I simply changed the plants grow cycle for eg. for potatoes i had to change there cycle to 0.8 days instead of 4.16 days since Tynan added a new tickerType "Long" to the game it is no longer "Rare" and the seeds mod make the plants grow 4.5 - 5 times slower essentially making potatoes take as long as devilstrand, the pawns will still stand and throw the seeds onto the crop but the crops grow at there proper rates using my values. these changes can be found in the Plants_Cultivated.xml.
Anyways hope this helps, Cheers!
Quote from: FurryLovingGuy on June 23, 2015, 02:52:17 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.
Yes.. SeedPlease no official .dll A11 update and we using fun update with bugs :-\
Quote from: skyarkhangel on June 23, 2015, 03:18:58 PM
Quote from: FurryLovingGuy on June 23, 2015, 02:52:17 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.
Yes.. SeedPlease no official .dll A11 update and we using fun update with bugs :-\
Lol yeah but whatever no one seems to be able to update it fully so we will have to live with the workaround for now. Its honestly not too bad of a bug and kind of funny lol :)
Is current state, with all mode enabled, playable? Crops growing for years, I cant really build almost anything, since I lack a lot of materials, which I can made because... I lack materials to build workbenches etc.
Quote from: Nicker on June 23, 2015, 07:34:50 PM
Is current state, with all mode enabled, playable? Crops growing for years, I cant really build almost anything, since I lack a lot of materials, which I can made because... I lack materials to build workbenches etc.
the crops grow at there proper rates using my values.
This modpack looks like a ton of fun, but it looks like there's still some issues? Is it possible to disable the mods that are causing problems, without causing any in return?
Quote from: Kirb on June 24, 2015, 12:53:04 AM
This modpack looks like a ton of fun, but it looks like there's still some issues? Is it possible to disable the mods that are causing problems, without causing any in return?
for example? Seedplease? ::) You can do that.
next patch 80% ready...
Argh! Randy Random not so random. (
I picked him and second difficulty to get familar with mod and ice biome. But he keeps sending raids, wargs and zombies every day. Due to low difficulty they are low numbered so wiped almost without wounds, but my pawns have time just to eat, sleep and fight. I already have 4 prisoners (3 colonists) and lot's of bodies I don't have time to strip and butcher. No time for production either. Sure sometimes he sends pods or trader, but it's like 1 positive event for 6 raids and 2 visitors. I'm afraid to imagine what would happen on higher difficulty. (
Sorry guy's, i have been busy with marines mod. update today.
Updated to 1.7: Zero tolerance
New in v 1.7:
Refrigerated Food Storage (https://ludeon.com/forums/index.php?topic=12243.0) (Adds a Food Tray Rack that keeps prepared meals fresh..) by beany_for_ever
Floor Lights (https://ludeon.com/forums/index.php?topic=9103.0) (Adds Lights lamps that are integraded into the ground.) by Temeez
Refrigerated Food Storage (https://ludeon.com/forums/index.php?topic=12243.0) from BeanTek Mods (Adds a Food Tray Rack that keeps prepared meals fresh..) beany_for_ever
Blast Door (https://ludeon.com/forums/index.php?topic=12243.0) from BeanTek Mods (The mod adds a large gate, with manual control.) beany_for_ever
Clutter (https://ludeon.com/forums/index.php?topic=2541.0) (Almost completely redesigned. Added into modpack some awesome features.) by mrofa
Marines_SK (https://ludeon.com/forums/index.php?topic=13972.0) (Adds Marines & SpecialForces equipment.) by skyarkhangel
Combat Realism (https://ludeon.com/forums/index.php?topic=9759.0) (Makes game's combat more realistic and more tactical and engaging. Adds frags to bombs..) by NoImageAvailable
MoreFloors (https://ludeon.com/forums/index.php?topic=4373.0) from T's Mods (adds overhauled stone and wooden floor textures) by Telkir
LT-RedistHeat (https://ludeon.com/forums/index.php?topic=11056) (Adds a complete heating system to the game, build a heating room and duct it to all other rooms and use fans to pump the heat through the ducts.) by Latta
Mechanoid terraformer (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (Adds misterious mechanoid terraformer event...) by Rikiki
FishIndustry (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (Adds new features: aquaponics.The ability to catch and start fish breeding.) by Rikiki
Darkness (https://ludeon.com/forums/index.php?topic=10327) (SK_patch, makes nights lighter than in Darkness_SBO. This mod makes night really dark night.) by Viceroy
+ work on removing bugs from 1.6a
Notice: SeedPlease disabled for default.
Thanks to the big work for all modders!
Holy shit thx mate you just ruined my night (it's 22h45 here in France) :p
i'm going to try it NOW.
Thx :p
Looks great. Big thanks to you and all the modders involved.
Big thanks to you.
Warning: Mechanoid Terraformer has critical errors, recommended to disable mod, till to solve the problem. When you attack them, the game freezes.
It just happened in my run. :p
Is it possible to disable it and continue to play from a prior autosave? or i have to create a new world?
Quote from: Canute on June 26, 2015, 03:43:32 PM
Yeah happen to my previous colony, shoot on the artifact to spawn extra Mech's and freeeeeze.
skyarkhangel, you realy need to made a research tree overview.
I need rubber,plastic and still have no clue where to get crude oil for this.
Updated to 1.7b.- Fix Stonecutter table
- Fixes in fishing industry mod
- Added EPOE + ZombieApocalypse patch
- Removed MechanoidTerraformer mod
- Added CrushLanding mod (easy mode) - disabled for default
- Added Force shield from SuperiorCraft.
- Concrete Mixers now two types.. Simple & Electric. Electric works 2 times faster, but Simple can work without electricity.
- Global modpack update with damageMultipliers.
- Fix bugs with adaptation Marines_SK to modpack.
- Removed Sugarcane clone item.
- Changed traps cost like in Superior Craft.
Tnx for great modpack!
But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?
Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
Quote from: Pardon on June 26, 2015, 11:16:26 PM
Tnx for great modpack!
But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?
Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
something you do wrong... without any additional storage settings works fine..
(http://clip2net.com/clip/m54307/49665-clip-5kb.jpg)
(http://clip2net.com/clip/m54307/2ba53-clip-7kb.jpg)
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Quote from: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
thanks! you found set of mini-bugs with Resourses.. they work currently like in vanilla. In next, made as in Superior Craft.
Quote from: skyarkhangel on June 27, 2015, 08:01:41 AM
Quote from: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
thanks! you found set of mini-bugs with Resourses.. they work currently like in vanilla. In next, made as in Superior Craft.
ok. I will test.
Quote from: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Now i understand how my pawns were crafting medicine without a tailor loom ^^
Looks like trade also broken. Drug dealer traders came to my colony, built tent but no beacon appeared. I built my own beacon and tried to buy leather - hit accept, trade window become black and nothing happens. Esc close the window, but no pods with bought goods fall, the silver deducted however and traders no longer have the good I bought.
Quote from: Canute on June 27, 2015, 02:39:38 PM
No, Haplo removed the trade beacon with the last update,
But the trade's are working fine with me, orbital and local trader.
Hm... After you say that I tried several things and it looks like if I build beacon outside the trade start working.
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)
I got this when i loaded up for the first time. New world newest version.
Quote from: Zerg HiveMind on June 27, 2015, 03:24:39 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)
I got this when i loaded up for the first time. New world newest version.
I'm not pro, but list of mods looks small. Haven't you forgot to update modconfig.xml?
Quote from: Zerg HiveMind on June 27, 2015, 03:24:39 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)
I got this when i loaded up for the first time. New world newest version.
you don't put modpack on a clean rimworld.
Modpack doesn't consist <drawWorkPassions> variable. I suppose it would be bug with Edb interface.
Quote from: skyarkhangel on June 27, 2015, 03:37:33 PM
Quote from: Zerg HiveMind on June 27, 2015, 03:24:39 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)
I got this when i loaded up for the first time. New world newest version.
you don't put modpack on a clean rimworld.
Modpack doesn't consist <drawWorkPassions> variable.
I put the modconfig thing in where its suppose to go.
http://puu.sh/iET4r/d52cf52b0b.jpg (http://puu.sh/iET4r/d52cf52b0b.jpg)
Also is that ammo crate in the center with the pod, suppose to look like that?
Quote from: Canute on June 27, 2015, 04:23:59 PM
I just replace the Concrete mixer with the Electrical one, and it isn't working anymore.
I can create a bill, but i can't send a crafter to do a job.
Do you have everything needed to make it? Sometimes they wont start till the have all the materials ready.
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Quote from: Zerg HiveMind on June 27, 2015, 08:18:02 PM
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Sorry, i forgot to register "WorkGiverDef" to electric mixer :(
Just copy near with simple electric mixer workgiverdef. into Industrialisation_SK/Defs/WorkGiverDefs/COWorkGivers.xml
they differ only by the letter "E" "EMixconcrete"
<WorkGiverDef>
<defName>DoBillsEMixconcrete</defName>
<giverClass>WorkGiver_DoBill</giverClass>
<workType>Crafting</workType>
<singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
<verb>mix</verb>
<gerund>mixing</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
</WorkGiverDef>
Quote from: skyarkhangel on June 27, 2015, 08:28:58 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:18:02 PM
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:
Quote from: Zerg HiveMind on June 27, 2015, 08:30:22 PM
Quote from: skyarkhangel on June 27, 2015, 08:28:58 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:18:02 PM
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:
Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Quote from: skyarkhangel on June 27, 2015, 08:42:17 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:30:22 PM
Quote from: skyarkhangel on June 27, 2015, 08:28:58 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:18:02 PM
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:
Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Is this compatible with current saves?
Quote from: Zerg HiveMind on June 27, 2015, 09:49:50 PM
Quote from: skyarkhangel on June 27, 2015, 08:42:17 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:30:22 PM
Quote from: skyarkhangel on June 27, 2015, 08:28:58 PM
Quote from: Zerg HiveMind on June 27, 2015, 08:18:02 PM
Quote from: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:
Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Is this compatible with current saves?
Yea. Copy and reload game.
Hey,
I am having issues with growing stuff - i seem only to be able to select the basic items to grow - after researching Agriculture 1 I don't get any new options unlocked for the growing zones.
P.s Спасибо за классный модпак. Сложно выживать шопиздец, но очень интересно.
How can i change the construction time? cause it took my lvl 7 construction worker a whole day to make the research bench?
Hardcore you say ?
(https://s-media-cache-ak0.pinimg.com/236x/d5/b9/2e/d5b92eaaf8712c78966fd71c8cc7a83b.jpg)
Quote from: skyarkhangel
Electric ConcreteMixer fix 1.7b
url=https://yadi.sk/d/Nval-TRohX9jM]https://yadi.sk/d/Nval-TRohX9jM[/url]
This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
:)
http://puu.sh/iFXj8/092f5c4370.png (http://puu.sh/iFXj8/092f5c4370.png)
^^^^ i think hes right cause my game is freaking out hard core. There are more just like that, But i just grabbed what i could
Quote from: skyarkhangel on June 26, 2015, 11:49:32 PM
Quote from: Pardon on June 26, 2015, 11:16:26 PM
Tnx for great modpack!
But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?
Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
something you do wrong... without any additional storage settings works fine..
(http://clip2net.com/clip/m54307/49665-clip-5kb.jpg)
(http://clip2net.com/clip/m54307/2ba53-clip-7kb.jpg)
I'm created new game and all works fine. May be it's a random bug. Anyway thanks for your help.
Quote from: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Until next patch you can do it yourself pretty easily...
With a text editor : notepad will do the trick but i recommend/support Notepad++ (https://notepad-plus-plus.org)
Go open :
\Mods\Core\Defs\ThingDefs\Plants_Cultivated.xml, and under :
<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
replace
<harvestedThingDef>Cloth</harvestedThingDef> by
<harvestedThingDef>RawCotton</harvestedThingDef> and you have to the same, just a bit under, with Devilstrand. Be aware of the capital in
RawDevilstrand when replacing
DevilstrandCloth.
You can use CTRL+f and paste the all code section to find it more quickly and even use "find and replace" command (CTRL+h) in
Notepad++, when/if you feel comfortable enough, for editing (it's very handy and useful for modding because you can even do that automatically in an entire folder in once ;) )
Quote from: Canute on June 28, 2015, 02:58:40 PM
Droid's use steel and plasteel ore to build, shouldn't that be (pla)steel bar ?
And they use Circuits, these should be Electronic chips.
There is no need to create another item.
Pretty much the same things in
\Mods\MD2Droids-10_SK\Defs\RecipeDefs\Recipes_MakeDroids.xml (be aware of the upper size character in
PlasteelBar).Be sure to do it for each tag (again "Find and Replace (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)" y'all 8) ) Now for the Circuits, it's the way it's done in the original mod, but you can change that here too.
Quote from: arc89 on June 28, 2015, 07:32:06 AM
This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
:)
and this is correct.
But you do that at your own risk and please don't bother/blame on
skyarkhangel if that doesn't work. I just share how i fix it on my computer.
The "official" way is to wait ... what 12h max before
skyarkhangel fix those with the next patch ;D remember "Zero tolerance" ^^
EDIT : Adding Devilstrand manipulation too :p + adding a link to a randomly Googled example of a Find and Replace operation (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
Quote from: skyarkhangel on June 29, 2015, 10:11:52 AM
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
WOW :) it´t sound good :)
thx for all you work :)
Quote from: skyarkhangel on June 29, 2015, 10:11:52 AM
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
Great! Will production buildings realisticaly generate heat? And have auto standby mode to not consume electricity while not in use? ::)
Finally figured out how to get plastic and rubber, but I can't figure out where to make the drillhead? Can you only buy it?
Quote from: Lewtz on June 29, 2015, 04:24:43 PM
I can't figure out where to make the drillhead? Can you only buy it?
in the machining table man
Quote from: kaptain_kavern on June 28, 2015, 10:47:53 PM
Quote from: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Until next patch you can do it yourself pretty easily...
With a text editor : notepad will do the trick but i recommend/support Notepad++ (https://notepad-plus-plus.org)
Go open : \Mods\Core\Defs\ThingDefs\Plants_Cultivated.xml, and under :
<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
replace <harvestedThingDef>Cloth</harvestedThingDef> by <harvestedThingDef>RawCotton</harvestedThingDef> and you have to the same, just a bit under, with Devilstrand. Be aware of the capital in RawDevilstrand when replacing DevilstrandCloth.
You can use CTRL+f and paste the all code section to find it more quickly and even use "find and replace" command (CTRL+h) in Notepad++, when/if you feel comfortable enough, for editing (it's very handy and useful for modding because you can even do that automatically in an entire folder in once ;) )
Quote from: Canute on June 28, 2015, 02:58:40 PM
Droid's use steel and plasteel ore to build, shouldn't that be (pla)steel bar ?
And they use Circuits, these should be Electronic chips.
There is no need to create another item.
Pretty much the same things in \Mods\MD2Droids-10_SK\Defs\RecipeDefs\Recipes_MakeDroids.xml (be aware of the upper size character in PlasteelBar).Be sure to do it for each tag (again "Find and Replace (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)" y'all 8) ) Now for the Circuits, it's the way it's done in the original mod, but you can change that here too.
Quote from: arc89 on June 28, 2015, 07:32:06 AM
This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
:)
and this is correct.
But you do that at your own risk and please don't bother/blame on skyarkhangel if that doesn't work. I just share how i fix it on my computer.
The "official" way is to wait ... what 12h max before skyarkhangel fix those with the next patch ;D remember "Zero tolerance" ^^
EDIT : Adding Devilstrand manipulation too :p + adding a link to a randomly Googled example of a Find and Replace operation (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)
Or you can simply to copy Plants_cultivated.xml from SuperiorCraft A11 to Core_SK/Defs/thingDefs
when I myself updated A11, I forgot to move and update this file, because i forgot that SC uses "raw resources" for fabric plants. it almost doesn't differ from SC.
Quote from: Canute on June 29, 2015, 06:20:34 AM
Ok i got now a gamestoping bug from the modpack.
Currently no trading window appear when i want to trade with a local trader or use the com console.
The only thing that is different from the last times are, that i bought these arcade games from an exotic goods vendor. And these cause an error event after loading.
Edit: Yep it must be these Arcade game, when i use a safegame before i bought them, trade window works fine.
BTW. on start there are 2 errors:
Could not find a type named BiteablePawn
Could not find a type named ZombiePawn
these arn't game breaking, and i don't saw any negativ effect so far at the zombies. Zombie's still can bite and infect others. So i ignored them so far.
But they show up as red errors.
ZombieApocalypse mod must be closer to Core then EPOE, to bypass the error "Could not find a type named ZombiePawn and Could not find a type named BiteablePawn". That is made in modconfig.xml. Do you copy it in modconfig folder? Just.. may be your mistakes is that you didn't it
I cant find the ModsConfig.xml file. Can anyone point me towards it?
At the root of the archive, it's one of the few files along that big list of folders
By the way - there are 2 industrial heaters now. Not sure if they both work.
And coal burning plant (fuel also, but not stated) IMHO eats fuel too fast. Something like 0.1% per second. So in 16 minutes of real time you lose stack of fuel or coal.
And in the long run I think temperature generation should be reworked somehow. In my current base I rely mostly on 6-8 campfires, while 6 heaters use lots of electricity, but give low temp.
Ducts are also questionable: 1x6 room with bed - door on one side and duct on other. "Outside" indoors have 18-21C, the room inside it 6-10C (Real outside temp is around -40/-60C).
Quote from: Uglyr on June 30, 2015, 06:51:02 PM
By the way - there are 2 industrial heaters now. Not sure if they both work.
And coal burning plant (fuel also, but not stated) IMHO eats fuel too fast. Something like 0.1% per second. So in 16 minutes of real time you lose stack of fuel or coal.
And in the long run I think temperature generation should be reworked somehow. In my current base I rely mostly on 6-8 campfires, while 6 heaters use lots of electricity, but give low temp.
Ducts are also questionable: 1x6 room with bed - door on one side and duct on other. "Outside" indoors have 18-21C, the room inside it 6-10C (Real outside temp is around -40/-60C).
Okay. I'am still working on new production chain. In near future it also would be official optional expansion pack to Superior Craft. It agreed with Abrexus. Thanks to him!
Then fix all bugs, that found by players, some of them already fixed.
(http://cs621718.vk.me/v621718469/2a058/bqfZxSfqHbE.jpg)
Just the screenshot made me want to try this soon. Looks like a complete redone, judging by the requisite construction material shown.
Also it's nice seeing major modders working together :-)
I'm about to rip my hair out here...
I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?
please help....before I lose my mind.
With the oil refinery
It's said in the 1rst, 10 points, research project btw ;-) (look in the "researched" tab of the research screen)
Quote from: Lewtz on June 30, 2015, 08:38:35 PM
I'm about to rip my hair out here...
I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?
please help....before I lose my mind.
Oil refining. Need to refine oil into products like polymers, fuel and etc. In chemlab.
Depleted uranium coffee machine? Sounds tasty!
Hope there will be descriptions for all new stuff. I still don't know what Onion router for.
And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?
Quote from: Uglyr on July 01, 2015, 06:29:25 AM
Depleted uranium coffee machine? Sounds tasty!
Hope there will be descriptions for all new stuff. I still don't know what Onion router for.
And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?
Yes, yes already done, all production tables graded by level of development by new designation cat. Hitech.
3 new resources: Depleted uranium (metallic), Carbon Alloy (stony-metallic), Kevlar (fabric), reinforced concrete (stony) with new production chains.
And new types of stuffcategories for buildings.
yummy 8)
Quote from: skyarkhangel on July 01, 2015, 09:56:34 AM
Quote from: Uglyr on July 01, 2015, 06:29:25 AM
Depleted uranium coffee machine? Sounds tasty!
Hope there will be descriptions for all new stuff. I still don't know what Onion router for.
And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?
Yes, yes already done, all production tables graded by level of development by new designation cat. Hitech.
3 new resources: Depleted uranium (metallic), Carbon Alloy (stony-metallic), Kevlar (fabric), reinforced concrete (stony) with new production chains.
And new types of stuffcategories for buildings.
nice, can't wait for next version :D.
Looks AWESOME :D when you plan releas?
fyi new superior crafting release with some added stuff. give me da hardcore modpack pls <3
Also Sky,
Would you mind be on the A11 modlist (https://ludeon.com/forums/index.php?topic=14062) i've made ?
Sky,
Do you know when Abrexus will release the expansion pack version of your mod on the Superior Crafting thread?
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.
Quote from: ChiefSlapahoe on July 02, 2015, 12:48:45 AM
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.
Nope. Hardcore SK modpack have own combat realism version, like as almost all mods included in it. Because in the original mods you can play in anytime just download them from native modpage.
Sorry guy's i am hard work last days, didn't even have time to sit on the forum ;D But so much has been done.
It will be also available SK patch to Zombie Apocalypse. Zombies become much hardier, have more endurance and is no longer affected by bloodlost. But have weak point in the head.
Quote from: Delekhan on July 01, 2015, 07:26:29 PM
Sky,
Do you know when Abrexus will release the expansion pack version of your mod on the Superior Crafting thread?
Actually he will be incorporating the parts of SC into his pack that he wants from my update. He's been active in skype with mrofa and myself, and I can assure you he has been hard at work!
Can someone please explain how i make Plastic or Rubber please?
Been trying everything i can think of,
any advice would be awesome!
THANKS!
good things ahead, great job modders....making a good game to something awesome :D.
Yay LED Rope Lights made it into a modpack ;D it has the drier boreal forest description though ??? lmao
Glad you like it!
Cheers
Hi there. I have a problem. I can't set a prosthesis to colonist. E.g. I have a colonist without ear. The new ear is in the stock. But there is no options for it in the health menu. I only can amputate organs, but I can't set the new one. What is my ptoblem??
Have you check if you have spare medicine?
Updated to A11b v 1.8: OVERDRIVE!
New in 1.8:
- Ceiling Lights
- Glassworks+
- Drier Boreal Forests
- LED Rope Lights
64) RealProduction_SK (As expansion pack for Superior Crafting. Adds 3-cycle production chain. New resources with chemical industry update) by skyarkhangel
65) Caveworld Flora (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (In the caves are now growing mushrooms. Seriously modified,because in vanilla heavily unbalanced. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
66) Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (support core library with new functions for modders) by 1000101
67) Skullywags Weapon Packs (https://ludeon.com/forums/index.php?topic=13992.0) (Adds flamethrower, plasma weapons and new turret. Hard modified) by skullywag
Also updated SK texture pack to v.2
Hard work with Russian translation by Humort
Innumerable bugfixes...
Quote from: Canute on July 05, 2015, 06:48:05 AM
btw. it isn't safegame compactible. If you want play with your current colony, you shouldn't update to 11b and this mod.
Some cosmetic errors:
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J
Edit:
No material selection for the most Working benches.
need Wood plants for the Sawmill, but how should i get on Wood plants ?
Thanks. Updated
Sawmill now require WoodLog.
Quote from: Canute on July 05, 2015, 10:37:57 AM
Just a question, did you even tryed to play your mod for testing ?
I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
When i enable god mode, and check other working tables, i see alot more of these "parts".
I think you need to overwork your Mod.
Not playable at moment !
You did tried to right-click icon to change to material you have, do you?
Just started myself and looks like status icons (something like colonist freezing) gone.
Quote from: Canute on July 05, 2015, 11:49:49 AM
Quote from: Uglyr on July 05, 2015, 11:14:00 AM
Quote from: Canute on July 05, 2015, 10:37:57 AM
I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
You did tried to right-click icon to change to material you have, do you?
I've built assembly workbench, made some steel parts and then can change material for everything I've researched (Crafting II).
The other question is the cost of building. For example butcher table (I'm playing in snow mountain so use steel): 64 steel parts + 1 spare part. not only it's a huge numver of raw steel, but also a lot of work to do (steel parts are made of spare parts and steel bars, spare parts are made of steel bars, steel bars are made of steel).
Mushrooms are not enough and I can't butcher anyone, so I guess everyone dies soon.
Is some problem with zombie apocalipse :) - instal zombie mod first (this is only path)
zombie mod must be place between core_SK and Epoe_sk :)
some error with baboo plant :) - its seed mod (there is no bamboo) :)
some idea how fix this ? :)
[attachment deleted due to age]
Looks like butcher table is bugged as other structures require much less materials (less than 1.7?).
But surprisingly raw mushrooms are able to feed my 5 colonists, anyway I'd better start butchering dead raiders to get leather.
Comm console require 0 power. So on one hand it doesn't work without power source. On other it's possible to charge battery a bit and then turn off power station.
Upd. Strange costs again. Heater: 5 steel parts, 2 spare parts, 1 mechanism. Small heater: 8 steel parts, 3 spare parts, 1 mechanism.
Thanks to all for suggestions, bugreporting.
Believe me, I'm ready to read and listen to all your wishes :D
Quote from: skyarkhangel on July 05, 2015, 07:15:13 PM
I'm ready to read and listen to all your wishes :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!
one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?
thx :)
Quote from: Zerg HiveMind on July 05, 2015, 07:19:29 PM
Quote from: skyarkhangel on July 05, 2015, 07:15:13 PM
I'm ready to read and listen to all your wishes :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!
If it makes you happier, no problem ;D
Quote from: Xerberus86 on July 05, 2015, 07:26:17 PM
one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?
thx :)
You can add this himself if you want :) It's too easy mod that you can install yourself, at first i try to implement modified modifications.
And i removed Zombie Appocalypse, because so many players wanted to clean it up.. Now lets players to put themselves. Also, players can install my patch for ZA, if they wants a real hardcore zombie apocalypse ;D
The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).
Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.
Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.
Quote from: Uglyr on July 05, 2015, 04:26:14 PM
I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability :D
Is there any way to disable Zombie Apocalypse? I love the idea of this mod/pack but absolutely hate Zombies taking over my entire game. Simply disabling the mod from the mod menu doesn't work, going through the config file to remove ZombieApocalyse from the designated starter mods doesn't work. Anyone know how to do this? Thanks in advance.
No you got it right man. Just after disabling it in the mod screen you have to create another world in order for that change to occur
Thanks for the replies guys. I was attempting to create a new world after disabling the Zombie Apocalypse mod, but after clicking on the "create" or "next" button, whatever it was, nothing would happen and it would just sit there.
Thanks for pointing that out about the latest version. So, in Overdrive there is no Zombie Apocalypse at all? I interpreted it as the pack still included Zombie Apocalypse, just that there was an additional "hardcore" version you could patch in.
Maybe you got the wrong version installed. If I recall right, zombies were in the 1.7 no?
Quote from: skyarkhangel on July 06, 2015, 12:40:55 AM
I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability :D
Hmm... Was 1.8b released? I don't see any link.
Quote from: Canute on July 05, 2015, 07:12:23 PM
There are 2 Glasswork table.
At the one i can just made glass, at the other table glass + reinforced glass.
And i don't researched Reinfored glass yet.
Ok this maybe is for the auto-hunt beacon thread, but maybe you can fix it too. The harvest function don't work on mushrooms.
Fixed glassworks. Can't to add caveflora plants to auto-hunt beacon :(
Quote from: DaLosar on July 05, 2015, 08:24:27 PM
The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).
Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.
Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.
Seedplease update in 1.8b. Big thanks to unofficial update
by LeucetiusThanks for bugreport.. I forgot to specify rest effectiveness modifier for some new materials.
Quote from: Canute on July 06, 2015, 01:31:30 PM
Sand sand sand !! Need more sand !!
My stockpiles are full of crushed stones, but i never got any sand on the stockpile's.
Need more sand out of crush stone recipe, i also notice you don't get sand out of the Make stone blocks from the Mashining table only from the stonecutter table.
But i think best solution "Make sand" 5 crushed sand -> 10 Sand for the Mashining table.
And i notice "make reinforce concrete" is only availbe at the Stonecutter table not at the Mashining table. Ok i don't know if you can made Reinforce concrete at some other table, i don't see any recipe so far.
There is a second (or first) industrial cooler availble before you got the Temperatur control researched.
One man talk another, that there are too many sand, please do more crushed stones :o
Other suggestions - done.
Quote from: Uglyr on July 06, 2015, 03:18:47 PM
Quote from: skyarkhangel on July 06, 2015, 12:40:55 AM
I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability :D
Hmm... Was 1.8b released? I don't see any link.
In next hours.. because need some updates.
Hey all,
another issue, im trying to make cotton in a Powered hydroponics station but it wont give me the option to create cotton, i have 200 cotton seeds. Help please?
Quote from: ahsifs on July 06, 2015, 09:55:04 PM
Hey all,
another issue, im trying to make cotton in a Powered hydroponics station but it wont give me the option to create cotton, i have 200 cotton seeds. Help please?
it' a bug with seedplease.. 1.8a I don't know how this bug came, because i fixed it before. In 1.8b seedplease would work fine with full options. Already tested.
Update in a few hours!Updated to 1.8b1) Revised costs for three dozen buildings, tables and furniture.
2) Support of energy savings for most tables. It works well with laser and plasma turrets too.
3) Update Miscellanious.
4) Update Crush Landing.
5) Update Seed Please. Now working fine.
6) Update Pawn State Icons to 11b.
7) Fixed rus translation.
8) Added the change color for floor lamp, and lightpanels.
9) Fixed all the training structures.
10) Added biogenerator, working on bio-energy produced from the beans, as well as from the bad dead people...
11) Update Industrialisation to 11b.
12) Update Rimfire to 11b.
13) Fixed glassworks tables.
14) Droids temporarily removed.
15) Recipes for carbon, uranium, vacindium parts now works only on electric assembly table.
-Re-update pawn state icons
Canute, Kaptain - Thanks guys, updating Rimworld and then using the new version works perfectly, much appreciated.
Question...
I tried to follow your instructions to the letter this time and was a bit confused...
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
I am a windows user. I've been around PCs since the command prompt was the ONLY thing available so I may be a bit of an old fogey.
1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow" I then hit enter and got an error message.
Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?
Quote from: Havan_IronOak on July 07, 2015, 11:23:31 AM
1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow" I then hit enter and got an error message.
Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?
What he was saying is to use "windows button" + "R" in fact ;)
(http://www.imaginet.co.za/kb/images/e/e2/WindowsR.jpg)
And there reason for you to put the "ModsConfig.xml" instead of yours ==> It's just for the mod load in the correct order
Now you can locate "ModsConfig.xml" in your appdata the way you wan't (or feel comfortable too) as long as you effectively replace it with one provide for the pack. Even in full prompt Dos mod ;)
Hope it clarify things a bit for you
OK... Got the mod to work by doing my standard mod install.
1) Download the mod and extract the contents to a directory called \WORK
2) Moved all the sub-directories in \WORK to my \Mods directory (except for \Core)
3) Launched the game
4) Added all the mods via the Mods button
Sorry for my confusion earlier. I'm really liking the mod so far! Though I DID expect more information after completing the 10 research than I got in in the initial bubble. (Maybe something about how to make parts would have been good... or even a tip about setting up space for the sand and crushed stone that are by-products of making blocks etc.)
I know that it's cheating a bit but I'm gonna adjust my preset to include a half dozen spare parts, 2 steel parts, swap 30 steel bars for steel and finally swap 200 planks for raw wood. I figure it's a better start and the colonists would have had enough sense to grab a few things on the way out. At least that's my story and I'm sticking to it!
wich rechearched do i need to get to ai core crafting ?
or do i have to rely on ship drops for m2d droids to be abele to be build ?
The parts and stuff is cool, I like the extra difficulty it brings to getting a colony running properly - makes every accomplishment feel that much more rewarding. I do really, really hate the colour of wood planks though; feel like I'm living in a gold plated tin house.
Yes, it DOES seem to be very crafting oriented but I like it. It gives the just starting out colony a much more realistic feel.
I also like the Info Drop about Shift K at the beginning. That's a good tip.
anoyne knows the table to craft the ai core at? im at 200 days would love to get some drones running finaly XD prety much have al the rechearched i think
For what it's worth...
1) There is some kind of bug in the lower left corner descriptions for plants. I've got potatoes and xerigium planted so far and they both show what looks like xml code in the lower left descriptor window when highlighted. The information window pop-up looks OK though. (What SEEMS to be missing is the % grown data)
2) I agree that Wood Plank Walls should be a warmer, redder, wood-like color.
Erm... 1.8b looks more like 1.9. There is no more starting loads of steel bars (as well as chips, glass, turret weapons and ammo). To build my first simple door I need spare parts and wood planks.
Now I don't know how should i start my ice colony. Carry as much as i can and then conservate myself in mountain? Impossible as there is no log walls. Looks like I have to deconstruct some relict walls first. After that (if my colonist don't freeze to death) I'm not sure if I have enough starting wood to build sawmill and make some kindling for campfire and then wood planks for stonecutter table.
Yeah I know it's hardcore pack, but I think it became too much hardcore in 1.8b.
Fisching is bugy - made from wood plank -> silver bar fisching post ?
- made next from wood plank -> plastel bar fishing post? :)
-> no one go fisching (with any fisch tool) with any priority
thx :)
Update: 1.8c with seedplease fix by Latta
Works in new game.
Two things...
1) Looks like there's a bug in the harvesting of fully grown plants.
I got one guy whose primary responsibility is growing. He has a bunch of other duties but his #1's are: Firefight, Patient, Flick and Grow. The first potato crop is ready and he walks out to the field, and then alternates between standing and harvesting. No potatoes actually GET harvested, and he doesn't move on to other tasks.
I've manually assigned the guy other tasks and he does those OK but NOT the harvest task. Any ideas?
2) Can you give me a hint on how to procure "synthetic materials?" Plastic, Rubber, Synthetic Fibers... none of these things seems readily obtainable through bootstrapping (using materials in every world and the production facilities one can make from them)
e.g. I finally made an aluminum bed.
Mine Steel
Make Steel Bar from steel.
Make Spare Part from Steel Bar
Mine Aluminum Ore,
make aluminum bars,
Make Aluminum Part for spare part and aluminum bars
Make bed from 1 spare part 2 aluminum parts
But I can't get started on anything that makes Plastic, Rubber, or Synthetic Fibers.
For plastic and rubber you need to refine crude oil on a chemical laboratory. To get crude oil you must first create a drill to make a fissure on the ground, then use an automatic miner to extract the oil (it can also extract other materials, such as steel).
At least thats how it worked on 1.7
Already done, to update 1.8d:
Reworked chain production with rubble and sand. Added recipe for sand from rubble.
Added wires. As new component 1.8 realproduction crafting system.
Fixed cost for buildings from vegetable garden mod (eg.. Oven)
Unique weapon craft system.
Quote from: Enjoyment on July 08, 2015, 04:08:37 PM
Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.
Quote from: Uglyr on July 08, 2015, 05:16:12 PM
Quote from: Enjoyment on July 08, 2015, 04:08:37 PM
Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c
Yes. But thanks for reminder. Corrected. Now i'am realizing new unique crafting system. You had never seen it before ;)
Quote from: Eclipse on July 08, 2015, 06:50:50 PM
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.
in 1.8 for most of buildings required parts as new stuff. But for walls work old type with bars.
Since i have been using your mod for a while, i guess i should point out some problems i found.
1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now
Those are some of the things i found, i will let you know when i found more
Thanks for answering everybody. I assumed that's what I had to do. Just threw me for a loop since I was used to placing down a blueprint and just having the settlers build it once I get the materials.
Quote from: projecttemp on July 08, 2015, 10:12:17 PM
Since i have been using your mod for a while, i guess i should point out some problems i found.
1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now
Those are some of the things i found, i will let you know when i found more
Big thanks, most of this fixed.
Plase do something about marine ghillie overalls, every TRIBAL raider have one lol...
skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.
When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.
Quote from: alatar on July 09, 2015, 07:31:56 AM
Plase do something about marine ghillie overalls, every TRIBAL raider have one lol...
Okay :)
Quote from: Delekhan on July 09, 2015, 12:45:00 PM
When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.
Yes.. still something wrong with seedplease :-[
Quote from: Batpeter on July 09, 2015, 07:38:02 AM
skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.
Some part with the additions and fixes are already done. But.. I too often update, players don't have time to play.. when coming next update :D
Now I collect thoughts.. about tree research. To make it easier for new player.
Quote from: Canute on July 09, 2015, 02:46:42 PM
QuoteNow I collect thoughts.. about tree research. To make it easier for new player.
Is this now the hardcore mod or not ? :-)
at that moment there are too many not important researches in the game start that knocked thought player. I think it's one of the reasons why are not a large number of players playing in Hardcore SK.
I think you're right. Things don't need to be over complicated if you want to play hardcore. Should be fun and accessible as well.
I like the focus on making your decisions actually matter, and combat more challenging. You must manage your resources much more now. Having shrapnel and buckshot are great additions. The only thing I would like to see added is a balanced Project Armory to add in some more variety. I had pretty much all these mods in all myself last alpha and its great you guys are working to integrate them all smoothly.
The only suggestion I would say is either an in-game or .jpg tech web style thing to help newer players know what they want to research and what benefits it provides/unlocks. Perhaps try to combine more related tech things together to reduce the amount of clutter tech; maybe reduce tech costs in some areas so they can get things they need to start off quicker. You could justify this in that the passengers came with some knowledge from their advanced society already, the hard part is actually making the things.
People are probably nervous about trying it just because it completely changes the game from relatively easy to very hard, hence the name. All the tech and production cycles make the game much harder and longer to do; even just the fact that you have to smelt steel into bars. My suggestion to people that are looking for an easier time or more time to learn the new system is just to use Prepare Carefully to give yourself an easier start. Its definitely a much more rewarding experience being able to survive. Having to lose colonists and fighting against the odds are what make the game great.
How would you set up Prepare Carefully to make this easier? Might be good for players who want the game to get up to steam faster and have a little easier time. Including me i guess 8)
After choosing your characters be sure to embark with some spare parts also.
That's how I will do next time. But I like the extra difficulty.
BTW Skyarkhangel those zombies are so much better with your patch. Now they're real threat. I like it that way. And I like the Xtra Hardcore crafting mode too... Keep up the great job
Bring me Hardcore man Thx ;-)
I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.
That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Yeah its definitely hard to fit all the mods together nicely. When I did it I just kind of mashed them all together and let the load order try to sort it out. Worked nicely but lacked the polish and sort of progression this has.
Quote from: Delekhan on July 09, 2015, 06:22:40 PM
I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.
That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Thats why you should report the bug in here or through pms, it will help it get fix faster.
Researching Crafting I doesn't enable cotton and devilstrand farm, researching Agriculture I doesn't enable rice, corn and strawberry (both without Seeds Please mod).
With Seeds Please I can't grow tomatoes, watermelon and possibly other stuff, and the crops mentioned above can be planted even without research.
Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.
I just don't enjoy constantly micromanaging to stop friendly fire.
What about bugs with seeds please? (stack errors) And I am missing an option to plant pumkins... Any thoughts/news?
Quote from: Kume on July 10, 2015, 01:17:34 AM
Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.
I just don't enjoy constantly micromanaging to stop friendly fire.
I believe for this, you have to create your own mini-mod which override all the weapons in game with regular "shoot" verb instead of the "Combat_Realism.Verb_ShootXXXX". Combat realism is part of the core mods, so it cannot be disabled without going through a bunch of stuff.
1) Stone-cutting at smithing table doesn't seem to drop sand at all. Doing at Stonecutter table is OK though.
(I'm not an expert but there is no
<product> tag at all in
<workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass> in
.\Mods\Core_SK\Defs\RecipeDefs\Recipes_Production.xml like for the manual stone-cutting recipe).
IMHO that's why a lot of people complaining about lacking sand ;)Edit : Adding proper <product> tags for crushed stone and sand (same way as with handed/mecanic wood plank production) had work in my game ... but it don't know the exact value you originally planned
<products>
<Sand>20</Sand><CrushedStone>10</CrushedStone>
</products>
2) Is Biodiversity at last update ? (in my game animal doesn't seems to use aggressive behaviors at all) - Link to last know update by Haplo (here (https://ludeon.com/forums/index.php?topic=9532.msg145529#msg145529))
3) Some research related small bugs :
- Can construct automated doors before researching Construction II
- Same with tiled soil and Agriculture II
- Same with cotton/devilstrand and Crafting I
4) Some agriculture related bugs :
- From start all plant are enable to me in the growing zone setting tabs and they're not allowed by research
- Some doesn't show at all : Egg plant seeds exist but i can't see Egg plants in growing tab
Keep up the good job man Thx
Edit : New update for Seeds Please (https://ludeon.com/forums/index.php?topic=12674.msg149673#msg149673) by Leucetius !!!
Hey all!
First of all: great modpack!
But I can't figure out how to make Synthetic Materials? I must be terribly dumb, i skimmed through all these forum pages, yet cannot find an answer to this.
Thx!
At the Assembling workbench (both manual and Electric)
i tracked down the crop issue core_sk is missing some
" <sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>"
on its crop defs
Quote from: kaptain_kavern on July 04, 2015, 11:45:51 AM
Have you check if you have spare medicine?
Yes, I have a lot of it. But, anyway, I can't set prothesis(
Thx for the fast answer!
Somehow my Organ Vat doesn't accept corpses, when I try to manually force them to haul it there, it says "no empty place configured to hold it" or something like this. What is the problem?
Do you have created the "Make Biomatter" bill? The OrganVet is no stockpile for corpses but a production table. Like a crematory with usable endproduct
"Extract biomatter from corpse" I have this bill already. Nothing's happening. If I use the crematory bill that works fine.
EDIT: Solved, the colonists didn't want to disturb the graves.
Quote from: Draevin on July 10, 2015, 11:07:32 PM
i tracked down the crop issue core_sk is missing some
" <sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>"
on its crop defs
thx mate. But look in "vegetable Garden_SK" def folder ;)
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.
I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.
at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.
Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.
Example of data removed.
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
How do I get steel parts, plastic parts, etc..?
Is there a diagram that shows how to get XYZ resource?
Quote from: poorprae on July 11, 2015, 03:25:40 PM
How do I get steel parts, plastic parts, etc..?
At the Assembling workbench (both manual and Electric)
Quote from: Morlok on July 11, 2015, 12:03:44 PM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.
I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.
at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.
Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.
Example of data removed.
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
This is actually a bug cause by any pawn moving when it's total speed is greater than 21. Floor speed value affect this.
I tried this mod. It really looks amazing so thank you for your hard work. However after I installed it there were 2 mods unloaded. Any idea where to put them? Here is the screenshot. Thanks, I am a noobie. :)
https://www.dropbox.com/s/ptacqiattc5t1yl/Screenshot%202015-07-12%2000.28.48.png?dl=0
It's normal. Those 2 are disabled by default. It is up to you to activate or not.
- Crash landing rend thing a lot more harder and hazardous for you to just survive the landing ;)
- Darkness mod is supposed to make night even darker (but it doesn't work well on my machine)
I personally don't activate them
I cant right click and select material,
I'm new to using mods, hope you guys can help.
E.G in normal rimworl. I right click on steel bed to select wood as material, then make the wooden bed.
Now, Any furniture or any architecture does not have a right click option. Is there anything wrong?
or Is that how this mod works? I cant make wooden bed anymore?
thanks
attach some pictures, my default wall is gold, how can i change that to wood?
[attachment deleted due to age]
I don't know if it is different in Vanilla but you have to already have some wood in a stockpile in order to change to wood
In vanilla i simply right click the blueprint and select the material to use. Is it different in this mod?
Quote from: wlgorrez on July 12, 2015, 01:19:57 AM
In vanilla i simply right click the blueprint and select the material to use. Is it different in this mod?
Not exactly, it works the same, however in 1.8 you can't make walls out of wood logs (not sure if it is a bug or intended). To make walls you need wood planks, which are made in the sawmill.
Will try to make wood planks see how it goes. brb
So, It did work. I guess I can have the option if i have the mats.
Thanks
Quote from: kaptain_kavern on July 11, 2015, 06:47:18 PM
It's normal. Those 2 are disabled by default. It is up to you to activate or not.
- Crash landing rend thing a lot more harder and hazardous for you to just survive the landing ;)
- Darkness mod is supposed to make night even darker (but it doesn't work well on my machine)
I personally don't activate them
Oh I see thank you. The order of the mod does not matter?
And another question. The mod changes things so that I can't right click and change materials of bed for example. I don't really like this change because now I have to get some materials first and I don't know which one and how many do I need to get. Is there any way to revert this to vanilla style? Or at least know how many materials will I need for the recipe to show up?
Is mineral solar available in the mod?
Are there two different Chem Labs?
I have no idea how to produce polymers and sulphates.
Crude oil refinery <--- What tech. is required for this? I cannot find this one for the life of me.
Quote from: projecttemp on July 11, 2015, 05:43:47 PM
Quote from: Morlok on July 11, 2015, 12:03:44 PM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.
I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.
at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.
Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.
Example of data removed.
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
This is actually a bug cause by any pawn moving when it's total speed is greater than 21. Floor speed value affect this.
Thanks a million times. look like a small part of my base had some floor that boosted speed by 44%, combined with my colonists new implants and a double amount of caffeine, make for a game breaking experience :P
With the recipes - alternative recipes show up only after I get wood planks for example, but there is no way to know in the present that I can know I will be able to build certain item (for example bed) out of wood planks. I have to get at least 1 of new material for the new alternative recipe of item to show up.
Ok after I loaded saved colony, this error popped up, UI was broken and map just black. Any idea how to fix this?
[attachment deleted due to age]
That's the thing. This colony was created with this modpack from scratch. No old saves and so on. I just saved the new colony, exited the game and got these error after loading.
Yes. It was a fresh install of Rimworld 11b, completely clean. Then I installed modpack. everything was running fine. I saved the colony, quit the game. I ran it an hour later and this happened.
Dammster did you make a new world? I have had the same thing happen before, cause i derped and didnt make a new world
It could be that i overlooked something but how and when can i build walls with concrete ?
I have some on the stockpiles but i cant seem to select it for building walls , also there are concrete walls structures (ruins) in my game so it should be doable right?
How to get plastic , rubber or synthetic fiber for synthetic material?
Quote from: Dammster on July 12, 2015, 11:14:31 AM
Yes. It was a fresh install of Rimworld 11b, completely clean. Then I installed modpack. everything was running fine. I saved the colony, quit the game. I ran it an hour later and this happened.
This is cause by mod changes in a save file, the save file can still be save.
1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
hi Everyone,
Can anyone help with the below problem - suddenly whenever I use the Comms Console for trade, or try to trade with a trader I get the below error and nothing happens - I guess it's something to do with SeedsPlease but I'm a bi stumped as to what needs fixing exactly.
I've looked in the file Thing_PlantSeedsitem.cs and found the CanStackWith IF lines - but I don't what is wrong with it... Anyone else had this problem or know how to sort it?
JobDriver threw exception in initAction. Pawn=Porter, Job=UseCommsConsole A=CommsConsole693463, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at SeedsPlease.Thing_PlantSeedsItem.CanStackWith (Verse.Thing other) [0x00000] in <filename unknown>:0
at RimWorld.TradeUtility.TradeAsOne (Verse.Thing A, Verse.Thing B) [0x00000] in <filename unknown>:0
at RimWorld.TradeUtility.TradeAsOne (Verse.Thing t, RimWorld.Tradeable trad) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddTradeableFor (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
at RimWorld.TradeSession.SetupWith (RimWorld.TradeShip newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_UseCommsConsole.UseConsole (TargetInfo targetA) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_UseCommsConsole.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Will there be an update soon to fix all the bugs that were reported?
Quote from: Delekhan on July 12, 2015, 05:44:22 PM
Will there be an update soon to fix all the bugs that were reported?
I wouldn't count on it, seems like a lot of bugs and some mods need to be updated.
Quote from: Alexw1984 on July 12, 2015, 02:35:36 PM
hi Everyone,
Can anyone help with the below problem - suddenly whenever I use the Comms Console for trade, or try to trade with a trader I get the below error and nothing happens - I guess it's something to do with SeedsPlease but I'm a bi stumped as to what needs fixing exactly.
I've looked in the file Thing_PlantSeedsitem.cs and found the CanStackWith IF lines - but I don't what is wrong with it... Anyone else had this problem or know how to sort it?
JobDriver threw exception in initAction. Pawn=Porter, Job=UseCommsConsole A=CommsConsole693463, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at SeedsPlease.Thing_PlantSeedsItem.CanStackWith (Verse.Thing other) [0x00000] in <filename unknown>:0
at RimWorld.TradeUtility.TradeAsOne (Verse.Thing A, Verse.Thing B) [0x00000] in <filename unknown>:0
at RimWorld.TradeUtility.TradeAsOne (Verse.Thing t, RimWorld.Tradeable trad) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddTradeableFor (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
at RimWorld.TradeSession.SetupWith (RimWorld.TradeShip newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_UseCommsConsole.UseConsole (TargetInfo targetA) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_UseCommsConsole.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Did you initially started your colony without the SeedsPlease update done by me (which removed the genome from the seeds) and then did the update? I guess the game tries to stack seeds with different genomes.
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
???
P.S.: thanks a lot for awesome modpack!
Quote from: lunatikus on July 13, 2015, 06:50:32 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
???
P.S.: thanks a lot for awesome modpack!
I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.
If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
<li>
<filter>
<thingDefs>
<li>Gold</li>
</thingDefs>
</filter>
<count>5</count>
</li>
Hi I have problem with loading saved game.
before this 7 steps http://puu.sh/iXETG/f2fa1ab69a.png
I did that:
Quote from: projecttemp on July 12, 2015, 01:09:53 PM
This is cause by mod changes in a save file, the save file can still be save.
1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
but now I get this error http://puu.sh/iXE4z/ee2aa8aae2.png
I did fresh install of Rimworld before installing this modpack created new world and colony.
If anyone could help me that would be great.
Is the Crash Landing mod supposed to crash land randomly generated pawns? I used prepare carefully but it isnt spawning with my Prepared pawns. (i really like crash landing because it allows other ships to crash, which is a cool random event)
Have you tried to put EDBpreparecarefully after Crash Landing with EDBModOrder and create a new world? (in fact I always put it in last along with Auto Hunt Beacon in order for them to catch everything that's added by others mods)
But iirc original Crash Landing had some difficulty settings in order to preserve your first 3 colonists
Quote from: Leucetius on July 13, 2015, 04:27:56 AM
Did you initially started your colony without the SeedsPlease update done by me (which removed the genome from the seeds) and then did the update? I guess the game tries to stack seeds with different genomes.
No - I'm pretty sure I started with 1.8c as standard. It happened mid game - I think it was a Deep Space Miner Trader that it first occured. - I've tried redownloading and reinstalling but get the same problem, I'm not sure what exactly what is missing, a file or just a reference in another file?
Saying that though - where is the seedsplease update? The only one I've seen doesn't look compatible with the modpack - it's missing a load of defs
Okay 1.8c seems to be dated 08/07 - that's two days before I updated SeedsPlease. If you didn't replace the dll (you mention trying to update it, did you revert to the one included with the modpack?) that rules my suggestion out.
To the update itself: I think I have to be more clear with what I'm saying ^^ Not your fault but mine alone - I'm not a native speaker and not everything in my brain translates into read-between-lines-stuff...
First things first (and that's to everybody): trying to update mods included in modpacks on your own won't work in most cases. That's unless you're deep into the matter and know what you're doing. That isn't meant as insulting or something like that but simply as the truth. Both - skyarkhangel and Ninefinger do ALOT more than simply throwing mods together and reupload them. They modify most if not all of the included mods to be compatible with eachother or (for the likes of seedsplease which adds content) extend the functionality to other mods. For example: seedsPlease in it's original form only includes the vanilla plants. As you already found out simply replacing the version in this modpack with the standalone version won't work because then you're missing all the plants that are introduced by other mods - and that leads to the errormessages you got. That's also the reason why loadorder is so damn important.
Second: Please try to reproduce the situation that led to the error, go into it, and then upload the output-log.txt. This includes a errorstack which helps us to find the bug.
Quote from: Morlok on July 13, 2015, 09:58:36 AM
Quote from: lunatikus on July 13, 2015, 06:50:32 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
???
P.S.: thanks a lot for awesome modpack!
I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.
If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
<li>
<filter>
<thingDefs>
<li>Gold</li>
</thingDefs>
</filter>
<count>5</count>
</li>
thanks! :D
Don't know if I'm super lucky or a bug it is. I got single "drop pods" with seasnake with total amount around 3*75. Butchering 4 seasnake give around 32 seasnake filets, which is a normal meat for cooking. I don't convert everything but if I calculate I got around 3*75*32/4 = 1800 meat, which equals to around 22.5 human corpses.
I'm not sure how it all works but it seems strange that seasnake has market value - 1.78, and seasnake filet - 2.5
Quote from: lunatikus on July 13, 2015, 03:29:26 PM
Quote from: Morlok on July 13, 2015, 09:58:36 AM
Quote from: lunatikus on July 13, 2015, 06:50:32 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
???
P.S.: thanks a lot for awesome modpack!
I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.
If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
<li>
<filter>
<thingDefs>
<li>Gold</li>
</thingDefs>
</filter>
<count>5</count>
</li>
thanks! :D
The correct way to fix the gold problem is to go to you mod folder/Core_SK/Defs/ThingDefs, open Items_Resources.xml, find the resource "Gold" and set <smallVolume>true</smallVolume> to <smallVolume>false</smallVolume>. This way anything that now cost gold will no longer cost 20 times the amount. All recipe are created with this value off to begin with, it is probably an oversight that this got resetted to default value of true.
Quote from: Dadidad on July 13, 2015, 10:53:57 AM
Hi I have problem with loading saved game.
before this 7 steps http://puu.sh/iXETG/f2fa1ab69a.png
I did that:
Quote from: projecttemp on July 12, 2015, 01:09:53 PM
This is cause by mod changes in a save file, the save file can still be save.
1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
but now I get this error http://puu.sh/iXE4z/ee2aa8aae2.png
I did fresh install of Rimworld before installing this modpack created new world and colony.
If anyone could help me that would be great.
Looks like you disabled one fo the EDB mod or enabled anoher mod that caused it to not work check your mod list.
Quote from: kaptain_kavern on July 13, 2015, 11:37:24 AM
Have you tried to put EDBpreparecarefully after Crash Landing with EDBModOrder and create a new world? (in fact I always put it in last along with Auto Hunt Beacon in order for them to catch everything that's added by others mods)
But iirc original Crash Landing had some difficulty settings in order to preserve your first 3 colonists
The problem might be the quantity of Prepared pawns i have, I have 4 (miner, two fighters and a researcher who knows how to shoot), also i realized how many steps it takes to get further into the game!)
Hoping for an update soon with SeedsPlease fixed, kind of impossible to play the way it is right now.
Updated to 1.9a: Headhunters
Changes:
- Added Miscellaneous Animals
- Updated Hospitality to 11b.
- Reworked production chain with sand and rubble. Added a recipe for a make sand.
- Added a wire .. (wiring). 1.8 A new component of the production chain.
- Fixed cost for buildings in Vegetable garden mod .. (oven, etc).
- New unique industrial chain for manufacturing long range weapons.
- Concrete fences will no longer create the roof.
- Added the ability to make a wall from reinforced concrete. Gets really strong but expensive :)
- Fixed rates of beauty at metal parts.
- Added icons for all new categories.
- Fixed "Shooting range". in 1.8c colonists refuse to train, wo "training bullets."
- Fixed a market value of microchips.
- Removed volume x20 for gold.
- Fix the option display for plants with SeedPlease, and without it.
- New release Seedplease.
- Redesigned Darkness mod. At night, no longer so dark and you can see everything.
- Updated MD-mods to 11b
- Added updated MD-droids.
- Returned crazy animals from Alpha 10.
- Temporarily removed FishIndustry.
And other changes..
Quote from: skyarkhangel on July 14, 2015, 11:15:33 AM
Updated to 1.9a: Headhunters
Yeah Hardcore baby! I'mma try it now
Conveyor belts are here!
I modified A2B to be compatible with this modpack. To research the A2B techs, first research mining (drilling rig/extractor).
Each segment, loader and unloader costs 2 steel parts, 1 mechanism, and 1 rubber. Splitters and mergers take an additional mechanism. Selectors require an electronic chip and piece of glass. If you're building underground you'll need reinforced concrete. Overall the raw materials cost is about the same as vanilla A2B, but you have to make parts!
To install just copy the mod to your Mods folder and load it after everything else. This is compatible with both 1.8c and 1.9a. It is save game compatible.
Download link (github) (https://github.com/teewikit/RW_A2B_SK)
Note: You can place an ore extractor so it drops its goodies onto a loader, but the loader must be built before the extractor.
I actually fixed fishing industry already, let ke know if you want it in the pack
Absolutely love the modpack!.... but every time i save, i go to load and its a black screen... whatever i do it just stains white blue whatever? anyone else have this problem? note i haven't reinstalled, and didnt really get the install instructions so sorta just put them in the mods folder and loaded it up :P
Quote from: Buttmuffin on July 15, 2015, 04:36:46 AM
Absolutely love the modpack!.... but every time i save, i go to load and its a black screen... whatever i do it just stains white blue whatever? anyone else have this problem? note i haven't reinstalled, and didnt really get the install instructions so sorta just put them in the mods folder and loaded it up :P
You need to add the modsconfig.xml file to the Rimworld config folder in the Windows User directory.
Press the Windows Key + R and paste the following in the window that appears:
%APPDATA%\..\LocalLow\Ludeon Studios\RimWorld\ConfigThis takes you to the right folder, now delete all the files there and place the ModsConfig.xml file from the Hardcore SK modpack in this folder. See if your game gets loaded now. If not you're going to have to start a new world (or delete the Saves and Worlds folders next to the Config folder). If there are still any problems, delete all your mods except "Core" and reinstall the whole modpack by copying the mods from the latest SK modpack to the mods folder.
Quote from: Canute on July 15, 2015, 08:47:18 AM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
The powered recipes for making stone blocks, crushed stone, sand, and reinforced concrete are in the code but not available at any bench. I added them to machining. I also changed the electric version of making stone blocks so it will produce some crushed stone and sand (10 and 5, vs the 5 and 10 produced by the stonecutter's table).
Here's a patch. Contains two files, just extract to your mods folder. Won't screw up a saved game. Download link (https://drive.google.com/file/d/0B-2_5IKv3f0sSjlNNmxrc1BvZ28/view?usp=sharing)
Edit: It was sand and reinforced concrete, not wood planks
Quote from: Uglyr on July 15, 2015, 01:51:37 PM
Quote from: Canute on July 15, 2015, 08:47:18 AM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
the core needs to be deleted too and re extracted since this mod do modify the core a bit
I'm not sure if this bug has already been answered (if it is even a bug and I'm just being impatient) but when I start on a new location I only a single drop pod with 4 potato seeds in.
Sorry if has already been answered. :P
Quote from: projecttemp on July 15, 2015, 02:37:16 PM
Quote from: Uglyr on July 15, 2015, 01:51:37 PM
Quote from: Canute on July 15, 2015, 08:47:18 AM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
the core needs to be deleted too and re extracted since this mod do modify the core a bit
The Core folder in this mod pack does not contain all files that are present in vanilla Rimworld. I think you should let it overwrite and don't delete the Core folder just like the instructions say.
The safest thing to do is delete the entire mods folder and start RimWorld. This restores it to its original state, and then you can install your modpack.
My colonist was hunting when suddenly he needed treatment. He shot his own foot off! He was using a normal quality, 100% hp survival rifle. He's a careful shooter with 13 shooting skill ("Master"). So I can only assume this is a bug.
A problem with the animal mod. Cobras will attack other animals, which retaliate in melee combat. Then "Cobra Revenge" happens, making the cobra go manhunter.
Hey i was wondering if the zombie patch is integrated into the modpack or is it still separate? I tried merging it, but it just wound up with errors about pawn states and such so I'm going to assume it is, right?
On that note blinari, it might be interesting to have hunting accidents be a random occurrence (shoot himself/someone else or get sick/lost or less yield from the animal), that happen less or not at all if the person is skilled in the related fields.
Hmm... Does difficulty affects the drop pod event? I just started to play on basebuilder difficulty with recent patches and first it was lot's of fish, now alomost 100 circuitry. I'm not sure what is it need for, but considering how many ingridients it is used to make some, I assume it was a rich gift.
Just started using some of the mods but I ran into a problem. How do i get the plans to craft turrets? Looked through all of the production benches that would make sense for it to be under and also checked the merchants that passed by but I'm not finding anything. Currently I cant build turrets at all which is the only thing I really hate about the mods right now.
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Quote from: kaptain_kavern on July 16, 2015, 08:58:10 AM
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Yes but to build them it requires the items such as M2 heavy machine gun, turret stun gun, ect, instead of stuff like steel bars. I have found no way to get these items and as such cannot build the turrets.
In my game, i can construct turret base early. They are basically a turret point in where you have to add a weapon (normal weapon, like the one used by your pawn, even bows ^^) to make them a manned turret
(https://ludeon.com/forums/index.php?action=dlattach;topic=3612.0;attach=8706;image)
Currently two stacks of metal ore smelt into three stacks of metal bars. This is inconvenient and doesn't make much sense. Realistically melting removes material from the ore, and bars are easier to store compactly than heaps of ore. So I'd suggest raising the stack limit of metal bars to 150. I did this and it made my production cycles much more manageable.
Is it only me, or the disassemble weapon bill is missing?
And why can't I install any ranged weapon on the sentry turret base? I have a lots of weapons and I could only install one on each turret, rest were greyed out.
EDIT1: Also, I can't use clay at all. I can make clay bricks just fine, yet even with all research done, the option to use them in walls (and whatever) doesn't appear.
EDIT2: Found the disassemble weapon bill at the weapons workbench.
Quote from: Canute on July 17, 2015, 10:43:33 AM
1.9a:
The fusebox still get destroyed on a short-circuit. This don't happen at the regular mod.
Then i don't need to do that research when the cheaper makeshift fuse do the same job.
And the fusebox should withstand 3000W, i build 3 fusebox and 6 batteries. All 3 fusebox got destroyed after a short circuit.
i think the makeshift fuse are to expensive for something that get destroyed: I think the Elec. chips and synth material should be removed.
And the fusebox got a strange description:
This is cause by incorrectly installed mod that have translatable string, the easy fix for now is just to copy everything except the def and assemblies folders from the original fusebox mod into the fusebox_sk and override everything.
As it stand right now, the research descriptions are completely wrong, the amount they can withstand in the definition is 2000/800 respectively for fusebox/makeshift fuse.
I am not sure why they are getting destroy, but i think it might be because the when they block a surge, the dll damage the building using the damage type "Bomb" and the 2.5X multiplier cause it to be completely destroy instead of only 90% of it's hp. (Too lazy to check the source :P)
victim.TakeDamage(new DamageInfo(DamageDefOf.Bomb, Rand.Range(0, (int)Math.Floor(0.1f * victim.MaxHitPoints)), null, null, null));
Confirm damage type to be Bomb, the 2.5X multiplier will kill the fuse.
Yeah looking at the XMLs (diff between SK and Original) the only thing that jump at my eyes (besides tje obvious change in costlist) was the damage tag.
Now that you explain it's with the .dll i understand why i haven't understood before ^^
Can the problem came from the Injector.xml config?
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
Quote from: kaptain_kavern on July 17, 2015, 01:43:51 PM
Yeah looking at the XMLs (diff between SK and Original) the only thing that jump at my eyes (besides tje obvious change in costlist) was the damage tag.
Now that you explain it's with the .dll i understand why i haven't understood before ^^
Can the problem came from the Injector.xml config?
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.
Quote from: Red Perversion on July 17, 2015, 02:33:06 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
The hopper is a standalone build that needs to be built next to the dispenser like the steam generator and it's hopper.
The cost in wood parts is the same as the cost in vandicium parts.
Quote from: projecttemp on July 17, 2015, 02:51:38 PM
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.
Yeah i got that. What i try to mean is : by reading comments in it, it looks like the variable should be changed or something like that
Quote from: kaptain_kavern on July 17, 2015, 02:58:39 PM
Quote from: projecttemp on July 17, 2015, 02:51:38 PM
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.
Yeah i got that. What i try to mean is : by reading comments in it, it looks like the variable should be changed or something like that
Oh, those comments :P. Those comments are there cuz the fusebox author copy pasta the injector from another mod. They also provides guidelines for people who wants to use the same method to inject into the game's source. Nothing important there.
Hey,
Is there any way to heal that Frail torso with this modpack? Would be awesome.
Quote from: Canute on July 17, 2015, 03:41:00 PM
Quote from: Red Perversion on July 17, 2015, 02:33:06 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
You managed it to build the nutrient paste dispense, but the food hooper is at the MISC section not at the production like the dispenser.
You need just to build 1 or 2 next to the dispenser.
QuoteAlso, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
This is quiet easy to see what you need.
Just replace the Vancidium part of the recipt with Wooden, the other non-vancidium don't change.
Thanks for the answers but I HAVE placed the hoppers. It's just despite being surrounded by hoppers and meat on top of them, the nutrient paste dispenser still cries for a food hopper...it is different than vanilla, so maybe it's bugged?
Hmmm, after trying three times it seems on my end the Stuff system is broken for some reason, possible buildings default to random building materials needed and don't have a drop down menu to pick what stuff they're supposed to be made of
Two observations:
1) Events freeze the game for a while. The more pawns spawn the longer it takes (Norbal high value raid takes like 2 minutes); I didn't have this issue in 1.8.
2) If a hunter downs an animal instead of killing it, the hunter doesnt finish the job (killing the downed animal) and just stays "Standing." not doing anything (can even starve to death). Draft-undraft doesn't help the issue, only if I shoot down the downed animal manually. I had this issue in 1.8, but not in vanilla.
Quote from: djjmatexxe on July 18, 2015, 06:54:20 PM
2) If a hunter downs an animal instead of killing it, the hunter doesnt finish the job (killing the downed animal) and just stays "Standing." not doing anything (can even starve to death). Draft-undraft doesn't help the issue, only if I shoot down the downed animal manually. I had this issue in 1.8, but not in vanilla.
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Not sure if this was intentional or not
One cannot install a Prostronic Implant (BionicBrain) but can still buy one. Had to play around with it but I think it really only needs to be added to the Surgery List. Not sure if this was intentional or not. I can give you the exact location if you want.
QuoteNot sure if this was intentional or not
One cannot install a Prostronic Implant (BionicBrain) but can still buy one. Had to play around with it but I think it really only needs to be added to the Surgery List. Not sure if this was intentional or not. I can give you the exact location if you want.
I have the same issue.
QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
Quote from: djjmatexxe on July 19, 2015, 04:27:46 AM
QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Gather sand doesn't work. If you set a tile to gather sand the colonists approach the tile and stay there, trying to do something which triggers a debug error.
Just A2B, and a few small edits of my own that wouldn't affect this. It's called "Collect Sand" under Orders. The error is "Failed to find Verse.ThingDef named MD2SandPile. There are 1932 defs loaded."
Quote from: blinari on July 19, 2015, 05:27:32 AM
Quote from: djjmatexxe on July 19, 2015, 04:27:46 AM
QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1
Quote from: Canute on July 19, 2015, 05:57:06 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
Quote from: djjmatexxe on July 19, 2015, 06:21:49 AM
Quote from: blinari on July 19, 2015, 05:27:32 AM
Quote from: djjmatexxe on July 19, 2015, 04:27:46 AM
QuoteThis hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1
Confirmed with the plasma precision rifle. The colonist left the dromedary downed and decided to go for a walk. Meanwhile I was getting a ton of errors about him having more than 10 jobs in one tick.
The "textures" and "languages" folders under CrashLanding are lowercase, when they should be capitalized. On Linux it's case sensitive, causing the textures not to load. Same with "english" under languages.
Quote from: Canute on July 19, 2015, 09:18:57 AM
Quote from: djjmatexxe on July 19, 2015, 06:22:47 AM
Quote from: Canute on July 19, 2015, 05:57:06 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.
I just wanted a glass house on the beach.
By the way, is it intended that a Grand Silver Sculpture (excellent) (it costs 26*(20*40)=20800 silver to make) only sells for a mere 1000 silver? Its much more lucrative to use stone blocks for sculptures this way, which is somehow wierd imo.
Thanks for 1.9a bugreports! Soon fixes...
Lacks of free time.. new girlfriend eats it completely :-*
Maybe A11 it's the last version for project Hardcore SK.
Quote from: Canute on July 19, 2015, 04:43:37 PM
Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !
Yes.. i'am shocked by the amazing features in next A12. Really want to play in it and a desire to work with A12 too.
Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
Quote from: Threepounds on July 20, 2015, 02:53:22 AM
Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
This is only patch, which add and changes 5-6 files. Before that, need to install Zombie Apocalypse mod and then install patch.
Derp. I was spoiled and being lazy, probably because of the luxury of the modpak. ^_^;
Thank you very much!
Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
Quote from: ChiefSlapahoe on July 20, 2015, 12:29:13 PM
Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
Good idea! Thank you)
Quote from: Canute on July 20, 2015, 12:41:30 PM
But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.
But you can add the mending mod without problem at the end of the modpack.
No... there are a few ideas.. we can increase х3 or.. more deterioration to all weapions, clothes... ;)
Quote from: blinari on July 14, 2015, 06:20:52 PM
Conveyor belts are here!
I modified A2B to be compatible with this modpack. To research the A2B techs, first research mining (drilling rig/extractor).
Each segment, loader and unloader costs 2 steel parts, 1 mechanism, and 1 rubber. Splitters and mergers take an additional mechanism. Selectors require an electronic chip and piece of glass. If you're building underground you'll need reinforced concrete. Overall the raw materials cost is about the same as vanilla A2B, but you have to make parts!
To install just copy the mod to your Mods folder and load it after everything else. This is compatible with both 1.8c and 1.9a. It is save game compatible.
Download link (github) (https://github.com/teewikit/RW_A2B_SK)
Note: You can place an ore extractor so it drops its goodies onto a loader, but the loader must be built before the extractor.
Big thanks for this work! In next version! ;)
Also, ready in the preliminary stage global rework for all research tree by
Yagulya. Now only in Russian language.
(http://clip2net.com/clip/m54307/84a5c-clip-70kb.jpg)
I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.
Edit...
Here they are.
Selectors (https://github.com/teewikit/RW_A2B_selectors_SK)
These cost the same as the selector from the main mod.
Teleporters (https://github.com/teewikit/RW_A2B_Teleporter_SK)
Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
Quote from: Canute on July 21, 2015, 02:38:33 PM
QuoteMellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.
Ohhhkayy, i found out that you don't need 60 steel bar, you need 60 elec chips and 35 steel bar.
Thanks to the recipe maker. But i think this need to switched, 60 chips are far to expensive.
already fixed in next version. Thank you for this!
Quote from: Canute on July 21, 2015, 05:59:20 AM
What about the Mobile sentry base?
When i craft one it get placed next to the table/crafter.
Shouldn't it be a minified version, so you can place it like a telescope/TV somewhere else?
Is the weapon on the weapon base a random one ?
Edit:
Fusebox again.
Ok got another Short circuit, 6 batteries, 4 fusebox. Like i said before i increased the HP of the fusebox from 100 to 500. I got around 3000Wd stored.
2 fuse got destroyed the other 2 remain unharmed.
In next version, i removed damagemultipliers for all fusebox. This should solve the problem?
Quote from: blinari on July 21, 2015, 04:49:11 AM
I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.
Edit...
Here they are.
Selectors (https://github.com/teewikit/RW_A2B_selectors_SK)
These cost the same as the selector from the main mod.
Teleporters (https://github.com/teewikit/RW_A2B_Teleporter_SK)
Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
I think we take A2b + Selectors without teleporter.
Wow great work guys, I hope this sticks around for the final release. It's almost necessary haha.
Ideas: More traits and conditions + psych counseling to help them.
Memory Loss: This could be an incurable sickness from say a hit to the head. Could be a temporary condition, if possible, from drinking/smoking too much weed. Would cause the pawn to refresh/change his job queue, dropping what he was carrying.
OCD: Trait that forces the pawn to have to clean up messes near him, but he does it faster and maybe adds a little beauty if possible to code in.
Narcolepsy: Trait that makes the pawn have a chance to fall asleep randomly, being injured/overheated could increase this chance. Could probably be done easiest through a incurable illness.
Rage: Makes the pawn uncontrollable if in combat (or maybe if injured by someone), focusing only on killing the enemy. Would boost his combat abilities, but would make him more likely to be hurt.
Just think it would be cool to add more traits/conditions that really change how you have to play, rather than just stat bonuses alone. Psych counseling would be a new job that would draw from medicine and social traits. Maybe using a similar system as the operations from doctors to make it easier to code. It could remove or maybe even give traits/conditions if possible at the cost of time. Maybe you would need to buy objects (ie psych books/pills) from traders for use too, like how the doctor needs medicine to do operations.
Yes I did, as I have suggested that conveyor belts and mending be added in. I have suggested these ideas separately, but figured why not add it in here as well if anyone would like to pick it up and integrate it in since it fits. Its up to the creators of the pack to use it or not, or look for something similar in the future (ie. RT necromancy).
Just because they are focusing on integrating the mods together doesn't mean they might not want to add things themselves, they're shaping the game how they want it to play anyways. I can assume they can code, since they are integrating mods together. In a sense this is a mod, because you're already hard changing existing code to form one final product that changes the game in certain ways. These ideas could fairly easily be added onto the extended medical mod work, which they have already tailored to their style/code structure. Why wait for someone else to do something, and have to change it, when at this point it would most likely be easier to do it yourself
Soon update to... 1.10: Phenomenal
New in A11 v 1.10: Phenomenal
69) A2B Conveyor Belts by A2B corporation
70) A2B Conveyor Selectors by A2B corporation
71) Mechanoid Terraformer by Rikiki
72) Prison Improvements By Wastelander
73) Fish Industry by Rikiki
74) Misriah Armory's by iWilliBlecha
75) Auto Seller by Supes
76) Tools for haul by BBream
77) Survival Mode by JustinC
78) Mending by Wastelander
79) More Vanilla Turrets by Marnador
And about 70+ changes. Changelog for next 1.10 only on Russian language:
--------------
Hardcore SK 1.10: Phenomenal, на 24.07.2015
----------------
Круглое число = масса серьезных изменений и нововведений, буду пополнять список.
На счет урезанной (Lite) версии. Будет предназначена для слабых компьютеров. Основное отличие от обычной версии будет в сборке без части модификаций, которые нагружают модпак не принципиально важным контентом... например Aparello - мод добавляющий большое кол-во одежды, но почти никак не влияющий на процесс игры.
1) Добавлен мод Mending - возможность ремонтировать вещи.
2) Добавлен обновленный мод Fish Industry.
3) Добавлен мод BackForHaul - возможность крафтить рюкзаки и переносить в них вещи.
4) Добавлен мод AutoSeller - возможность настроить автоматическую торговлю.
5) Добавлен мод A2B: conveyor belts - Создание конвейерных лент. Развиваем тему производства!
6) Добавлен мод A2B - Selector Options - Добавляет новые возможности для конвейерных лент.
7) Добавлена тюремная дверь из мода PrisonImrovements, которую могут открывать заключенные.
8) Обновлен мод AdditionalJoyObjects до последней версии с новыми возможностями и багфиксами. (в 1.9 бывает крашит торговцев, перестают прилетать.)
9) Добавлены семена для Спектаго.
10) Обновлен мод Hospitality до последней версии исправляющей несколько ошибок.
11) Добавлен Wave Survival Mode - Новый режим рассказчика.
12) Обновлен модуль CombatRealism с багфиксами.
13) Добавлено несколько новых исследований.
14) Обновлен модуль SuperiorCrafting
15) Обновлен модуль MD-Droids с багфиксами. Дроиды заранее будут идти заряжаться.
16) Обновлен модуль LT_RedistHeat до последней версии.
17) Переработаны амбразуры.
18) Мульчу теперь можно делать из бамбука тоже.
19) Уменьшена скорость открывания бамбуковых дверей (открывались быстрее автоматических).
20) Обновлен мод CrashLanding.
21) Поправлена стоимость на светодиодный дюролайт.
22) Обновлен мод Anti Tank Weapons до последней версии.
23) Добавлен Capsule Reactor (переносной источник энергии. Можно купить у торговцев, но достаточно дорогой).
24) Добавлены стены из бревен, доступные с начала игры.
25) Убран damageMultipliers для предохранителей.
26) Обновление мода VegetableGarden до последней версии. Новые красивые текстуры растений! И многое другое.
27) Полностью переделаны семена в соответствии с последним обновлением VegetableGarden.
28) Убран "клон" торговец из мода AdditionalJoyObjects.
29) Полностью переписаны торговцы, теперь они торгуют почти всем что есть в Hardcore_SK в том числе деталями оружия и имеют больше денежных средств.
29) Увеличен шанс появления Альфало и Муффало в тундре.
30) В Хазмат контейнер можно складывать все оружие и боеприпасы.
31) Прописаны правильные размеры для всех станков протезов.
32) На научный стол и часть других столов теперь нельзя "залезать".
33) Снижена до 150 очков стоимость изучения обычного станка протезов и кол-во досок для камнерезного станка с 60 до 40.
34) Поправлена стоимость изготовления ручного элекрошокера в соответствии с 1.8 производственной цепочкой.
35) Оба стола для изготовления оружия теперь во вкладке "Инновации".
36) Топливная электростанция теперь дает тепло. Увеличен выход тепла у Парогенератора и биогенератора.
37) Изменен крафт Электроники, микрочипов, искусственной кости в соответствии с 1.8 производственной цепочкой.
38) Полностью переработан крафт протезов (ЕПОЕ) в соответствии с 1.8 производственной цепочкой. (Халява кончилась. В оригинальной версии стоимости производства протезов необоснованно занижены в разы к их рыночной стоимости. Время создания протеза на станке увеличено в 7 раз. Биоматерия теперь один из основных ресурсов для создания топовых протезов.)
39) Винторез: снижена дальность с 50 до 40. Увеличено время сведения. Немного уменьшена точность.
40) Пистолет Вектор: незначительно увеличена время сведения и перезарядки.
41) В лаборатории теперь можно преобразовать биоматерию в биотопливо и наоборот.
42) Увеличен выход песка из осколков, а также при крошении щебня в 2 раза.
43) Стак серебра увеличен с 400 до 1000 в одной кучке.
44) Возделывание земли перемещено в "Разное".
45) Добавлено 5 новых турелей (Вулкан -20мм убойная штука- смесь тяжелого пулемета с 30 мм пушкой. Две новые ракетные установки (Выпускающая одну ракету и три ракеты. Более точные чем тяжелая на 6 ракет.) Лазерная установка стреляющая пучком раскаленной плазмы на большие дистанции. А также "Девастатор" - мортира эффект от снарядов которой схож с вакуумной бомбой. В радиусе поражения становится настолько жарко.. что все живое начинает сгорать заживо.)
46) Добавлен обновленный Mechanoid terraformer
47) Колючая проволока и траншеи не будут создавать крышу, а также пропускают свет.
48) Полностью изменены в меню все иконки туррелей.
49) Переделаны консервы на консервном столе. Теперь можно делать мясные в жестяную банку или растительные консервы в стеклянную банку. В разы увеличивает срок хранения. Далее колонисты могут использовать произведенные консервы для готовки нормальной пищи. В крайнем случае консервы можно хавать и так, получая эффект "сырой пищи".
50) В связи с тем, что в 1.10 будет доступен стол для починки вещей и оружия. Увеличен коэффициент износа всех вещей и оружия в 3 раза, а не которых еще больше. (Часть оружия в 1.9 имеет коэффициент износа 0.3, будет 3.0, т.е. увеличение в 10 раз.)
51) Обновлен Pawn State Icons до последней версии.
52) Практически полностью восстановлена цепочка появления растений через изучение технологий.
53) Исправлен крафт Штурмового карабина.
54) Работорговец теперь приторговывает наркотой.
55) Наркота выделена в отдельную категорию Drugs (1.9 находится вместе с пищей)
56) Полностью переработан крафт пищи в соответствии с 1.8 производственной цепочкой. Теперь необходима посуда. Посуда двух типов: Стеклянная и металлическая. Изготавливаются на соответствующих столах. Для производства консервов теперь нужно сперва сделать стеклянные банки или из жести.
57) В процессе: Полностью переработан крафт дроидов в соответствии с 1.8 производственной цепочкой. Теперь производство дроидов тесно связано с протезами из которых делаются части тела дроида, а на завершающем этапе соединяются воедино образуя дроид.
58) Добавлено 5 единиц нового оружия из Misriah Armories. В том числе не дорогая снайперская винтовка улучшенного типа "advanced" которая будет редко но использоваться атакующими. Разобрав её, можно будет собрать топовые снайперки типа "advanced". В 1.9 версии их можно было только купить у экзотик трейдера.
59) Исправлено сильное затемнение экрана при сочетании модов Darkness_SK+Mechanoid Terraformer (Кто помнит такая проблема была в А10). А также увеличено время до появления инциндента с новым тераформером. Тераформер теперь можно выучить и построить самому ближе к концу цепочки исследований.
60) С разделочного стола убран клон-рецепт приготовления консервов, все типы консервов теперь делаются на консервном столе мода Vegetable Garden.
61) Найдено и убрано задвоение рецепта для крафта микрочипов в двух разных файлах.
62) Исправлена ошибка с фильтром приготовления салата с грибами.
63) Убран крафт суперкомпьютера, терминала, сентри-платформы на электронном столе. Они же теперь строятся.... Изменен рецепт крафта помпы в соответствии с новой произв. цепочкой.
64) Кухонные принадлежности (посуда) теперь требуется как тара для производства большинства "конечных" продуктов и алкогольных напитков.
65) Значительно уменьшена точность всех снайперских винтовок на близких дистанциях.
66) Увеличен урон дробью для всех дробовиков. Улучшены показатели большинства дробовиков.
67) Полностью убрана возможность появления ванильных одноразовых doomsday rocket и triple rocket launcher.
68) Все оружие рассортировано на складе по типу.
69) Поправлены текстуры кофемашины, кофе, чашки кофе. Новые текстуры кофейного и табачного дерева.
70) Переделана цепочка получения стекла, с новым ресурсом.
71) Лазерная винтовка теперь может иметь качество. (В 1.9 не имеет)
Quote from: skyarkhangel on July 24, 2015, 10:47:25 AM
Soon update to... 1.10: Phenomenal
Wohoo! Can't wait!
But one thing make me nervous: the need for "dishes" to craft most of the food. Will the dishes come back after eating? Or else I hope they are produced in bulk numbers...
Quote from: Uglyr on July 24, 2015, 12:27:15 PM
Quote from: skyarkhangel on July 24, 2015, 10:47:25 AM
Soon update to... 1.10: Phenomenal
Wohoo! Can't wait!
But one thing make me nervous: the need for "dishes" to craft most of the food. Will the dishes come back after eating? Or else I hope they are produced in bulk numbers...
No... but such cheap for production. Glass or any metal. 10 pcs for one craft. 1 dishes = 1 prepared meal... So for one craft dishes you can feed 10 people.
I think having to use dishes and other materials to prepare food is a bad idea and will make food processing un-fun. Think about it, the cook has to fetch each item to make a meal. Travel time to get items now more than doubles, and the kitchen becomes cluttered with items.
Dishes could be fine if they are reusable, left behind after a colonist eats. If they're used up it sounds like a horrible resource drain.
Perhaps if dishes could remain, but have a permanent decay rate (lessened by material? ie aluminum vs steel vs wood) that if possible would make the colonist unhappy if used when its low? Kinda gives you the best of both worlds; realistic in making meals, but not tedious enough to be unfun. Having a high stack value would also help and make sense not to clutter storage, and maybe they could give a happiness/nutrition bonus to meals?
I like the idea of more weapons and armor, always adds diversity to the trading and pawns. Project armory will hopefully be updated.
I guess it should be one of those things that aren't necessary, but adds a worthwhile happiness/value to your meals if you do make them. Perhaps a bonus to eating speed could be applied too if possible? You don't want to make it too hard to get meal production up.
How is this different to the Ultimate Overhaul Modpack?
Sorry I'm new.
Hey, there is one thing what i dont like: opportunity to use items only when they lie in stock. So many stupid things happened with this, when one detail have long travel to the stock and then immediately take long way back.
Can it be disabled? Or how can i disabled it myself?
Thnx.
P.s.: I cant find medical bed after researching it. Where is it?
Hey The13thRonin,
I haven't tried the other pack, but this seems to be larger and adds in things that make the game more difficult in that there is more to do. In the base game you could get say solar power up easily, now that requires research and more advanced parts. You use a steam generator by burning kindling, which is made from cutting logs, to get your early power.
I like it because it follows the progression of crashing on a planet a lot more and it extends the game in a meaningful way. All these mods are put together in a way that makes sense and works/balances well, especially the tech tree. There are some minor grammar issues because the creators are Russian native and you may find bugs (I have not), but overall it gives the game a nice complete feel and ties in all the mods nicely giving good tech/crafting progression.
You can download this and get a full painless experience, rather than downloading all the mods yourself. You can do it and it will work, but if nothing else having the research flow and balancing all the weapons/turrets are a pain to do manually. The creators are active as well, and are constantly adding/bug fixing. They listen to suggestions too.
Give it a try, its very easy to set up and you can always get rid of it. Only takes a couple minutes to download, unpack in your rim world mods folder. The config file is there to tell the mods what order to load in, and helps if you place it in the proper folder as it tells you in the readme. If you don't like it, try the other one. I would recommend trying this one first though, because it is harder.
Auto-hunt beacon does allow auto-harvesting mushrooms. Tried adjusting the mod load-order, but game stopped working, so I reset them to original order. Any tips how to get the beacon to mark cave-flora for harvesting?
Nano-storage concept is a bit daft. Since we have a 2d world, how about renaming it to the "underground storage"? So it would be cellar with some kind of dead-waiter system.
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM
60) Crush Landing (easy) (https://ludeon.com/forums/index.php?topic=8967.0) (This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky. Pods with colonists, containers with resources, engines with flammable fuel, and other useful and dangerous things.) by Katavrik
Crash... not crush :D
Ps:How do you set easy mode for Crash Landing?
It's automatically the 'easy' version of the mod. It makes the pawns/items you start with come down safely in their pods as normal before the event, opposed to them coming down with the crash, potentially killing/destroying them.
BTW, are you thinking of adding the Rimsenal weapons/armors/faction?
hello - does this mod work with the latest version of the game? 11d ??
I'm sorry. I had problems with access to account. Now, all problems solved. Big thanks to ludeon support. I missed you. :D
Updated to 1.10a - 26.07.2015.
Soon hot bugfixes and only full support 11d version.
Changelog for 1.9a to 1.10a: 26.07.2015
1) Added mod Mending - able to repair things.
2) Added mod Fish Industry.
3) Added mod BackForHaul.
4) Added mod AutoSeller - the ability to set up automatic trading.
5) Added mod A2B: conveyor belts.
6) Added mod A2B - Selector Options.
7) Added the prison door from the mod PrisonImrovements.
8) Updated AdditionalJoyObjects fashion to the latest version with new features and bug fixes.
9) Added the seeds for Spectago.
10) Updated Hospitality mod to the latest version fixes several bugs.
11) Added Wave Survival Mode - The new storyteller.
12) Updated module CombatRealism with bug fixes.
13) Added some new researches.
14) Updated module SuperiorCrafting.
15) Updated module MD-Droids with bug fixes.
16) Updated LT_RedistHeat module to the latest version.
17) Reworked embrasures.
18) Now Mulch can be made from bamboo too.
19) Reduce the speed opening bamboo door.
20) Updated mod Crash Landing.
21) Fixed cost for LED Ropes.
22) Updated mod Anti Tank Weapons to the latest version.
23) Added Capsule Reactor (portable energy source. It can be purchased from merchants, but quite expensive).
24) Added a wall of logs, available from the beginning of the game.
25) Remove damageMultipliers to all fuses.
26) Update VegetableGarden mod to the latest version.
27) Completely redesigned SeedPlease with the latest update VegetableGarden.
28) Removed the "clone" merchant of mod AdditionalJoyObjects.
29) Completely rewritten traders, they now sell almost everything, that is in Hardcore_SK including details of weapons and have more money.
29) increased the chance of Alphalo and Muffalo in the tundra.
30) In Hazmat container can put all weapons and ammunition.
31) Fixed sizes for prostheses buildings.
32) At the Research table and other tables colonists can no longer to "climb".
33) Reduced to 150 points cost for basic prostheses table and for stonecutting table from 60 to 40.
34) Fixed recipe for tazer.
35) Both the weapon tables are now in the "Innovation".
36) Fuel Power Plant now provides heat. Increased heat output fort steam-gen and biogenerator.
37) Modified craft electronics, microchips, artificial bone with according to the 1.8 production chain.
38) Completely redesigned craft prostheses (EPOE) in accordance with the production chain 1.8.
39) Threat cutter: Reduced the range from 50 to 40. Increased cooldown. Slightly reduced accuracy.
40) Vector Pistol: slightly increased cooldown.
41) In the laboratory, biofuel can now be converted into biomatter and vice versa.
42) Increase number of sand from stoneblocks and from rubble.
43) Stack of silver increased from 400 to 1,000.
44) Tilled soil moved to "Misc" menu.
45) Added 5 new turrets.
46) Added updated Mechanoid terraformer mod.
47) Barbed wire and trenches will not create the roof.
48) Completely changed icon menu for all turrets.
49) Full reworked canning table. Now you can make meat in cans or vegetable preserves in glass jar. it reduces the detorioration. Then the colonists can use canned meals for cooking normal food.
50) Increase the detorioration rate of all things and weapons about 3 times. (Some weapons have in a 1.9 detorioration rate of 0.3, it will be 3.0, i.e. a 10 times increase).
51) Pawn State Icons Updated to the latest version.
52) Almost completely restored the appearance of plants through the study of technology.
53) Fixed craft Assault carbine.
54) The slave trader is now haggling dope.
55) Drugs a separate category Drugs (1.9 is with food)
56) Completely reworked craft cooking according to the production chain 1.8. Now the necessary tableware. Two types: glass and metal.
57) added 5 new weapons from Misriah Armories. Including not expensive improved type "advanced" sniper rifle available for attackers.
58) Fixed dark screen with a combination of mods Darkness_SK + Mechanoid Terraformer. And increased time for new incindent. Teraformer can now learned closer to the end of the chain of research.
59) Removed clone recipe for canned food.
60) Found and removed clone recipe for craft microchips in two different files.
61) Fixed a bug with filter cooking salad with mushrooms.
62) Removed craft supercomputer terminal, sentry platform on the electronic table. Changed the recipe for crafting the pump in accordance with the new 1.8 production chain.
63) Tableware (dishes) is now required as a container for the production of most of the "end" products and alcoholic beverages.
64) Significantly reduce the accuracy of all sniper rifles at close range.
65) Increased the damage and other stats for all shotguns.
66) Completely remove vanilla doomsday rocket and triple rocket launcher for attackers.
67) All the weapons in the warehouse sorted by type.
68) Fixed texture coffee machine and coffee. New textures of coffee and tobacco tree.
69) Remade chain of production of the glass, with a new resource.
70) The laser gun can now have quality. (1.9 has not)
Changelog for 1.10a to 1.10b: 29.07.2015
1) modconfig: Support version 11d
2) Fixed red errors with thingcategories.
3) Increased the damage of 2 to 16 at the new combat rifles.
4) Fuel power plant can now be rotated.
5) Fixed a bug with deterioration display of Soylent
6) Fixed cost calculation and beauty for small and large table.
7) The effect of positive mood "still alive" Wave Survival mod has been reduced from 35 to 10.
8) Fixed description of the glass production chain recipes (Eng. Lang.)
9) Added button to enable / disable for the glass door.
10) Remove clone stone surface.
11) Fixed a bug in SeedPlease: Now Cotton -> raw cotton and Devilstrand -> raw devilstrand.
12) Fixed a bug with the plant Lettuce and Onion without SeedPlease mod.
13) Norbals are ready for EPOE surgery. (Needs activated EPOE mod. Please check!)
14) Removed the yellow errors with Russian translation.
Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
Quote from: Canute on July 30, 2015, 06:14:33 PM
Quote11) Added Wave Survival Mode - The new storyteller.
Oh nice, you did just the same like ninefinger, add the new storyteller and don't know what happen.
For this storyteller it is important to have a trade beacon.
Without trade beacon, the storyteller can't send you resources that helps you to build up the base.
But with the current research tree, you will need days or better weeks until you research all nessesary parts and be able to build a trade beacon.
Best solution: Modify the trade beacon, to be minified. And add a trade beacon to the start. Add a recipe to the electronic workbench for new minified Trade beacons with the current building mats.
Alternate: Add a Simple trade beacon to the construction, no research needed, just 20-40 Steel bar's, 1 spare part, 2-4 steel part. Reduced Hitpoints.
Thank you, Canute ;)
Now, i'am working on next update.
Active changelog but on russian lang:
--------
Версия: 1.11а
--------------
На 03.08.2015:
1) Добавлен HotCold Biomes, усложненная версия для части биомов внедрена в Core_SK. А также реализована его совместимость с остальными модами.
2) Добавлен LessIncindentTrolling уменьшающий шансы схода с ума животных.
3) Поправлены платформы для всех турелей.
4) Добавлено почти два десятка новых историй для колонистов.
5) Добавлен Harsher Map Conditions. Делает похолодание, жару и вулканическую зиму более серьезными, чем раньше. Увеливает силу эффекта и их продолжительность даже до 4х месяцев...
6) Добавлен долгожданный мод MoreMechanoids, превращающий механоидов в одну из самых интересных фракций. Реализована совместимость с вооружением механоидов модпака.
7) Моды Tools_SK, TilledSoil_SK, FloorLights_SK и BetterFurniture_SK внедрены непосредственно в Core_SK.
8) Обновлен CrashLanding до последней версии 4.32
9) Добавлен сельскохозяйственный торговец, который будет торговать семенами, продуктами, рыбой, мясом.. и другими вкусностями.
10) Переработана минимальная дистанция, для большинства турелей.
11) Перерисованы иконки всех турелей. Теперь у каждой турели есть своя уникальная иконка!
12) Новые текстуры для ванильных мортир.
13) Добавлен мод Powerswitch. Открывает новые возможности по автоматизации выключателей.
14) Перерисована тяжелая плазмапушка механоидов и добавлена тяжелая лазерная установка механоидов.
15) Поправлен радиус отображения действия силового щита при постройке.
16) Здания FishIndustry теперь доступны.
17) Теперь у двух торговцев будет доступна к покупке рыбная продукция.
18) Жареное и вяленое мясо теперь не требуют посуды.
19) Разрушенный корабельный реактор теперь испускает туже радиацию, что и разрушенная АЭС.
20) Добавлен ров. Защитная полоса, сильно снижающая скорость передвижения.
21) Супер-компьютер теперь нельзя купить, его можно только построить.
22) Обновлен Miscellanious до последней версии. Появились новые интересные фишки.
23) Добавлено еще два типа посуды: глиняная и пластиковая.
24) Вернул телегу для мода ToolsForHaul. Рюкзак теперь не такой тяжелый как был.
25) Крематорий: При сгорании тела или вещи, будет образовываться пепел. Который теперь нужен как ингредиент для удобрения почвы.
26) Добавлен перевод на русский язык мода ToolsForhaul от Vuursteen
27) Добавлен перевод на русский язык мода Mending от Rey
28) Добавлен перевод на русский язык мода RW_A2B от Rey
29) Добавлен перевод на русский язык мода RW_A2B_Selector от Rey
30) Добавлен перевод на русский язык мода PrisonImprovements от Rey
31) Добавлен мод AlertSpeaker - позволяет ставить систему оповещения (сигнализация).
32) Для шахтеров добавлена каска с фонариком из мода MiningHelmet.
33) Обновлен Community Core Library до последней 11.4 версии.
34) Исправлен фильтр крафта консервов. Раньше можно было из консервов делать консервы.. о_О
35) Откат Miscellanious мода с последними новов0ведениями до версии 1.10b из-за множества пока не решенных багов.
36) Удаление из сборки MoreMechanoids из-за багов с "работой". Множество красных и желтых ошибок, пока автор не решит с ними проблему. Более того, механоиды с этим модом начинают хотеть спать.
37) Дозатор пасты теперь работает нормально и его текстура возвращена к ванильному виду.
38) Добавлен перевод на русский язык мода RWAutoSell от Rey
39) Добавлен перевод на русский язык мода Wave Survival Mode от Rey
40) Добавлен перевод на русский язык мода Miscellaneous_Animals от Rey
41) Ром и сидр теперь тоже нуждаются в таре.
42) Уменьшен вес гранатометов.
43) Уменьшены некоторые стоимости изучения технологий дроидов.
44) Добавлена куча новых красивых текстур. Автор: neuffs
Can you manufacture Synthetic material or do I need to sell my soul to traders?
question
why does the most basic of joy items need to be researched?
Quote from: Canute on July 31, 2015, 05:55:26 PM
Yes you can at the tailor's loom, raw cotton + plasteel ore.
And at the same table hyperweave too.
So i need to sell my soul to traders for the cotton :( , -20C in SUMMER is cruel...
EDIT: The tailor's loom needs Synthetic Material... So I need to sell my soul to traders for the Synthetic Material so i can start selling my soul more for the cotton... Just great...
Quote from: Ember on July 31, 2015, 08:39:48 PM
question
why does the most basic of joy items need to be researched?
Becuase they don't know how tohave fun... duh.
Quote from: TheGentlmen on July 31, 2015, 10:32:34 PM
Quote from: Canute on July 31, 2015, 05:55:26 PM
Yes you can at the tailor's loom, raw cotton + plasteel ore.
And at the same table hyperweave too.
So i need to sell my soul to traders for the cotton :( , -20C in SUMMER is cruel...
EDIT: The tailor's loom needs Synthetic Material... So I need to sell my soul to traders for the Synthetic Material so i can start selling my soul more for the cotton... Just great...
Quote from: Ember on July 31, 2015, 08:39:48 PM
question
why does the most basic of joy items need to be researched?
Becuase they don't know how tohave fun... duh.
must have been caused by the crash
anyways, this modpack is damned near impossible when playing on an ice sheet, takes soo long to get to even be able to make a light so i can start growing things, i miss that wood torch already
somehow im still enjoying myself... except when im forced to cheat in food just to continue on D:
hrm, i must be missing something, or its just this hard to grow stuff but first time planting and they are only growing at 17%
and another question, how do i unlock the fishing pier? no idea what research i need to do to unlock it
Quote from: Canute on August 01, 2015, 03:12:22 AM
Didn't played on ice sheet yet.
Are there no animal you can hunt ? You should focus on these and not to try to farm until you can keep it warm and bright (sunlamp).
Since it is allways cold, you can made a good stock of meat.
Ok when you don't even have animals there, you are doomed to be a cannibal and eat all visitors ! :-)
yea been living mostly off of of being a canibal, im set up at the coast so i should be able to fish but im not sure what to do to unlock the pier, i do get wargs every now and then though
Quote from: Ember on July 31, 2015, 11:16:36 PM
anyways, this modpack is damned near impossible when playing on an ice sheet, takes soo long to get to even be able to make a light so i can start growing things, i miss that wood torch already
Clever use of EDBpreparecarefully can be of a great help in that case. (start with lot more wood if needed,start with some spare parts or synthetic material, take off those expensive apparels and cloth them with cloth or else parka, etc)
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.
If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Quote from: TheGentlmen on August 01, 2015, 12:32:04 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.
If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
ive only had traders in the summer though that might just be my story teller
i chose an easier spot, highest ive seen the temp go is something like 10C though it averages around freezing
lowest ive seen is -60C got a cold snap once that brought it down to -90C at night
i played with points enabled, started with 50 food, about 1k wood and minimal skills... so wish i upped the skills in some spots, also wish i could figure out how to start fishing
i was an idiot early on and used all my potato seeds to try and farm, didn't realize they actually died after 4 or so days whether or not they fully grow, so no seeds for a year until I got more from cargo pods, well second set of cargo pods, first set got me something like 100 tobacco seeds
i also got excited around year 2 when i got traders, bought something like 60 synthetic threads, and only realized after they got killed by bandits that i needed other materials. hope I don't have to wait another year... do i get synthetics from those robots?
Quote from: TheGentlmen on August 01, 2015, 12:32:04 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.
If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Hmm... Is it a bug in 1.10b? In 1.9 I had nice ice colony (with Cassandra basebuilder without using prepare carefully) and traders flew pretty often. As for visiting traders I'm not sure if it was once or not at all.
think i found a bug, tried to buy bio-matter from some of the ground based traders, they took my silver but i got nothing from them
Quote from: Uglyr on August 01, 2015, 02:02:29 PM
Quote from: TheGentlmen on August 01, 2015, 12:32:04 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.
If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Hmm... Is it a bug in 1.10b? In 1.9 I had nice ice colony (with Cassandra basebuilder without using prepare carefully) and traders flew pretty often. As for visiting traders I'm not sure if it was once or not at all.
Nah.. probably randy random being evil...
Quote from: Canute on August 01, 2015, 02:37:25 PM
Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.
Gonna test that out!
Guys Read the ***** Manual lol
The first research project says :
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.
;)
http://postimg.org/image/9wdnhfs31/5e17775b/
We got a exotic goods trader... we now have Elder Scones & RimColony plus a Tv & other games.
Quote from: kaptain_kavern on August 01, 2015, 03:07:57 PM
Guys Read the ***** Manual lol
The first research project says :
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.
;)
1- I don't need turrets.. the cold plus zombies is enough defence...
2- And? I already did that...
3- I don't think I can just get 'Synthetic Mateial' from a mine... Somthing in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
5- Processed into what? Not exactly useful knowledge
:D
Foooood! moar fooood!
(http://i1213.photobucket.com/albums/cc462/Rugaard/screenshot1_zpshi0lizel.png)
lol usualy i hate these things but now im looking forward to their invasions!
Quote from: Ember on August 01, 2015, 03:47:41 PM
Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).
Quote from: Uglyr on August 01, 2015, 03:57:00 PM
Quote from: Ember on August 01, 2015, 03:47:41 PM
Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).
im not that set up to be able to have defenses like that so i use all my colonists, though only 3 do most of the killing, one with a greasegun smg one with a survival rifle and one with a sniper.
the rifle pair killed wargs in 3 hits without failin this fight, rifle hits first, by the time he can fire again sniper also fires and the warg is dead
final raw food count, not including those used in the few days it took to butcher it all almost 1200
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM
3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier (https://ludeon.com/forums/index.php?topic=12996.msg155234#msg155234)
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?
The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."
Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.
When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man
Quote from: Canute on August 01, 2015, 02:37:25 PM
Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.
http://cmiplanners.com/wp-content/uploads/2014/08/approved.jpeg
It works...
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM
3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier (https://ludeon.com/forums/index.php?topic=12996.msg155234#msg155234)
Yes. What I was trying to point out is that its not necessarily clear how to get Synthetic Material & most people wouldn't without experimenting conclude that You can get Synthetic Material from a mine.
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)
I thought a Drill would be an electric tool (https://www.google.ca/search?q=electric+drill&espv=2&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMInLm-jeKIxwIVU1uICh2g5wQG&biw=1920&bih=979).
So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope. Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope. Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
Then I looked thru every bench... It did not appear to me that it could be in the Machining table... a thought the only thing you do in the table is disassemble mechs.
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
Quote from: TheGentlmen on August 01, 2015, 03:20:42 PM5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?
:-[
The oil processing research does not apear untell you do the mining reasearch... Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel.
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."
Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel. The point I was tring to make is that its not exacly clear on what to do. It says do X, but it doesn't state how or with what to do X with.
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.
:-[ Sorry, I wasn't tring to insult him or anything, I was stating it wasn't that clear on what to do.
Quote from: kaptain_kavern on August 01, 2015, 04:34:20 PM
When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man
I wasn't tring to start an argument but I probably was a little harsh.
anyway to remove synthetic parts from a corpse or do they have to be alive?
aw dang it, got a colonist without a stomach and theres a corps in my dump pile that has a synthetic one
also my story teller loves throwing mechanoids at me
here have a couple mechanoids on top of your base.... no? that didn't do much, how about an invasion with 3 centepeds carrying plasma with a couple scyths? you managed to fight that off? ok here's an evil ship
btw just before that invasion i accepted sheltering a colonist running from raiders, which arrived at my base just before i killed the last centipede
meh dont like double posting so im just gonna add it to this
trying to trade gets me this
Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RCellFinder.GeneratedTradeDropCenter () [0x00000] in <filename unknown>:0
at RimWorld.RCellFinder.TradeDropSpot () [0x00000] in <filename unknown>:0
at RimWorld.Tradeable.DropThing (Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0
at RimWorld.Dialog_Trade.<FillWindow>m__283 () [0x00000] in <filename unknown>:0
at RimWorld.Dialog_Trade.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0
Quote from: Canute on August 01, 2015, 06:46:58 PM
Quote from: Ember on August 01, 2015, 05:34:30 PM
anyway to remove synthetic parts from a corpse or do they have to be alive?
You only can do operations on living people not on corpse.
So when you want some Bionic or Synth. organs, you should try to capture them.
Remove the part and let them starve to dead or release them if they survive the operation.
QuoteSo i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope. Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope. Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.
Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)
I was talking about the drill :)
How did i not see the Synthetic Materials in those tables? :-\
For more weapons: liandri corp, Rimsenal, and project armory
Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments
Quote from: ChiefSlapahoe on August 02, 2015, 12:11:23 AM
For more weapons: liandri corp, Rimsenal, and project armory
Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments
These should definitely be included.
it seems the story teller decided to take pity on my colonists, got a cargo drop of about 200 meals in cans, so no more cannibalism for a few months, though it did make me work for it. Poor colonists were more or less drafted for 2 days straight fighting off a raid and simultaneous warg pack that was about 20 strong. The mass infection and having both doctors wandering in a broken daze most of the time didnt help much either, thankfully, i had no deaths
http://s27.postimg.org/o8t4o6rb7/Screenshot_185.png
Multch need wood? NOO... ITS THE VAIN OF MY EXISTENCE :'( :'( :'(
Try with bamboo if possible, it's fast growing.
But ..... I'm not sure you had access to bamboo seed ....
:[
Bought 4k wood for 3k silver... those mines do a good job of producing silver... I'm starting to drown in it ;)
Zombies vs Mechs vs Pretransedants! Who will win? ZOMBIES! 8) Perfect Defence.
Ps: I added the Pretransdenats & pirates mod. I also swapped out Darkness_SK for the darkness mode... I like not seeing anything, its beautiful :), It was like fireworks: http://postimg.org/gallery/13rymtpb0/54283feb/ & http://postimg.org/gallery/3fbgu3pp4/90acad26/
finally got to making synthetics, but dang it has been a painful run so far, also 3 years and i still have yet to grow things, also got no lights considering the immense cost of electronic circuits
Bug: Their is no fish related stuff, the reaserch unlocks nothing, checked in godmode & thier is still nothing. The mod is loaded.
any way to stop my wardens from chatting with visitors all the time? they have other jobs i would rather have them do
also it seems that anyone can use the tailors workbench no matter what jobs they have enabled, had someone with all jobs related to crafting set to 0 working on clothing someone else started, wouldn't be surprised if this happened with other crafting things like this
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).
Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.
Quote from: ChiefSlapahoe on August 02, 2015, 11:07:21 PM
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).
Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.
im talking about visitors, not prisoners, and doing that to them doesnt work as it only works for the pawn that i disable it on not the group or even the faction
You'd have to mess with the code to stop it from setting visitors to automatically try to boost reputation
next time i get a free volatile free colonist as my first recruit, im shooting him in the head
I'd just lock him with the zombies ;D
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?
Quote from: Lairdjoker on August 03, 2015, 12:38:55 PM
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?
Try to reinstall everything from 0?
Quote from: Lairdjoker on August 03, 2015, 12:38:55 PM
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?
Did you install the Zombies? I was playing around with this a bit earlier, and got an exception related to Zombies when I started the game, and got the same worldgen behaviour you described. It worked fine after I reinstalled, sans Zombie patch.
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
I think you mean lucky. So much free meat!
Quote from: The13thRonin on August 03, 2015, 05:36:58 PM
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
I think you mean lucky. So much free meat!
you misunderstand, all of my colonists are dead, as in game over
Quote from: The13thRonin on August 03, 2015, 05:36:58 PM
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
I think you mean lucky. So much free meat!
Um... they all died.
Quote from: Ember on August 03, 2015, 05:50:50 PM
Quote from: The13thRonin on August 03, 2015, 05:36:58 PM
Quote from: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
You have enough food for NaN days.
I think you mean lucky. So much free meat!
you misunderstand, all of my colonists are dead, as in game over
You have enough food for NaN days.
Edit: Put 'You have enough food for NaN days.' in the wrong place :-[
im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks
Hi guy's if you think I haven't read topic its wrong... :D
Work is in full swing! I suppose in 1-2 days new version!
Quote from: Ember on August 03, 2015, 07:07:27 PM
im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks
Always do mountains... Why you ask? Cuase thiers tons of resources & It's so defenable...
No mortar's may hit... And those pesky sappers get eaten by the zombies before thier anywhere close 8)
i dont have zombies in my game for some reason and im rather happy that i dont
also for some reason when i strip norbals that have shields the personal shields just disappear, is that intended? cause i find thats the best way to get those circuits
Never noticed that... Can't be bothered to clear 100 or so zombies just for some clothes.
Speaking of zombies... thier are none in the modpack by deufult. You need to get it from here (https://ludeon.com/forums/index.php?topic=3635.0) & drag it into your mods folder then drag the Zombies Patch from this modpack on to it to make them more evil...
Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.
It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.
The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.
Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png
Edit 2: Crashed... so unstable
scary
also, the moment you realize, your primary doctor is in a broken daze, your secondary doctor is missing a leg, and the rest are incapitated or ina broken daze and half the colony has infections that you have a major problem
Don't fear... thier's 5x as much zombies ;D
@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.
Quote from: TheGentlmen on August 04, 2015, 01:26:53 AM
Don't fear... thier's 5x as much zombies ;D
@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.
im not too sure about this and someone should try testing it, im too lazy to do it myself >.>
i think it might be the clothing mod, the game has to decide from a much larger pool to clothe the pawns, ive noticed that the larger the group the longer it takes and im not too sure but it might be taking even longer the colder it is, since it has to give the pawns even more clothes to even be comfortable in the cold weather
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.
EDIT:
figured it out, and is there any way to make heat strokes less crazy, or disable them? I just had to abandon a colony because i got a heatwave before i managed to get power going, and got a raid with 3 of my 5 colonists incapacitated, and one died almost immediately fighting a raider.
Quote from: TheGentlmen on August 04, 2015, 01:26:53 AM
Don't fear... thier's 5x as much zombies ;D
@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.
Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
Quote from: blub01 on August 04, 2015, 06:42:59 AM
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.
Please, build assembly bench.
It might help if a very basic part of the game wasn't in "high tech".
Quote from: skyarkhangel on August 04, 2015, 06:59:09 AM
Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
In my experiense all spawns cause lags. Enemies and visitors and crashed colonists.
it seems easier playing on challenege rather than rough, so far my colonists are living comfortably off of wargs
food storage:
(http://i.imgur.com/Nu0AfMmh.png)
but im keeping a backup
emergency food storage:
(http://i.imgur.com/hncNDHPh.png)
Lol. exactly will not die of hunger for 1 year.. damn cannibals! :D
Quote from: Canute on August 04, 2015, 10:19:25 AM
Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.
I'll try to male lite version without some massive, not very important mods.
apparantly the story teller decided it will have none of that, higher than average summer tempratures, went up to 15C where the average is -6C. all those corpses are now rotted
iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?
Quote from: vexen88 on August 04, 2015, 01:13:05 PM
iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?
when black screen?
If when load savegame, try to switch language after launch Rimworld and before loading savegame! It helps..
i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it
Quote from: Ember on August 04, 2015, 01:16:25 PM
i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it
so conceived as a motion sensor :) It looks nice. But sorry, i havent written about this in the description. Added descrition for next version (2 walls with this function.)
Really would love to use this modpack, but it seems to be disabling my ability to change construction materials (no dropdown menu appears to select wood or stone etc)
Im assuming this isnt intentional. Starting to build with only Gold Doors is going to take awhile...
anyone know what could be happening? I already tried reinstalling multiple times
Quote from: Product on August 04, 2015, 02:15:10 PM
Really would love to use this modpack, but it seems to be disabling my ability to change construction materials (no dropdown menu appears to select wood or stone etc)
Im assuming this isnt intentional. Starting to build with only Gold Doors is going to take awhile...
anyone know what could be happening? I already tried reinstalling multiple times
you need to have the material you want to use available before you can make the stuff out of that material, when you load the game it just selects a random material, so for a wood door you need wood planks lying around somewhere before you can do the right click thing
Ooohh, thats different! Tested and you are right, will try to learn to play this way.
Thank you for the quick reply Ember
Quote from: skyarkhangel on August 04, 2015, 12:51:25 PM
Lol. exactly will not die of hunger for 1 year.. damn cannibals! :D
Quote from: Canute on August 04, 2015, 10:19:25 AM
Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.
I'll try to male lite version without some massive, not very important mods.
Mechs don't cuase it so I think its due to mods like apperello.
Hope you do fix it... I refuse to change the Randy Random Setting.... I like the challenge :D
Quote from: Canute on August 04, 2015, 03:15:07 PM
Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.
look back a page and a couple comments down, you will see his comment about just what he plays against
Maybe I am just having a bad day, but now that I am progressing I realize I need "spare parts" for a lot of construction. Cant seem to figure out how to make them.
Help plz?
Quote from: Canute on August 04, 2015, 03:15:07 PM
Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.
Quote from: TheGentlmen on August 03, 2015, 10:45:33 PM
---snip---
Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.
It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.
The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.
Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png
---snip---
The rimarsenal & wave survival are for kiddies... 8)
Mechs why you do dis :'(, They killed everything...
I will have my revenge... it will be so cold that it kills you all completly....
Quote from: TheGentlmen on August 04, 2015, 04:27:11 PM
Mechs why you do dis :'(, They killed everything...
I will have my revenge... it will be so cold that it kills you all completly....
ohh yes :P My mech puppies also were not ignored and have a full set of powerful weapons to eliminate pathetic humans ;)
i really need to get around to setting up proper defenses, just had a norbal attack that knocked down half my colonists
Zombies are a good defence.
Quote from: TheGentlmen on August 04, 2015, 04:49:46 PM
TheGentlmen's Tuff Luck Patch
Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.
Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing
Features:
- Bigger Badder Raids
- More Likely Raids
- Zombie Virus Airborn is More Likely
- Zombies Stuff already Setup Already Setup
- Longer & More Likely ColdSnaps & Heatwaves
- Longer & More Likely Volcanic Winters & Toxic Fallout
*Must Use Randy Random
Interesting, attach to first message?
Quote from: TheGentlmen on August 04, 2015, 05:47:51 PM
Zombies are a good defence.
When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.
Quote from: skyarkhangel on August 04, 2015, 05:52:40 PM
Quote from: TheGentlmen on August 04, 2015, 04:49:46 PM
TheGentlmen's Tuff Luck Patch
Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.
Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing
Features:
- Bigger Badder Raids
- More Likely Raids
- Zombie Virus Airborn is More Likely
- Zombies Stuff already Setup Already Setup
- Longer & More Likely ColdSnaps & Heatwaves
- Longer & More Likely Volcanic Winters & Toxic Fallout
*Must Use Randy Random
Interesting, attach to first message?
Sure.
Quote from: skyarkhangel on August 04, 2015, 05:52:40 PM
Quote from: TheGentlmen on August 04, 2015, 05:47:51 PM
Zombies are a good defence.
When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.
I'll see... I'll problably make the game think thier Jaw is a 3rd arm. ;D
all i can do is shake my head in exasperation, got two norbals in prison and all they wanna do is beat each other up X3
really need to make more rooms
and then i lose one because the stupid doctor treated the 20 or so bruises rather than the 2 infections
and then the other one dies at 99% immunity... damn it
whatever happened to the powered version of the stone cutter workbench? i thought there was one that helps reduce stone cutting craft time
this game is cruel sometimes, just had a colonist die of the flu
Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?
Quote from: Thurak126 on August 05, 2015, 04:04:06 PM
Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?
assembly bench also needed to receive from research, but there kraft tools.. so i decided to make bench without any research.
Hey, loving your modpack. I don't use any additional mods.
Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt (http://imgur.com/a/3uqmt)
Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.
Quote from: zenfur on August 05, 2015, 04:40:01 PM
Hey, loving your modpack. I don't use any additional mods.
Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt (http://imgur.com/a/3uqmt)
Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.
Yes, because Overhaul already updated to newest version Autosell mod. In next 1.11 also updated... very soon... willingness to 95%
Work is required in 3 times larger.. than in Overhaul. Because, not including all the innovations, modpack also full support Russian language for all mods. The quality of its translation exceeds English (Thank for support to Humort, Rey). Russian translation have excellent unofficial core translation (99.9% translated, 0 errors) because official just sucks. That is why in Russia popularity Hardcore SK = 99% Overhaul = 1%. On ludeon forum ~600 messages in mod topic. On Russian forum ~1400.
It would be good if there were players who would be willing to support other languages like German or French. I would gladly work together.
(http://s018.radikal.ru/i526/1508/8e/adbab9a26129.png)
1.11: Red Alert
Changelog:1) Added HotCold Biomes, complicated version of the biomes introduced in Core_SK. As well as implement its compatibility with other mods.
2) Added LessIncindentTrolling such reduces the chance of going crazy animals.
3) Fixed platform for all turrets.
4) Added nearly two dozen new backstories for the colonists.
5) Added Harsher Map Conditions. It makes cold, heat and volcanic winter more serious than before.
6) Fashion Tools_SK, TilledSoil_SK, FloorLights_SK and BetterFurniture_SK introduced directly into Core_SK.
7) CrashLanding updated to the latest version 4.32
8) Added agricultural merchant who will sell seeds, food, fish, meat and other goodies ...
9) Revised the minimum distance for most of the turrets.
10) Redraw the icons of all turrets. Now, each turret has its own unique icon! By skyarkhangel.
11) New textures for vanilla mortars by skyarkhangel.
12) Added mod Powerswitch. It opens up new possibilities for automation switches.
13) Redraw the heavy mech plasmagun and added a mech heavy burst laser system.
14) Fixed the display radius of force shield during the construction.
15) Buildings FishIndustry now available.
16) Now the two traders will be available to purchase fish products.
17) Roast & jerky meat now dont require tableware.
18) Added a moat. Protective strip, greatly reduces the movement speed.
19) Super-computer is now impossible to buy, it can only build.
20) Miscellanious updated to the latest version. There are new interesting features.
21) Added two more types of tableware: clay and plastic.
22) Returned cart to ToolsForHaul. Backpack is no longer as heavy as he was.
23) Crematorium: the body or things will produce ash. Which now needs as an ingredient for fertilizers of ground.
24) Added a Russian translation for mods: ToolsForhaul by Vuursteen
25) Added a Russian translation for mods: RWAutoSell, Wave Survival Mode, PrisonImprovements, Mending, RW_A2B, RW_A2B_Selector by Rey
26) Added mod AlertSpeaker - allows to put warning system (alarm).
27) Added to the miners helmet with a flashlight from mod MiningHelmet.
28) Community Core Library updated to the latest version 11.4.
29) Fixed filter canned craft. Previously, it was possible to make canned from canned .. o_O
30) The dispenser is now working fine and texture brought back to vanilla style.
31) Rum and Cider now also need a tableware.
32) Reduced weight for RPG and LAW.
33) Reduced some of the cost of studying technology droids.
34) Added a bunch of new beautiful textures. Redraw all the alcohol. Almost complete replacement of all textures of fruits and vegetables. Author:
neuffs35) Fixed fuel texture.
36) Changed the craft for all fabrics.
37) Reduced the effect of the joy of drinking tea.
38) In order to craft electronics reduced the number of required steel parts, but increased the number of sand.
39) Added to the table loom recipe for Kevlar fabric.
40) Tailor loom no longer require synthetic materials for construction. (For quick construction)
41) Added 4 new power plants. Mod CTS.
42) Changed the costs of most power plants. Most power plants can now be done from different materials.
43) Added the matter converter (inorganic). Now any possible apparel or weapon turn into inorganic matter, and from it to receive the fabric, polymers, glass, or any metal.
44) Almost complete translation into Russian, with Rey. Perhaps even something not noticed.
45) Fixed value of certain buildings. Used rule: No more than 7 kinds of resources on the building.
46) Miscellanious updated to the latest version of 8.4, such as the stable operation. Translation by Rey.
47) Added LT_Infusion, stable version of
Igor (Vuursteen). Big thanks to him
50) Found and removed several clone defs with plants in Vegetable Garden.
48) Glass doors are now consume energy as automatic.
49) Correction of russian translation errors from players bug reports.
50) Added the baking of bread and baked potato.
and other small changes...
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.
Quote from: Thurak126 on August 06, 2015, 05:50:36 AM
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.
This. Could we get a better way to mine sand? Maybe it could come as byproduct of mine operation. If we couldn't, it would be nice to bring omnigel to this mod with possibility to craft stone chunks but not steel slag (as it would be redundant and useless). It's pretty primitive to haul a stone chunk and grind it by hand for some sand, especially while playing on the desert. Maybe at least add more efficient electrical crafting table to speed up the process?
Also I'd like to point out, that to make silver bars you use around 20x20 for... 30 bars? that's 400 silver, which is around 13 silver per bar, while at any trader you can buy them for 2.40. I dislike idea of silver used as a material. It's horrendously expensive to craft anything from it and it's beauty/value doesn't suit this cost.
Did you fix the raw cotton/raw devilstrand in this patch?
I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.
Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?
@EDIT: PS: you can still craft silicone which isn't used for anything here
Cheers
Quote from: Thurak126 on August 06, 2015, 05:50:36 AM
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.
Yes...removed ability to collect sand.. Sand can be obtained in other ways.
Did you fix the raw cotton/raw devilstrand in this patch?
- Already fixed.
I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.
- there are to match changes, most likely this isnt possible to load save from 1.10.
Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?
- With "fertilizers", i think soon rebuild completely production chain with researches.
Also... I cannot find food syntethiser's hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?
it broke! o.o
(http://i.imgur.com/p2PyarZh.png)
Quote from: zenfur on August 06, 2015, 01:08:44 PM
Also... I cannot find food syntethiser's hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?
In Misc designator 2 food hoppers.
Quote from: Ember on August 06, 2015, 01:23:50 PM
it broke! o.o
Yes.. Miscellanious recently updated and may have bugs. Thank you, fix'em
Update..
*uck.. i forgot to update Autosell.. And need some hotfixes.
Also.. It will be implemented FAQ + in-game FAQ.
-60C winter and then i get a cold snap.... now its -100C
Quote from: Ember on August 06, 2015, 03:12:54 PM
-60C winter and then i get a cold snap.... now its -100C
Uh, welcome on Mars!
I am quite confused with weapon crafting here. How can I get weapon parts? Can I somehow disassemble them? I see only option to smelt them for metal.
Game Over:
(http://i.imgur.com/8mlBx0sh.png)
not a fair event so im going to reload >.>
Can I install A11 v 1.11: Red Alert over the 1.10 release?
Or will this break my save?
Added FAQ for Hardcore SK.
https://ludeon.com/forums/index.php?topic=12996.msg131423#msg131423
Quote from: The13thRonin on August 06, 2015, 06:15:09 PM
Can I install A11 v 1.11: Red Alert over the 1.10 release?
Or will this break my save?
Never install over old version. This may lead to unstable work whole modpack, not only with old savegames, and even break yours newgame. When i made new version, this means that automatically old version savegames not compatible. If i made a,b,c.. subversion - this means - savegame compatible to "A" version, but sometimes there are exceptions, because A11 compared with A10 less stable to changes.
(http://s14.postimg.org/si8bt1joh/Preview.png)
(http://s14.postimg.org/atgl1f7xd/The_Gentleman.png)
Overkill much? 8)
Welcome to Tuff Luck Patch V2... Its mostly a reorganization of my code... Instead of dirrectly editing the core mod we add a mod call Tuff Luck... & instead of directly editing randy random I made my own storyteller called The Gentleman (Cause these are my stories... right?).
We also add a modorder file, so that you don't have to do it yourself!
Install:
Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.Features:
Bigger, Bader & more common raids*ZOMBIES!General Torchure*Everything good is less common*Lots of bad stuff!*PAIN & DEATH!*Plus my art skills... don't worry its only those 2 pictures!
*Recommend/Must use my custom storyteller for full effect.
Download:
https://drive.google.com/file/d/0B20MnOEi81xJT3NSSFQ3cTFkeGs/view?usp=sharing V2V3 Out... Scrolll Down A bit.[/list]
Did maybe someone create some cool custom outfit sets with this mod and would like to share? If they are cool enough we could include them to the main post as bonus, as primary ones: anything nudist worker soldier sucks, especially with lots of new content.
I have new posts at the beginning of the topic. 1st - main information.. 2nd - Would for patches. Recently started having problems with lack of space (20k limit) when i made links for all mods. 3th - FAQ
Quote from: Canute on August 07, 2015, 06:49:11 AM
Cold loving, cold tolerant, Nudist hauler on an ice sheet ? :-)
Lol :)
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.
In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.
Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
Quote from: zenfur on August 07, 2015, 11:46:05 AM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.
In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.
Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.
I think the pictures are too big... can i shrink them?
Welcome to Tuff Luck Patch V3.2... this update we make the insidents in 'Harsher Map Conditions' Their own incidents.
Install:
Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.
Features:
Bigger, Bader & more common raids*ZOMBIES!General Torchure*Everything good is less common*Lots of bad stuff!*PAIN & DEATH!*Plus my art skills... don't worry its only 2 pictures!Harsher Map conditions now has its own events... Extreme heatwave, Extreme Volcanic Winter & Extreme Cold Snap... They are 4x less likely then their normal counterpart.
*Recommend/Must use my custom storyteller for full effect.
Download:
https://drive.google.com/file/d/0B20MnOEi81xJU0hiUmYtT01hUXM/view?usp=sharing
V3.2
Edit: Minor Bug Fix
Edit: Major bug fix.V4 is out. Scroll down a bit.
Quote from: skyarkhangel on August 07, 2015, 12:07:36 PM
Quote from: zenfur on August 07, 2015, 11:46:05 AM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.
In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.
Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.
Your wishes kinda came true... no modified pawns... deal with it. :P To busy on other things...
Must make Zombies BITE ;)
Quote from: TheGentlmen on August 07, 2015, 12:46:32 PM
Your wishes kinda came true... no modified pawns... deal with it. :P To busy on other things...
Must make Zombies BITE ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:
(http://i.imgur.com/7kYpLZM.png)
@edit: it's not generator, this is more often, don't know what causes it yet
Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?
@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.
Soon i make 2nd post place for patches, where anyone can suggest your patch. Problems with 20k limit. Now, updating to 11b with hotfixes.
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:
Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Quote from: zenfur on August 07, 2015, 02:54:37 PM
Quote from: TheGentlmen on August 07, 2015, 12:46:32 PM
Your wishes kinda came true... no modified pawns... deal with it. :P To busy on other things...
Must make Zombies BITE ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:
(http://i.imgur.com/7kYpLZM.png)
@edit: it's not generator, this is more often, don't know what causes it yet
Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?
@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.
Interesting, log file?
Its currently a patch for this modpack. I'm trying to make it function independently... I'm slowly but surly getting thier.
Edit: Couldn't reproduce with V3.2
http://s3.postimg.org/iy39meeub/Screenshot_7.png
Quote from: Ember on August 07, 2015, 03:37:07 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:
Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
With my patch or without?
Quote from: TheGentlmen on August 07, 2015, 05:18:13 PM
Quote from: Ember on August 07, 2015, 03:37:07 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:
Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
With my patch or without?
without
Quote from: Ember on August 07, 2015, 05:23:29 PM
Quote from: TheGentlmen on August 07, 2015, 05:18:13 PM
Quote from: Ember on August 07, 2015, 03:37:07 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:
Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
With my patch or without?
without
Good... I don't need to fix bugs. :D
I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater
i suspect the fan is the same way
Quote from: Ember on August 07, 2015, 06:36:29 PM
I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater
i suspect the fan is the same way
But its so cute!
Yup the fan and the small heaters are useless, they should cost much less.
Updated to 1.11b*
*may not support savegame because many changes in FishIndustry... try to remove before aquaponic basin + hopper.
1. Removed Harsher Map Conditions of the main pack, which enhances the effects of a heatwave or cold because of too high levels of lead for disbalance in some situations. It will be available separately patch.
2. Updated Tools For Jobs, now the tools needed to work on a mandatory basis.
3. Updated translations into Russian: Hospitality, VG, corrected found errors with the translation.
4. Updated mod Lights & Glass (Glassworks + Ceiling Lights), adding two new lamps textures.
5. Returned button "Collect the sand."
6. Increased the strength of the log wall, but significantly reduced the construct time.
7. Color generator for woodplank now like a woodlog.
8. Matter converter: Reduced time for conversion to matter almost 3 times. Added effect of saving electricity. Change the priority of the work machine.
9. Update FishIndustry to the latest version.
10. Lowered aggressive mobs. There were only aggressive: Cobra, Snork and Big Spider. Now it can be installed as separate patch.
11. Update mod AutoSell with bug fixes.
12. The assembly workbench moved to production menu.
13. Added In-game FAQ. To call, press SHIFT + K. (support Russian and English language by Rey)
14. Greatly increased the spawn for mosquitoes and flies ..
15. Now you needs leather for craft weapons too.
16. Changed the characteristics of the weight & work penalties almost of all weapons (by Rey)
Hotfix
Temporaly removed ToolForJob driver for repair job.
https://yadi.sk/d/WrvU9gNMiLcec
Just update over Core_SK.
The newest version is very buggy. I started and had to finish around 8 games because of bugs. For example there is a bug with assigning jobs, and many errors/exceptions about colliding or missing definitions.
This and previous version are too buggy to play imho :(
I was using hotfix, latest version and crash landing.
Also this version is missing texts for events like quest for treasure or low drone power level alert.
Here's a screenshot:
(http://i.imgur.com/TDALIIF.png)
Also, are my colonists idle because they don't have tools to do the work? Doesn't it add too much micromanagement with equipment? To have every colonist swap between tools and weapons for each raid... I don't think this change brings any good to the mod. IF you really want that aspect in the mod, and make mandatory crafting toolbelt for everyone to let them do their basic jobs, then halve (or even more) basic work speed without tools and make tools give high bonus for doing the job to compensate. To be totally unable to do the job leads only to frustration and confusement.
By the way, where did crafting toolbelt recipe go? For tailor crafting station which requires synthetics?
I installed from fresh copy and use English. I had more glitches than those which I shown but it's difficult to reproduce them. As is this one. Just lots of random weird bugs/glitches.
Can't reproduce the bug, colinists repair thing fine without the tool. I'm using the hotfix & TuffLuck V4.
Ps: V4 comes out in ~45 min
Updated to 1.11c*
*please reinstall modpack with full deleting all files. No updating over 1.11b or ToolsForJobs not be deleted.
1) Remove ToolsForJobs. Optionally, you can put them individual.
2) Fixed Miscellaneous events for the English language translation.
3) Rewrite for all the animals the chance to get manhunter. Peace animals like hire will never going crazy.
4) Added the trading post as an early version of the trading beacon. Available at the beginning of the game.
I think the pictures are too big... can i shrink them?
Welcome to
Tuff Luck Patch V4... this update we make every fraction hate you, animals more agressive & change the prices for heater, coolers etc.
Kindling can now be made from wood planks & bamboo.
Install:Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.
Features:
- Bigger, Bader & more common raids*
- ZOMBIES!
- General Torchure*
- Everything good is less common*
- Lots of bad stuff!*
- PAIN & DEATH!*
- Plus my art skills... don't worry its only 2 pictures!
- Harsher Map conditions now has its own events... Extreme heatwave, Extreme Volcanic Winter & Extreme Cold Snap... They are 4x less likely then their normal counterpart.
- Every fraction your enemy.
- Animals more aggressive.
- Change price of temperature buildings.
- Kindling can now be made out of planks & bamboo
- MORE PAIN & DEATH!*
*Recommend/Must use my custom storyteller for full effect.
Download:https://drive.google.com/file/d/0B20MnOEi81xJbVNLYU5naWtqRmc/view?usp=sharing
V4
This is my new favorite mod-pack, keep up the good work, it completely revolutionizes Rimworld and I've put in over 50 hours so far! Feedback below (Beware stream of consciousness and wall of text):
Playing revision 1.11a at the moment (haven't upgraded yet due to not wanting to lose my save).
Additions?:Five things in my opinion would greatly increase the appeal of this mod-pack.
1. More guns from the diverse range of gun mods out there would be great.
2. Better tool-tips for a lot of the content (the more information the better). For example:
- The plants should have their pros and cons listed in their tooltips (e.g. Corn plants are slow growing, high yield and can be made into ethanol, Strawberries are low yield [I think?] but your colonists do not have a problem eating them raw).
- The power plants should list how much power they generate (and any fuels they can take) in their tool tips. At the moment it is unclear how things like the plasma steam generator are different to the regular steam generator.
- Some of the technologies like base structures have no tool tips and give no indication of what advantages they provide.
If you need help creating tool-tips I'm sure more than a few people would volunteer, myself included.
3. The Zombie Apocalypse mod. A well established fort can lose any sense of danger. This mod can make danger come from within the fort.
4. Some way to dig out the roof of mountain terrain. This can be annoying on mountainous maps.
5. More factions. The Pre-Transcended and Ish's Medieval faction would fit in well.
Bugs?:I have noticed that cotton plants drop cloth instead of raw cotton, I assume this is not intentional since we have the tailors loom?
Occasionally colonists will (hilariously and frustratingly) shoot themselves with the shotgun.
Balancing or Changes:Synthetic materials and especially electronic chips are very painful to make taking a lot of steel parts which can only be made 2 at a time (even later when you have a fully functional base). I suggest perhaps providing a second recipe for electronic chips once the player can make silicon that uses less steel parts or making it so that 5 steel parts are created per workshop task rather than 2 (or even both)? Everything seems to rely very heavily on steel parts right now and I haven't found any real uses for aluminum or copper other than decoration. This may be intentional.
In fact the whole process of making steel parts is a little annoying right now. Even though spare parts can technically be made out of any metal I'm guessing most players are making them out of steel (cheapest and most accessible material). After making the spare parts out of steel then more steel needs to be added to the spare parts to make steel parts? It would perhaps be more sensible to have the steel parts simply made entirely out of steel rather than also spare parts (increasing their cost) so that the player is not having to assign spare part production and steel part production at the same time every time they want steel parts at the workshop.
Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?
Furniture technology progression seems a bit out of whack at the moment. The tech tree seems to have multiple tech lines dedicated to furniture, it's hard to tell what they unlock and when they are unlocked they sometimes provide access to objects that are worse than their predecessors (I'm looking at you beds). Everything else in the mod seems to progress very sensibly but furniture perhaps needs a rework.
There seems to be no advantage to using storage devices such as pallets over using simple stockpile zones? Both a square with a pallet and a square with a stockpile zone can hold 75 steel ore. Also pallets and other storage objects lower beauty(!?). A good change might be to either increase the amount a storage object can hold to justify the resource expenditure (my vote is this, changed to double) or to increase the storage objects beauty so at the very least they make the environment seem neater and more ordered than throwing everything on the floor.
It would be a nice addition if: a) somehow the mending workshop took resources like cloth to use. b) colonists would mend items they are wearing when they get below a certain damage threshold (50%) automatically. Right now you have to drop the item, unforbid it, wait until its mended and hope another colonist doesn't pick it up before your original colonist gets it back.
Making weapons does not make sense right now. To make one rifle you have to smelt approximately 5 weapons to get the weapons parts including an existing rifle to get the rifle components (or buy the components for more than the rifle will be worth when it's made). Weapon parts should be craft-able. My suggestion would be to make 'lighter' weapons such as pistols and shotguns only require steel and wood, heavier weapons should require plasteel, synthetic materials or plastic, etc to balance them out.
Embrasures are extremely powerful (to the point of being hideously overpowered). While I do not think they should be removed they need to be balanced somehow through heftier resource penalties, much lower HP (my vote if the next option is not possible), or optimally by making it so that enemy gunfire can get through and harm colonists but their is a greatly reduced chance of this (making them like better sandbags, Ish's Medieval Mods has a type of embrasure like this).
The new power options while welcome are not balanced. The cost in circuits and synthetic materials seems way, way too high.
Questions:One question I had regarding the mod-pack was what's the deal with fissures and mining? Are there any advantages or disadvantages to creating a large fissure? Do large fissures require more power? Is their only advantage that they can select from a wider variety of resources? Do they extract resources slower or faster than their smaller counterparts? Is the only disadvantage of fissures that they take much longer to make?
@The13thRonin Tuff Luck Patch V4:
Quote from: TheGentlmen on August 08, 2015, 06:40:26 PM
Has Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse
Quote from: The13thRonin on August 09, 2015, 08:21:44 AM
Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?
I believe ever since the part about items getting damaged during weather, you were no longer required to have a trade beacon outside and unroofed
Quote from: The13thRonin on August 09, 2015, 08:21:44 AM
Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.
There some bug with new trade tent, because of building size.
Quote from: skyarkhangel on August 09, 2015, 02:56:15 PM
Quote from: The13thRonin on August 09, 2015, 08:21:44 AM
Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.
There some bug with new trade tent, because of building size.
there's a lot of things i wish had a bit more information, especially some research options. such as the furnature and base building options, they dont tell what they unlock. I've also noticed some resources just saying they are important for crafting and such, wouldn't mind some blurb about what they actually are
Yeah I agree with the guys change points, although from what I remember at least from the defense mod, embrasures were not that overpowered and especially centipedes could kill through.
Hopefully project armory will be updated soon, and rimsenal might be nice to see too. There was another older mod with weapons that had great looking sprites, but i forget the name.
I really would like to see the storage furniture have doubled capacity and some beauty. It makes sense and makes them worth the investment. It's always nicer to have stuff organized instead of all over the floor.
Making use of other metals in crafting would be great too. Perhaps requiring aluminum for more solid objects and copper for power related things (ie wires, electronic parts, ect.), along with less steel requirements would help balance steel usage and represent alloying. It would broaden the resource management too, rather than just making sure you have steel.
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
Quote from: Ember on August 09, 2015, 06:12:58 PM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
Only problem at the moment is copper can't be obtained from the mine building. If we could alter it to also get copper and aluminum this would be great.
I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so. I know that I enabled it for my colonists and I have multiple hammers available. it just won't get done. Do the hammers just have to be in a stockpile? I know that they don't have to be in order to put the materials in it. Is there any way that I can work around this until it's figured out, or do I just have to wait for a fix. Also, the graphics glitch out whenever I load my colony a second time and make the game completely unplayable. This happened all three times I made a colony and re-entered it. It would be greatly appreciated for a fix to be up as soon as possible.
Quote from: Canute on August 10, 2015, 03:20:33 AM
Quote from: Ember on August 09, 2015, 06:12:58 PM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
So far i remember the bill, you can made wire out of all metal's but they are wires not steel wires or copper wires..
Btw. from the electrical side, gold is the better conductor, then silver then copper ! :-)
I assume he was referring to only making wires out of copper rather than steel (makes sense). Copper is in use almost everywhere in the world due to its cost compared to gold.
Much in the same way that they build most things out of steel rather than diamond which is harder. Accessibility and price point.
1.11d update*
it's time to change your strategy..
* Remove trade tent in savegame before update! Or.. black screen.
1) Reduce hitpoints of the barbed wire (5 times). Change hitpoints of the embrasures.
2) Moat now available only after studying the technology.
3) Reduce damage from 45 to 35 Anti-Matter bullet.
4) Reducing the rate of deterioration of ammo 2.5 times.
5) Through the embrasures, barbed wire can now move, but with very very low speed. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
6) Fixed doors and window,now they don't create roof if near walls that don't create the roof.
7) Scyther: reduced movement speed by 30%, increased endurance by 30%.
8) FishingPier is now made only of woodplanks, not from stuff. (Avoiding the red bugs)
9) Decreased vitality of a spindlecrib.
10) Reducing the cost about 2 times on the moat construction.
11) Increase by 50% cost for the plasma generators.
12) Remove the tent because of the incompatibility with mod AutoSell. The orbital trade beacon is now being studied with the console.
13) Miscellaneous updated to last version.
14) Removed EPOE the textiles and prosthetic trader. Prostheses are now sold at the slave trader.
15) Reduced manhunter for part of aggressive animals.
16) Fishindustry: Reduced number of resources in the crafting of fish.
New opportunity. Installer win En-Ru Hardcore modpack 1.11d.
(http://www.jinnah.edu/wp-content/uploads/2012/07/download-button.png) (https://yadi.sk/d/-ivd9qEFiNxNL)
Installation:
1) Clear Mod folder, except Core!
2) Install in Rimworld main directory.
autocoping modconfig.xml works on windows XP or later.
Quote from: skyarkhangel on August 10, 2015, 05:18:42 PM5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
I'm sorry, I don't understand. Could you rephrase?
Quote from: The13thRonin on August 11, 2015, 04:37:12 AM
Quote from: skyarkhangel on August 10, 2015, 05:18:42 PM5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
I'm sorry, I don't understand. Could you rephrase?
I think it's something like fixing exploit when you could create barbed wire "balcony" and stand there killing wargs. Wargs could not move through barbed wire so was doing nothing waiting for death. Now they can and will move through barbed wire (very slowly) to eat all of your colonists so you need to kill them quickly or make lots of wires.
Yep, Uglyr right.
I think I finished with 1.11 fixes.
1.2 now? Looking forward to new additions :D.
Hey there, cool update.
I have few general suggestions:
1) it would make more sense if you could make mulch out of kindling instead of planks
2) for compensation let make kindling out of wood logs, bamboo or any planks
3) mulch is extremely expensive if you consider that you have to refine around 35x5 crude oil to get 5 synthetic ammonia. That is for 15 mulch, which is 1 tile or 1 hydrophonic device. I'd suggest to lower synt. ammonia cost or make it's cost alternative replaced by ash.
4) smelting slag at electric smelter takes ages and gives you only 10 steel. It's very low considering how fast mine can provide you steel. I'd suggest to halve it's work time and yield 15 steel bars instead steel.
5) we lack upgrade to stone cutting table, electric one with higher working speed would be nice
6) make electroncis a little cheaper in resources, but make them require copper parts instead steel parts.
7) to make above working, bring copper and aluminium for Mines.
Btw, anti-tank launcher seems to be not working. It always misses its target, I haven't hit anything with it yet.
I think that multi-shoot grenade launcher should get one buff of below:
1) shoot nades in quick succesion
2) have the explosion have same effect as frag grenade
3) have twice as fast missile speed
Also anti-tank launcher has still -100% glob. speed, while rpg has -200%
Oh, forgot. It would be nice to add Cave flora to Autohunter beacon to let auto-harvest shrooms.
There's very annoying bug with turrets - you can mount only 1 weapon out of all your weapons.
try to avoid double posting, as for turrets, the weapons need to be in your stockpiles
All of them are in my stockpiles, I am able to choose only one of them. Like here:
http://i.imgur.com/GfILswZ.jpg (http://i.imgur.com/GfILswZ.jpg)
Also depleted uranium is missing its beauty value. Sculptures made out of it have 0 beauty.
I believe mending table and clay collector belong to hi-tech tab, since they need lots of research and synthetic materials.
That is intentional. It looks for the best weapon of one kind available and proposes it.
Else you would have an infinitely long list of weapons.
The best weapon... Definetely not. It used to suggest me crappy pistol when I had grenade launcher and some rifles around. Also not always I want to mount there "best weapon". Perhaps it's not working well because there are additional weapons from other mods?
I prefer infinite weapon list. Especially how it's made now: if you right click again, you swap to next part of this list. I'd like to be able to choose any weapon though.
Any chance we could get Rimsenal and the Zombie Apocalypse mod?
I've been modding some new apparel and I'll kick it over to you skyarkhangel. You might be interested in it when I'm finished. But it's going to be under a Creative Commons license that prevents monetization because I used a base image that allowed use under those conditions.
Quote from: The13thRonin on August 12, 2015, 09:41:36 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?
as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went
Quote from: Ember on August 12, 2015, 10:50:51 AM
Quote from: The13thRonin on August 12, 2015, 09:41:36 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?
as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went
Oh? Where would it go in the load order? Perhaps the mod belongs on the front page?
Quote from: Ember on August 12, 2015, 10:50:51 AM
Quote from: The13thRonin on August 12, 2015, 09:41:36 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?
as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went
Tuff luck ate it. 8)
QuoteHas Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse
I'm really hankering for new weapons in this pack :).
By the way I made some tribal textures. You can use them in the pack if you like sky. There's a thread here in the release forum.
Hey, skyarkh. I've been posting a lot of suggestions here and I don't feel that you're concerned with them too much :P Do you keep your project on some github or other open repository? I'd like to fork this project and add my changes for other people to see how they will work out.
I have no idea if this was suggested previously, but making the heat waves and cold snaps somewhat less.. extreme would be nice. as they are in vanilla, you're dead when you get one and don't have temperature control. cold snaps aren't that bad, you've got campfires, but COOLING something is way harder, and especially in this modpack, so altering at least heat waves so they don't raise the temperature to 50, 60 degrees celius would be nice.
Quote from: zenfur on August 13, 2015, 08:44:35 AM
Hey, skyarkh. I've been posting a lot of suggestions here and I don't feel that you're concerned with them too much :P Do you keep your project on some github or other open repository? I'd like to fork this project and add my changes for other people to see how they will work out.
i'am working on next part. There so many projects.. I can assure you the modpack will only get better and better. In next part you can see new nuclear.... production chain and perhaps something alike new "Rimarsenal".
I am aware of your suggestions. Please time.
skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.
If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?
Quote from: The13thRonin on August 14, 2015, 04:30:03 AM
skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.
If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?
Perhaps in the 20th august. This would be realized in next.. :)
Wires from copper with enhanced mines. And i increase copper in map generator.. Also i read your topic: https://ludeon.com/forums/index.php?topic=14972.0
and would like to implement your ideas too.
The installer if awesome i have modded rimworld alot and know how to do it but the installer makes it so easy and fast this is also my first time using this modpack i have no idea how to start
HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome
Quote from: popster99 on August 14, 2015, 01:11:07 PM
HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome
Yeah, maybe that part is a little too hardcore :P It makes difficult to create epic bases. Perhaps with epic research there could be crafting automates or sth to boost production of basic crafting resources a few times to reach that endgame fantasy epic base :P
Few more bugs to report:
- I am unable to place plasma geothermal anywhere.
- Mulch was supposed to have ash in its recipe, it doesn't
I am probably speaking about version C, didn't update to D.
Also an idea: maybe give more ash for cremating, and add production of ash by steam generator while burning kindling.
By the way, I'd appreciate some early game cook-stove which requires kindling for every meal and isn't electric (doesn't require very costly chips)
Installer is nice, but it reseted my settings (like music volume). Not that critical but annoying.
Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.
Any ideas how to fix that?
Quote from: Red Perversion on August 14, 2015, 05:22:14 PM
Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.
Any ideas how to fix that?
Well it worked for me so it might be a problem with how you installed it
Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.
This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo. the texture will changed, too. it's prototype. :D
(http://cs625419.vk.me/v625419435/41733/TNK2ogtut1A.jpg)
Quote from: Canute on August 14, 2015, 12:38:20 PM
Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.
first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.
There used to be a mod that let me create battle groups to quickly re-deploy pawns to saved position. Is it still in latest version? I think it gave me a tutorial pop-up before but not anymore.
Quote from: skyarkhangel on August 15, 2015, 08:58:27 AM
Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.
This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo. the texture will changed, too. it's prototype. :D
(http://cs625419.vk.me/v625419435/41733/TNK2ogtut1A.jpg)
Quote from: Canute on August 14, 2015, 12:38:20 PM
Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.
first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.
It's looking great! Thanks for credits, but you did all the work :)
Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
hi your mod pack bug for me impossilbe to load a savegame...
Hellou guys I like this mod a lot but I got stuck a little. Can't find out how to trade with rogue traders. And can't get any sand on my map and i need it on electro chips thx for answer
you can make sand in the stone cutter
Thanks for your answer sleban but how to trade with rogue traders i cant buy or sell with them?
the ones that come to your settlement? you need to have someone with the negotiate skill activated and click on the tent and trade but you cant sell to them unless you have a trade beacon
nobody can help me?
i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Quote from: Canute on August 15, 2015, 02:53:33 PM
Quote from: Sleban on August 15, 2015, 12:12:41 PM
Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.
Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.
You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.
Quote from: mickey on August 15, 2015, 01:16:55 PM
hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.
Quote from: Sleban on August 15, 2015, 02:50:23 PM
i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).
And if your really having problems after reinstalling just use the installer
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
Quote from: XanWasting on August 15, 2015, 07:28:03 PM
is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
OK here's a fix for the cotton/devilstrand: http://www.mediafire.com/download/jyaog7uc5vncv08/HGM+Patch.rar
Also I believe Skyangel is working on a powered stone cutting table in the future.
Quote from: donoya on August 15, 2015, 05:25:11 PM
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
I had this problem as well if you make glass in the glassworks table it gives you glass frames
I think it's just called create glass frame at the glassworks.
well unless thats updated its called create glass
i now have the problem of my save not working and i haven't updated or changed the modpack
nvm fixed it
try to re-switch language before load, if problems with load savegames.
if not helped: check rimworld log in RimWorld877Win_Data\output_log.txt
The13thRonin, already fixed in 1.12
Any more hints what's in the next update skyarkhangel?
I hope it's a big one!
You still on track for the 20th of August?
Well, i'll just believe that you want to hear about all bugs and whatnot, so.
grass is dying out. when i tried placing it in dev mode it returned error stating that povertygrassplant verse is not found among defs or something like that.
and thanks for that fix, ronin, it really made big difference.
Quote from: donoya on August 15, 2015, 05:25:11 PM
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
thank you. Found bug with clone-recipe for "old" glass in Recipes_Production_SK.xml
Quote from: The13thRonin on August 16, 2015, 09:43:54 AM
Any more hints what's in the next update skyarkhangel?
I hope it's a big one!
You still on track for the 20th of August?
Yep. Fixing found bugs. And full reworked most of all power plants. New restrictions.. I coded a new placeworker which restrict in 1.12 construction mines, geothermal plant, plasma georeactor closer than 20 squares to each other. Plasma generator now works as component to geoplasma generator and can only build with near it... Removed silver and gold parts for buildings... Walls, doors also will not offer to make them from gold and silver. Only some furniture can be build from this materials.. And some other things.
Any chance Glittertech will ever be incorporated?
And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.
Note: Auto-seller has also been updated with more functionality.
Quote from: The13thRonin on August 17, 2015, 05:04:35 PM
Any chance Glittertech will ever be incorporated?
And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.
Note: Auto-seller has also been updated with more functionality.
QuoteTuff Luck has Zombies. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse
The zombies mod overrides some things that EPOE & Core also override... Simply get the latest version of tuff luck and only add those 3 folders... Check the mod order file for where to load them.
Quote from: Canute on August 17, 2015, 05:14:11 PM
Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.
Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.
It doesn't change crafting... but it does add new humanoid pawns... thats why you can't simply add Zombie Apocalypse at the start... Like I've stated, get Tuff Luck & only add those 3 folders & not the rest.
I WANT GLITTERTECH... its shiny... ;D
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Quote from: Red Perversion on August 17, 2015, 06:16:33 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Research their technology first.
Quote from: The13thRonin on August 17, 2015, 05:04:35 PM
Any chance Glittertech will ever be incorporated?
And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.
Note: Auto-seller has also been updated with more functionality.
New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.
Quote from: skyarkhangel on August 17, 2015, 11:02:59 PM
Quote from: Red Perversion on August 17, 2015, 06:16:33 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Research their technology first.
Obviously I already have researched them, otherwise I would not see them. Going into Architect only lets me build turrets from "packages", but I do not know where to assemble those. No explanation whatsoever in the techs.
Quote from: skyarkhangel on August 17, 2015, 11:02:59 PM
Quote from: Red Perversion on August 17, 2015, 06:16:33 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Research their technology first.
Quote from: The13thRonin on August 17, 2015, 05:04:35 PM
Any chance Glittertech will ever be incorporated?
And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.
Note: Auto-seller has also been updated with more functionality.
New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.
You're running out of mods to add though, this saddens me :(.
I want to watch the mod-pack grow, it is so great already :).
Don't worry, there is a big one coming and it's called A12 - Tameable animals ;)
Hello author of this mod pack. Me and a friend have been playing for a week. I want to bring your attention to a glaring balance issue.
Soylent Green is kind of broken.
Currently, i'm running a colony in the extreme northern reaches of a planet, temperatures go as low as -75c, nothing grows here without fancy tech, living is hard, and cannibalism is my main food source. Or it was, that is normal cannibalism with cooking people into simple meals.
Soylent green changed all that, and made it too easy.
First of all, the market value is screwed up. With a nutrition of 60% and a market value of only $1.00 per block, soylent green is ABSURDLY cheap to just buy in bulk from passing traders, and live off of permanantly. I figured i'd be importing food, but this is so cheap it barely matters. i can sell a few mended shirts and feed my colony for several months.
It needs to be made more expensive to buy, okay? Thats the first issue. OR just lower its nutrition so that each block matters less.
The second problem, is that the soylent green machine is worthless for food. It converts a human corpse into 5 soylent green, which is a total of 300 nutrition points. But this is far less than the total nutrition you get by just butchering that corpse into useable human meat. Butchering gives 75 chunks of meat, for 10 nutrition points each. 750 vs 300 is a clear no contest
Thirdly, soylent green machine is worthless for making money. A corpse fed into the soylent machine DOES NOT yield human leather, which can be sold for 50-80 dollars per corpse normally. And the soylent green itself is worthless as we've already established
Fourthly, soylent green, with its 60% nutrition value and its small stack size, is presumably intended as a finished meal, (compared to the usual 5-10% values for ingredients)
However its technically categorised as a raw ingredient still. This results in some wierd behaviour. For example, colonists will attempt to cook 10x soylent green (600 nutrition points!) into a single simple meal, which only yields 85 nutrition
This is a massive loss of nutrition, its pretty broken
Because of all these problems, even though i'm still eating humans, i'm not turning them into soylent green. Instead i'm butchering the corpses, selling the meat AND the leather, and then using only some of that money to BUY soylent green from traders, making a huge profit in the process in both nutrition and money.
This is absurd, and the fact that this is the most efficient way to do it, indicates your balance is screwed
There are quite a few bugs here, i think you really need to step back and look at the original source material. Soylent green was supposed to be a way to provide a cheap food source by processing human meat into something more palatable. It should be a good option for people facing tough times.
As a result, i suggest the following balance changes:
1. Increase the value of soylent green, to somewhere around 3-6 dollars
2. Make the soylent green machine NOT take corpses, but instead directly take human or norbal meat chunks. You should butcher first and then feed the meat into the machine .This prevents the loss of leather.
3. With regards to the nutrition values, soylent green' value of 60 should be made with some entropy, so have it require 8 chunks of human meat to make one soylent green.
4. Have eating soylent green give a debuff the same as eating a nutrient paste meal. -4 mood
5. Have soylent green properly marked in the game files as being a meal, NOT an ingredient. so that people won't try to put it in hoppers or make other meals from it. (this should also remove the "ate raw food" debuff)
As a result, this would make soylent green be what it was originally intended, a way for human meat to be incorporated into the regular food intake, without suffering such massive debuffs as are given for cooked cannibalism.
Also i want to ask, what the heck is with auto turrets?
As far as i can tell, the only autoturrets you can have are a base with a normal gun mounted on top. Like, a personnell weapon. This seems really dumb
I've tried them out, and the interface is buggy as hell. When i right click the base, i'm given a list of guns to choose from, but only one of them is not greyed out, and thats the only one i can pick. it took me a lot of fiddling and luck to mount a sniper rifle on one of them
wtf is going on?
What about all the other big turrets, like the Mg12, and the 50 cal antimateriel rifle? How can i make them automated, all i can seem to do is place them as mannable guns.
Nanako, quality post 8) I agree with you. Regarding auto turrets I posted this issue a while ago.
I have some feedback again, lots of small things:
You can brew spectago tea only in simple cooking station. Imho it should be moved to brewery of coffee machine or add it to professional cook stove as well
The only way to repair broken rib is to craft damn expensive medical rib. Could you allow repairing ribs with artificial bones?
Advanced prosthetics in chem lab cost compared to bionic part is dirt cheap. Recipes for bionics have so many components... I wonder whether you could simplify it by using lower tier prosthetics in recipes of more advanced ones and add only few advanced parts. Also don't be afraid to use more plasteel in these advanced recipes than steel. Maybe entirely plasteel parts.
The amount of reinforced glass bionic eye requires is sufficient to build 15 reinforced glass doors. Just saying.
Don't be afraid to use more of biomatter in recipes, even for lower tiers. I've got full warehouses of this stuff.
Also funny thing: i't's possible to craft kevlar helmet which doesn't use kevlar at all :P
I was also quite confused with SAR-Device and its power armor crafting: with so many power armor parts introduced I didn't know which is which. I wonder how to fix it.
Renaming "Smelt weapon..." for "Deconstruct weapon..." or "Disassemble weapon..." would be more intuitive.
I've posted it once, but I'll post it again: making mulch sucks. A lot. It's 1$ for 1 at the shop so I just buy whole thing every time I can from the shop.
Introducing circuitry while your modpack already adds electronics is weird and confusing. Probably you could replace it with advanced chips and add some miscallenous ingredients like rubber for droids.
Shallow moat was originally in the mod indestructible... Did you change it? As the first raiders do is destroy my moat. It should be a terrain imho.
Also turrets you imported from that mod were automated with hoppers by design. Now they have to be mannable... which kinda sucks but it's understandable. Their description still suggests they are automatic, though (precision laser/plasma turrets, I'm looking at you)
Also some turrets require additional materials to be placed, while others - don't.
Please move advanced hydroponics pod to misc category as others. Also hydroponics is quite unbalanced. Advanced one is now the best effot, price and comfort-wise.
There is dicrepancy between crafting weapons' names and their names as items. Also regarding crafting and armor making: I think that crafting skill should be reserved for stuff like making parts. Smithing should be for ammo, weapon making/disassembling and armor making, while tailoring should be for, well, tailoring and looming. Crafting for the rest.
Orbital trading post doesn't offer any benefit apart from being smaller (which isn't really a thing) over trading post and they both work the same. Moreover, orbital trading is much more expensive than tent, so choice is obvious.
That's all. I hope you read this :P
Also I have a request: could you change disassembling mechanoids recipe to grant more electronic chips and steel/plasteel parts, spare parts instead just steel and plasteel? Possibly the more of it the more experienced dissasembler is.
Do you plan to add more mechanoids mod and rimsenal (tuned by rimfire overhaul I guess) to the mod pack? Rimsenal adds great stuff, it just could be tweaked so everything regarding that fractions is much more rare so it will make its items more exclusive.
Quote from: skyarkhangel on August 17, 2015, 11:02:59 PM
New version Autoseller with bunch of red bugs too. Even worse than the previous one.
is the modpack using the latest Autosell (1.0.2.3b hotfixed)
if you're getting a 1.0.1.1 version error, most likely you need to update the Miscellaneous compatibility patch to the latest compatibility patch (https://www.dropbox.com/s/al508lgg3r0axm0/Haplo_TraderPawn%20with%20AutoSell.zip?dl=0)
also can you show me what error messages are showing up
Edit: Added Misc compatibility patch to attachments
[attachment deleted due to age]
alternative download links please
Any tips on floors? I want to build best (fastest) floor, but don't know what floor is best and what I need to reserach.
Where can I find floors movement speed modifier? I browsed their definitions but found nothing.
Also problem with research. I found ancient struture with stone slabs 144% - the best I'm aware of. But I have no recipe for that. Found FloorStoneSlabsLimestone def. I see there <ResearchPrerequisite>Stonecutting</ResearchPrerequisite>. "Stonecutting" is "Construction I" as I see in defs. But I already researched "Construction I" and still no recipe for that.
Quote from: Red Perversion on August 18, 2015, 05:33:57 AM
Quote from: skyarkhangel on August 17, 2015, 11:02:59 PM
Quote from: Red Perversion on August 17, 2015, 06:16:33 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Research their technology first.
Obviously I already have researched them, otherwise I would not see them. Going into Architect only lets me build turrets from "packages", but I do not know where to assemble those. No explanation whatsoever in the techs.
I still need help with where to build the MANNED turrets, please!
Quote from: Uglyr on August 18, 2015, 05:21:46 PM
Any tips on floors? I want to build best (fastest) floor, but don't know what floor is best and what I need to reserach.
Where can I find floors movement speed modifier? I browsed their definitions but found nothing.
Also problem with research. I found ancient struture with stone slabs 144% - the best I'm aware of. But I have no recipe for that. Found FloorStoneSlabsLimestone def. I see there <ResearchPrerequisite>Stonecutting</ResearchPrerequisite>. "Stonecutting" is "Construction I" as I see in defs. But I already researched "Construction I" and still no recipe for that.
Trials and errors have shown that carpets are the best floor. They are the most beautiful and offer 144% as well. Also they are the cheapest, as you can buy cloth at textile/bulk resources trader for around 1$ a piece. Both concrete and steel bars are needed for numerous recipes, especially early game, so using them for floors would be such a waste.
Quote from: Red Perversion on August 18, 2015, 05:28:12 PM
I still need help with where to build the MANNED turrets, please!
They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.
I agree that all research is very obscure and should get upgrade in both in-game view and description.
BTW, skyarkh, SAR-Device recipes are using steel/plasteel ores instead bars. Is it intended? Could you upgrade the recipes to use bars?
(Oh, and upgrade force net to use bars too)
Do you know where can I craft scyther frame?
Cheers, zenfur
Quote from: zenfur on August 18, 2015, 06:35:08 PM
Trials and errors have shown that carpets are the best floor. They are the most beautiful and offer 144% as well. Also they are the cheapest, as you can buy cloth at textile/bulk resources trader for around 1$ a piece. Both concrete and steel bars are needed for numerous recipes, especially early game, so using them for floors would be such a waste.
I agree about concrete, but I had to wait long before textile trader came (is it bad RND or luck having 2 combat suppliers at a time?). And I need cloth to make best beds - it's more important than floor. At the same time I had lots of stones and chunks (which need to be transported away or turned into blocks which also need space) so I'd prefer to build with them.
Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.
One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.
Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.
Quote from: zenfur on August 18, 2015, 06:35:08 PM
They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.
I agree that all research is very obscure and should get upgrade in both in-game view and description.
BTW, skyarkh, SAR-Device recipes are using steel/plasteel ores instead bars. Is it intended? Could you upgrade the recipes to use bars?
(Oh, and upgrade force net to use bars too)
Do you know where can I craft scyther frame?
Cheers, zenfur
I have ideas in near future to rework Apparello with introduction 4-5 new factions. So all recipes for armors would be reworked.
Quote from: losinator501 on August 18, 2015, 09:29:27 PM
Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.
One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.
Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.
Thank you. I will add information about you. Yep, in Russian community project have already 3 youtube let's players and streamers and their number is growing... It's time to start with the English-speaking and not only. You can wait for the next version, it such soon. Thank you :)
Quote from: Uglyr on August 18, 2015, 07:07:38 PM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
with 1.12 Hardcore SK reached a new level and have own .dll libraries and a little team. Now it's positioning itself as a global project. Kindergarten ended ;)
Quote from: Supes on August 18, 2015, 04:06:00 PM
Quote from: skyarkhangel on August 17, 2015, 11:02:59 PM
New version Autoseller with bunch of red bugs too. Even worse than the previous one.
is the modpack using the latest Autosell (1.0.2.3b hotfixed)
if you're getting a 1.0.1.1 version error, most likely you need to update the Miscellaneous compatibility patch to the latest compatibility patch (https://www.dropbox.com/s/al508lgg3r0axm0/Haplo_TraderPawn%20with%20AutoSell.zip?dl=0)
also can you show me what error messages are showing up
Edit: Added Misc compatibility patch to attachments
Big thanks, Supes! ;)
I wrote before about error in your topic that errors related with autoseller.config file. Trying to test with bugfixes.
Quote from: Nanako on August 18, 2015, 10:45:36 AM
...
Thank you Nanako. Reworked soylent green for next version.
Quote from: Nanako on August 18, 2015, 10:45:36 AM
Also i want to ask, what the heck is with auto turrets?
As far as i can tell, the only autoturrets you can have are a base with a normal gun mounted on top. Like, a personnell weapon. This seems really dumb
I've tried them out, and the interface is buggy as hell. When i right click the base, i'm given a list of guns to choose from, but only one of them is not greyed out, and thats the only one i can pick. it took me a lot of fiddling and luck to mount a sniper rifle on one of them
wtf is going on?
What about all the other big turrets, like the Mg12, and the 50 cal antimateriel rifle? How can i make them automated, all i can seem to do is place them as mannable guns.
Since 1.4 version, there no automatic turrets.. except miscellanious. And each version I also have the desire to remove them. This project firstly aproach goal to make Rimworld more realistic, sometimes with not popular methods and its not fits for all players. Here is much harder to play. That is why we are losing in popularity to Overhaul, but have own group of (a smart; those who wants to succeed) people. Other people download alternative modpack + glitter tech with golden trees, one click kill all enemies on full map and plasmagenerator with 100500+W and then remove Rimworld from PC. lol :D ADDED A POLL for this question.
I say keep some automatic turrets, but make them more of an expensive supporting kind of thing. Where they will help your colonists win fights that happen later on against a lot of enemies, but won't win them alone and will drain your resources if you don't protect them. Perhaps allowing people to enable/disable them in the mod manager would work as well and make everyone happy.
Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
Quote from: ChiefSlapahoe on August 18, 2015, 11:06:35 PM
I say keep some automatic turrets, but make them more of an expensive supporting kind of thing. Where they will help your colonists win fights that happen later on against a lot of enemies, but won't win them alone and will drain your resources if you don't protect them. Perhaps allowing people to enable/disable them in the mod manager would work as well and make everyone happy.
Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
I have to agree i've barely gotten to the crude oil part of my playthrough eg the mining drill getting crudeoil thats all i've done
and the main bottle neck is have about 4 of my 8 dedicated crafters just making steel and steel parts and they others are often idle waiting for the 4 to finish
Quote from: losinator501 on August 18, 2015, 09:29:27 PM
Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.
One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.
Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.
Thank you. I will add information about you. Yep, in Russian community project have already 3 youtube let's players and streamers and their number is growing... It's time to start with the English-speaking and not only. You can wait for the next version, it such soon. Thank you :)
When do you think it will be ready?
I maybe can delete my first video and just wait for the new version.
EDIT: Never mind I deleted anyways as I want to fix some audio issue. Looking forward to new version!
NO MORE AUTO TURRETs... I think the current ones should have thier prices doubled or somthing & that you shouldn't add more turrents
Re turrets: I'm a base builder, i like turrets. I want autoturrets, and i don't care what i have to do.
If you really don't like them, then how about moving them to lategame, and making them a part of a larger computer system. maybe in order to make autoturrets work, you need a central AI computer to control them, and cameras for them to see things, etc. Also give them limited ammo! i don't mind having to make or buy ammo for them
In the original game it was too easy to build them. But once you add a bit of difficulty, people won't bother unless they really want them,
Regarding the miscellaneous turrets that you stick normal guns onto.I don't care whether you like them or not, but you have to fix them. Not fixing a buggy feature because you don't like it is silly.
The poll on the first post seems heavily biased, it's clear what the author wants. But it's also dumb. In a world with bionic limbs, combat robots, mechanoid hives, AI control cores, automated doors, etc. It's really stupid to call automated turrets "unrealistic". They are very realistic, they fit the gameworld perfectly, not having them would be a glaring omission.
In my opinion auto turrets are important and cool part of this game. I wouldn't remove them.
What we can do is to reduce reliability of them and give tools for raiders to deal with them better. For example, add some weapons which are precise medium range EMP launchers and make EMP work on turrets (if it already does not). It's stunning power may be pretty weak on mechanoids, but considerable for turrets. Or maybe make any EMP damage flick turrets off power and require to flick them on manually.
We can also add a (quite rare) event that (specific) turret's AI is malfunctioning and it shoots at everything what moves until it's resetted. Smart colonists would provide flicking switch in safe place. Also make this event disabled when player has built tactical computer.
Also allowing raiders to be able to cause short circuits while melee attacking any powered device (maybe apart from doors) which would deplete all your batteries and cause traditional zzztt... battery discharge explosion event would help with reducing reliance on electricity. (unless you have sufficient fuses, then just discharge). Or possibly "damage your grid" and cause mini solar flare type of event.
If you want more economic balance, maybe remove automatic turrets whatsoever, but introduce craftable (probably with AI-core or advanced electronic chips) targeting AI module which can be installed on any turret to make it automatic. If that doesn't work, maybe some kind of drone which can man turrets. It would be great to have something like that, together with ammo dispensers (hoppers) for heavier, artillery weapons.
Also add that raiders often use the chance of solar flare to attack your base when it's without power and your electric defenses are down.
Such as drones are great addition for the game, so is automating turrets and I wouldn't remove this great part out of the game.
Also I agree with Nanako.
Quote from: skyarkhangel on August 18, 2015, 09:43:23 PM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can if I have free time. But I can't promise about it. Also my english is far from ideal.
Quote from: skyarkhangel on August 18, 2015, 09:43:23 PM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can help too.
I very appreciate you did great job sorting all mods' stuff into well fitted tabs. I have one request though, could you create separate category for bows?
My approach to turrets in the Hot and Cold pack was this - give the player a good alternative to the default turret. So I have turrets which you can craft at a smithing bench, upgrade at the smithing bench, have limited range and firepower but can take more punishment because basically they're not squishy like colonists.
My position about auto-turrets: they should be and should be expensive and tech consuming. So early game you fight only using colonists and in late game auto-turrets help (but not replace) colonists to fight hordes of mechanoids.
Quote from: Uglyr on August 19, 2015, 02:47:37 PM
Quote from: TheGentlmen on August 19, 2015, 12:34:56 PM
Quote from: skyarkhangel on August 18, 2015, 09:43:23 PM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can help too.
Active changelog for 1.12 Sky-High: 19.08.15
1. Seedplease: Очередная пачка фиксов с семенами.
2. Добавлен мод SK_Agriculture. Теперь все растения которые можно выращивать требуют соответствующего исследования. Добавлено порядка 7 исследований на изучения растений.
3. Добавлен мод SK_Tech. Изменяет работу большинства электростанций. Добавляет газовую центрифугу, которая обогащает природный уран-237 до урана-235.
4. Убран плазменный реактор. Исправления в работе плазменного геотермального реактора.
5. Переделан геотермальный нагреватель, теперь может строиться только рядом с одной из геотермальных электростанций.
6. Обновлен Clutter до последней версии. Появилась новая возможность для колонистов - читать книжки.
7. Добавлено 4 новые вида животных: ёжик, буффало, мамуфалло, носорог.
8. Добавлены в ручную новые механоиды: Механический краб, сталкер, мамонт, терминатор (м и ж).
9. Полный ретекстур сосны.. Пожалуй северные леса теперь самые красивые в римворлде.
10. Добавлены новые прически, шлем и броня из мода JaffaKree! (по фильму Звёздные врата).
11. Ретекстур ткани и ткани из дьяволотника.
12. Норблам теперь можно лечить шрамы биоматерией.
13. Добавлен новый тип двери "Штора", которая пропускает тепло между помещениями.
14. Добавлен по умолчанию обновленный ToolForJobs с багфиксами.
15. Теперь в шахте можно добывать медь и алюминий.
16. Серебро и золото выделены в отдельную категорию драгоценных металлов. Теперь из этих металлов можно строить только некоторую мебель. А изотоп урана (обедненный уран) убран совсем и теперь будет использоваться для производства боеприпасов.
17. Турбина гауса теперь изучается совместно с тесла-электростанцией.
18. Геотермальный генератор, плазменная геотермальный реактор и шахты теперь не могут быть построены ближе чем в 15-20 клеток друг от друга.
19. Найден и убран баг с клон рецептом стекла.
20. В рецепт мульчи добавлен пепел.
21. Добавлены рецепты приготовления мяса на костре.
22. Провода (проводка) теперь производиться только из меди.
23. Увеличен спавн меди и угля на карте.
24. Изменен крафт стали. Теперь она получается при обработке железной руды и угля.
25. Добавлен новый ресурс: титан. Редко встречающийся дорогой металл. По прочности превосходит пласталь, но уступает композиту и ванцидиуму.
26. Убраны детали из изотопа урана.
27. Изменена цветовая палитра железной руды(стали), пластали. А для композита сделана ярче... теперь строения не будут слишком темными.
28. Добавлен новый ресурс: селитра. Один из главных компонентов черного пороха, а также широко используемый для удобрений.
29. Сульфаты переименованы в серу, изменена текстура. Теперь один из компонентов пороха. Можно получить при переработке нефти или путем переработки железной руды.
30. В соответствии с нововведениями изменен рецепт изготовления черного пороха.
31. Добавлен новый компонент: напалм. Используется для производства некоторых боеприпасов.
32. Переписаны полностью рецепты изготовления боеприпасов. Исправлен крафт магнитных и вулкан боеприпасов.
33. Изменена текстура шахты и буровой установки.
34. Исправлен сбор песка.
35. Добавлен новый ресурс: Торф, который теперь можно собирать на болотах.
36. Добавлена новая топливная электростанция, работающая только на топливе.
37. Угольная электростанция теперь может работать не считая угля, теперь еще на торфе.
38. Изменена работа биогенератора, теперь работает на биоматерии или биодизеле получаемый из бобов. Убран ресурс Биоэлемент и связанные с ним рецепты.
39. Добавлена функция сбора щебня на местности.
40. В рецепте мульчи снова изменения. Убрано требования дерева, но теперь требуется селитра.
41. Обновлен Autosell до последней версии.
42. Добавлены новые цветы и две технологии разведения декоративных цветов. Увеличены бонусы красоты от цветов.
43. Порезана мощность ветрянных электростанций в 2 раза. А стоимость солнечной увеличена..
44. Увеличено получение муки и сахара. Привлекательность напольной подсветки увеличена.
45. Добавлены рецепты карбона, ванцидиума, пластали на начальный (медленный) верстак.
46. Добавлен новый ресурс: древесный уголь (charcoal) который можно получить прожигая дерево. Рецепт также доступен для костра. Для получения стали теперь можно использовать на выбор уголь или древесный уголь.
47. Консоль связи снова получила отдельную технологию для изучения. Также как и в одном из патчей требуется для открытия технологии изучить Маяк + Строительство 2.
48. Увеличен выход или скорость производства в нефтеперерабатывающей станции (бывшая хим. лаба) и в бетономешалке всех рецептов в 2-4 раза.
49. Ретекстур снеговика и сойлента.
50. Моды Apothecarius, OmniStorage, MedicalDrinks теперь являются частью Core_SK. CombatRealism Defence, Industrialisation и частично Superior Craft с Mechanical Defence2 (MD2) теперь являются частью нового проекта Tech_SK основанного на dll библиотеке. С этого времени, Hardcore SK начинает себя позиционировать как глобальный проект. Модпаки в прошлом.
51. Переделана работа сойлента.
52. Оптимизирован размер стаков для большинства ресурсов исходя из их рыночной стоимости.
53. Убрано почти 3 десятка лишних вещей из Апарелло и Норбалов. Выпелены все носки, а перчатки теперь одного типа и надеваются на обе руки.
54. Переработана схема производства биодизеля. Добавлен рецепт переработки семян в биодизель в переработчике топлива (bio refinery).
55. Все луки, арбалеты, пилумы значительно порезаны по дальности стрельбы, максимальная дальность некоторых из них всего 18 (меньше чем у пистолетов). Но значительно увеличена их точность и скорость применения. На небольшой дистанции теперь смертельно опасны и хорошо приспособлены для охоты.
56. Полностью переработано оружие ближнего боя в том числе оружия норбалов, делая его более эффективным в ближнем бою. Порезан дикий урон норбальского оружия. Все оружие норбалов имеет чуть лучшие характеристики.
I don't speek russian tho... still I hoped I've helped save you some time...
1. Seedplease: Another pack which fixes seeds.
2. Added mod SK_Agriculture. Now all plants that can be grown require appropriate research. Added about 7 researches on the study of plants.
3. Added mod SK_Tech. Alters power. Adds gas centrifuges , which enrich natural uranium-237 to uranium-235.
4. Removes the plasma reactor. Changes things in the plasma geothermal reactor.
5. Changed the geothermal heating. It can now be built right next to one of geothermal power plants.
6. Clutter is now updated to the latest version. Colonists now can read books .
7. Added 4 new animals: hedgehogs , buffalos , mamufallos N1 and rhinos.
8. Added new mechnoids N2: mechanical crab, stalker , mammoth and terminator ( M and M ).
9. Added tekstura N3 pine... Now the northern forests will be the most beautiful forests in rimworld .
10. Added new hairstyles, helmets and armors mod JaffaKree!
11. Added tekstura Cloth and Cloth from dyavolotnika. N4
12. Now you can treat scars using biomater.
13. Now I have added a new type of door 'blind', which allows heat to vent between rooms.
14. Fixed ToolForJobs.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are now a separate category of precious metals. You can only build some furniture using these precious metals. One of the isotopes of uranium (DU) has been removed completely, and will now be used for the production of ammunition. N5
17. Gause Turbine is now researched in the same research that the Tesla Power Plant is researched in.
18. The Geothermal Generator, Plasma Reactor and Geothermal Mine can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug which caused 2 glass recipes to apear.
20. You now need ashes to make multch.
21. Added new recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only out of copper.
23. Increased the spawn of copper and coal on the map.
24. Changed the craft began. Now it is obtained in the processing of iron ore and coal. N6
25. Added a new resource: Titanium. Rare expensive metal. Stronger than plasteel, but weaker than composites and vanadium.
26. Removed parts of the isotopes uranium. N7
27. Changed the color palette for iron ore (steel) and plasteel... also the composite are now brighter... Now buildings will not be too dark.
28. Added a new resource: nitrate. One of the principal components of the black powder, and is widely used for fertilizers.
29. Sulfates renamed to sulfur. Also changed the texture. Now, one of the components of gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain ammo.
32. Completely rewritten recipes for ammunitions. Fixed magnetic crafting and Volcanic ammunition. N8
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in swamps.
36. Added new fuel power generator which runs only on fuel.
37. A coal power plant can now operate on non-coal material, like turf. N9
38. Changed biogenerator, it now works on biomater, or the biodiesel derived from the beans. Removed resouce bioelements and related requirements. N10
39. Added the collection of rubble on the ground.
40. Changed mulch again. Removed the requirements of wood, but it now want nitrate. N11
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Overhualed energy generators. N12
44. Increased the amount flour and sugar you get from a harvest. The appeal of outdoor illumination has also increased increased.
45. Added the abilty to use Carboniferous, vanadium and plasteel to make the initial (slow) workbenchs.
46. Added a new resource: Charcoal (charcoal) which is available from burning through the wood. The recipe is also available for the fire. For steel can now be used to choose carbon or charcoal.
47. The console connection again received a separate technology for learning. As in one of the patches is required to open the technology to explore the lighthouse + Building 2.
48. Increased yield or production rate in the refining station (ex chem. Lab) and mixer all recipes 2-4 times.
49. Overhauled snowman and Soylent Green.
50. Fashion Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and partly Superior Craft with Mechanical Defence2 (MD2) are now part of a new project based on the Tech_SK dll library. Since that time, Hardcore SK begins to position itself as a global project. Modpaki in the past.
51. Remade Soylent Green.
52. Optimized size of stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen extra things from Aparello and Norbals. All the socks and gloves are now the same type and are placed on both hands.
54. Changed the scheme of the production of biodiesel. Added a recipe for seed processing into biodiesel in fuel processors (bio refinery).
55. bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). But significantly increase their accuracy and speed of application. In a small distance is now deadly and well adapted for hunting.
56. Completely redesigned melee weapons including weapons norbals use, making it more effective in close combat. Cut the wild damage norbal weapons do. All weapons norbals use has a slightly better performance.
N1: What... Google translate being funky... forgot to mention... I don't speak Russian :]
N2: Google ain't so bright... it said and I quote "Added manually new AIM "
N3: Some sort of tree?
N4: Got no idea what that means...
N5: Don't exactly understand the uranium part...
N6: What?
N7: N5 all over again...
N8: Not sure what it means exactly
N9: Not sure what the proper resource name is...
N10: N9 again...
N11: N10/9 again...
N12: 'Cut the power plants rubella, chicken 2 times. And the cost of increased solar...' Um no...
Oh, also one minor thing: coffee and rainbow petals (spectago plant) aren't in "cooking stuffs" category (which could be renamed "cooking ingredients" tbh)
spectago is used for 2 things: spectago tea and painting
Stun gun and stun grenade are in "Others" instead "Weapons" in inventory menu.
Quote from: zenfur on August 18, 2015, 06:35:08 PM
Quote from: Red Perversion on August 18, 2015, 05:28:12 PM
I still need help with where to build the MANNED turrets, please!
They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.
I agree that all research is very obscure and should get upgrade in both in-game view and description.
Thanks for reply mate, BUT have you LOOKED at the COMPONENTS required under Security path of Architect? I already got them researched, I got them in Security tab, but you can't construct them from Security tab as far as I can see. I.e. to build a Vulcan it requires you to have 1 x Vulcan package. Where do you make those packages apart from looting or buying them from traders?
You didn't add my tribal headdress :'(?
Quote from: TheGentlmen on August 19, 2015, 04:25:43 PM
I don't speek russian tho... still I hoped I've helped save you some time...
1. Seedplease: Another pack which fixes seeds.
2. Added mod SK_Agriculture. Now all plants that can be grown require appropriate research. Added about 7 researches on the study of plants.
3. Added mod SK_Tech. Alters power. Adds gas centrifuges , which enrich natural uranium-237 to uranium-235.
4. Removes the plasma reactor. Changes things in the plasma geothermal reactor.
5. Changed the geothermal heating. It can now be built right next to one of geothermal power plants.
6. Clutter is now updated to the latest version. Colonists now can read books .
7. Added 4 new animals: hedgehogs , buffalos , mamufallos N1 and rhinos.
8. Added new mechnoids N2: mechanical crab, stalker , mammoth and terminator ( M and M ).
9. Added tekstura N3 pine... Now the northern forests will be the most beautiful forests in rimworld .
10. Added new hairstyles, helmets and armors mod JaffaKree!
11. Added tekstura Cloth and Cloth from dyavolotnika. N4
12. Now you can treat scars using biomater.
13. Now I have added a new type of door 'blind', which allows heat to vent between rooms.
14. Fixed ToolForJobs.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are now a separate category of precious metals. You can only build some furniture using these precious metals. One of the isotopes of uranium (DU) has been removed completely, and will now be used for the production of ammunition. N5
17. Gause Turbine is now researched in the same research that the Tesla Power Plant is researched in.
18. The Geothermal Generator, Plasma Reactor and Geothermal Mine can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug which caused 2 glass recipes to apear.
20. You now need ashes to make multch.
21. Added new recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only out of copper.
23. Increased the spawn of copper and coal on the map.
24. Changed the craft began. Now it is obtained in the processing of iron ore and coal. N6
25. Added a new resource: Titanium. Rare expensive metal. Stronger than plasteel, but weaker than composites and vanadium.
26. Removed parts of the isotopes uranium. N7
27. Changed the color palette for iron ore (steel) and plasteel... also the composite are now brighter... Now buildings will not be too dark.
28. Added a new resource: nitrate. One of the principal components of the black powder, and is widely used for fertilizers.
29. Sulfates renamed to sulfur. Also changed the texture. Now, one of the components of gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain ammo.
32. Completely rewritten recipes for ammunitions. Fixed magnetic crafting and Volcanic ammunition. N8
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in swamps.
36. Added new fuel power generator which runs only on fuel.
37. A coal power plant can now operate on non-coal material, like turf. N9
38. Changed biogenerator, it now works on biomater, or the biodiesel derived from the beans. Removed resouce bioelements and related requirements. N10
39. Added the collection of rubble on the ground.
40. Changed mulch again. Removed the requirements of wood, but it now want nitrate. N11
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Overhualed energy generators. N12
44. Increased the amount flour and sugar you get from a harvest. The appeal of outdoor illumination has also increased increased.
45. Added the abilty to use Carboniferous, vanadium and plasteel to make the initial (slow) workbenchs.
46. Added a new resource: Charcoal (charcoal) which is available from burning through the wood. The recipe is also available for the fire. For steel can now be used to choose carbon or charcoal.
47. The console connection again received a separate technology for learning. As in one of the patches is required to open the technology to explore the lighthouse + Building 2.
48. Increased yield or production rate in the refining station (ex chem. Lab) and mixer all recipes 2-4 times.
49. Overhauled snowman and Soylent Green.
50. Fashion Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and partly Superior Craft with Mechanical Defence2 (MD2) are now part of a new project based on the Tech_SK dll library. Since that time, Hardcore SK begins to position itself as a global project. Modpaki in the past.
51. Remade Soylent Green.
52. Optimized size of stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen extra things from Aparello and Norbals. All the socks and gloves are now the same type and are placed on both hands.
54. Changed the scheme of the production of biodiesel. Added a recipe for seed processing into biodiesel in fuel processors (bio refinery).
55. bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). But significantly increase their accuracy and speed of application. In a small distance is now deadly and well adapted for hunting.
56. Completely redesigned melee weapons including weapons norbals use, making it more effective in close combat. Cut the wild damage norbal weapons do. All weapons norbals use has a slightly better performance.
N1: What... Google translate being funky... forgot to mention... I don't speak Russian :]
N2: Google ain't so bright... it said and I quote "Added manually new AIM "
N3: Some sort of tree?
N4: Got no idea what that means...
N5: Don't exactly understand the uranium part...
N6: What?
N7: N5 all over again...
N8: Not sure what it means exactly
N9: Not sure what the proper resource name is...
N10: N9 again...
N11: N10/9 again...
N12: 'Cut the power plants rubella, chicken 2 times. And the cost of increased solar...' Um no...
Thanks. Some fixes:
8. ... terminator (male and female) - probably this was ment
9 (and later). "tekstura" means "texture" but I guess it's obvious. Pine is pine-tree (to avoid confusion).
11. "dyavolotnika" i think means "devilstrand" but not sure (never played on russian language)
12. Not "now" but "Norbals"
13. added new door "curtain" that allows heat to pass
16. DU means "depleted uranium"
24. Steel is now made of iron ore and coal.
26. Now you can't make parts out of uranium isotopes.
28, 40. Not sure about ingame name, but IMHO most common name is "saltpeter"
29. Can be obtained by oil refining or processing of iron ore.
32. ... magnetic and volcano ammunitions (don't play long enough to be sure abot exact names)
35,37 Turf and Peat is the same thing. Don't know what word will be used.
42. added new flowers and 2 techs to grow them. more beauty bonus
43. Wind turbines nerfed to produce 2 times less power. Solar power plant cost increased.
44. original has no word "harvest" so maybe it's "crafting" (never used them so unsure but seems more logical)
45. added recipies to make carbon, vanadium and plasteel to initial (slow) crafting table (not sure which one)
46. New resource charcoal. Can be gained by burning (perhaps special action on special workbench) wood. Recipie is also available for campfire. To make steel you can use either coal or charcoal.
47. Comm-console again has own tech to research. Prerequisites are: to research beacon and construction II as before.
49. Retexturized snowman and Soylent Green.
51. Reworked "work of soylent". I don't understand it even in russian. Perhaps something like crafting Soylent Green. Or making food of Soylent Green. Or else.
53. :) socks are not placed on both hands. Socks are removed completly. Gloves are of one type and placed on both hands.
Quote from: Uglyr on August 19, 2015, 06:49:23 PM
...
everything correctly. You canhelp to make full translation.
already done:
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.
Quote from: skyarkhangel on August 19, 2015, 06:59:38 PM
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.
57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now.
(yeah-yeah)58. Production speed increase on assembly tables
(perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone
(not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete).
(strange example. concrete is counted as stone?)60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table.
(not sure about exact names)
Quote from: Uglyr on August 19, 2015, 07:28:43 PM
Quote from: skyarkhangel on August 19, 2015, 06:59:38 PM
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.
57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now. (yeah-yeah)
58. Production speed increase on assembly tables (perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone (not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete). (strange example. concrete is counted as stone?)
60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table. (not sure about exact names)
In 1.11 you can get shiv from reinforced concrete :D yep. Reinforced concrete have stone stuff.
All everything right.
62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).
I hope finally end bugreports today.
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
Eat it raw...
Quote from: losinator501 on August 19, 2015, 10:41:16 PM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
you probably turned warehouse into a room for prisoners :D there is such a trick!
Quote from: skyarkhangel on August 20, 2015, 12:04:13 AM
Quote from: losinator501 on August 19, 2015, 10:41:16 PM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
you probably turned warehouse into a room for prisoners :D there is such a trick!
No i have them separate
The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad
Is hunting then grilling the only option for food early game?
This is legitimately the greatest mod-pack ever...
I have super high hopes for the future of this mod-pack.
skyarkhangel #1 Russian modder! :)
I highly approve of the new names of the red medical flower, green medical flower and yellow medical flower!
PS - 6 hours until D-day for the new release here in Australia...
Hope you're working under that timeline... I wanna get home from a long day at work tomorrow and smash out some RimWorld :).
As you adding a wide use of coal and charcoal can you please also add a simple cheap coal heater? To be able to heat on ice biomes before you get electricity.
Something like that:
http://aquagroup.ru/articles/otoplenie-doma-uglem.html
Quote from: losinator501 on August 20, 2015, 12:55:03 AM
The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad
Is hunting then grilling the only option for food early game?
I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.
Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.
As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).
So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
Wow the range one sounds like it will work great, that makes a ton of sense so he doesn't go across the map to butcher when everyone is starving. Thanks!
I am experiencing a weird bug now. My main bionic crafter (he has Bionic Pal, Adv hand, 2 Adv legs and Adv Spine) is invisible.
Also game became even more buggy and crashes often.
By the way, what do you guys think about increasing seeds' stacking to 400 per pile?
@edit: I was thinking, there are merely 2 plasma weapons and 1 laser weapon, unless I forgot about something. Anyways, I'd suggest to merge Plasma w. component and Laser w. component into Energy w. c. (possibly also Advanced Energy w. c.) and use this instead.
Also stun gun/stun beacon/stun grenade are pretty underwhelming for their overwhelming price.
@edit2: Yet another minor bug report: Cup of tea has stacks of 75 while it's meal. Also Industrial cooler (smaller one) has electronics in its recipe 2 times.
@lastedit: Also I can't find a way to install advanced prothetic arms/legs. Other body parts work fine, these two seem to be unappliable. It requires more investigation.
Quote from: zenfur on August 20, 2015, 07:57:06 AM
Quote from: losinator501 on August 20, 2015, 12:55:03 AM
The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad
Is hunting then grilling the only option for food early game?
I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.
Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.
As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).
So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
Makes a lot of sense, yes.
A good split in mechanics does make a big difference for producing enough resource to survive. I love it!
Another minor bug report: Genetics aspect of plants' growing speed is not working. They can have either 70% or 170% still they grow up at the same time.
Even if you don't comment most of my reports, I hope that you read them and take notes, skyarkh :)
@edit: there is also funny bug with coffee: when you zoom out it minimises
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.
Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa
Let me know what you think
Quote from: losinator501 on August 20, 2015, 11:39:58 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.
Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa
Let me know what you think
I'd have waited a few more hours to start. Updated pack is coming very soon.
Quote from: notfood on August 20, 2015, 11:55:11 PM
Quote from: losinator501 on August 20, 2015, 11:39:58 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.
Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa
Let me know what you think
I'd have waited a few more hours to start. Updated pack is coming very soon.
Problem is I only have tomorrow to record. Do you think it will be out then?
Edit: if the modpack is updated every week or two there's no way I can stay on the latest version always if I want to finish a series.
I will try to load save with new version but if that doesn't work I will stick with this version.
Quote from: losinator501 on August 20, 2015, 11:39:58 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.
Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa
Let me know what you think
Watch out for those areas above 10x10, roof tiles without support in an area of 6 blocks will collapse. I noticed you designated a large area that would most likely colapse before you found the cave.
So far doing alright. You are easy to understand.
Quote from: notfood on August 21, 2015, 12:38:40 AM
Quote from: losinator501 on August 20, 2015, 11:39:58 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.
Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa
Let me know what you think
Watch out for those areas above 10x10, roof tiles without support in an area of 6 blocks will collapse. I noticed you designated a large area that would most likely colapse before you found the cave.
So far doing alright. You are easy to understand.
Haha yeah I always collapse things on people without remembering :(
Anyways just wanted to post that for skyarkhangel as a suggestion for video for the front page. I don't want to derail the thread (go off-topic) :P
(http://s019.radikal.ru/i629/1508/f9/a55100009493.gif)
Hardcore SK global project 1.12a: Sky-High (21/08/15)
Special movie for update: https://www.youtube.com/watch?v=MUe2TScXZU0
It canbe used as logo for all, e.g. Let's players.
Changelog in English:
1. Seedplease: Another pack with fixes.
2. Added mod SK_Agriculture. Now, all the plants that can be grown require appropriate research. It's about 7 research for plants.
3. Added mod SK_Tech. Adds gas centrifuges, which enrich natural uranium-237 to uranium-235.
4. Remove the plasma reactor. Reworked plasma geothermal reactor.
5. Changed the geothermal generator, can now be built just next to one of plasma geothermal power plant.
6. Clutter is updated to the latest version. A new opportunity for the colonists - read books.
7. Added 4 new pawns: the hedgehog, buffalo, mamufallo, rhino.
8. Added manually new Mech: mechanical crab, stalker, mammoth, terminator (Male-Female).
9. Full Retexture for pine .. Perhaps the boreal forests is now the most beautiful in Rimworld.
10. Added new hairstyles, helmet and armor mod JaffaKree! (by the film Stargate).
11. Retexture for cloth and devilstrand cloth.
12. Norbals is now possible to treat scars by biomatter.
13. Trading orbital beacon is now available again from the beginning of the game, also removed the requirement of glass and electronic components.
14. For default added ToolForJobs 1.2 with bug fixes.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are a in separate category of precious metals. Now, from these metals can only build some furniture. A Depleted uranium has been removed completely, and will now be used for the production of ammo.
17. Gause turbine is now being research with Tesla power plant.
18. The geothermal generator, a plasma geo reactor can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug with a clone recipe glass.
20. Added ash for mulch recipe.
21. Added recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only from copper.
23. Increased the spawn of copper and coal on the map.
24. Now steel obtaining in the processing of iron ore and coal.
25. Added a new resource: Titanium. Rare expensive metal.
26. Removed parts of the depleted uranium.
27. Changed the color palette of iron ore (steel) and plasteel. Now plasteel have beautiful blue overlay. Carbon composite such brighter... now the building will not be too dark.
28. Added a new resource: Nitrate. One of the main components of black powder, and widely used in fertilizer.
29. Sulfates renamed to sulfur changed texture. Now, one of the components for gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain munitions.
32. Rewritten completely recipes for ammunitions. Fixed magnetic recipe and the volcano ammo.
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in the swamps.
36. Added new fuel power plant to run only on fuel.
37. A coal power plant can now operate on coal and peat.
38. Changed biogenerator work, now works on biomatter, or biodiesel derived from the beans. Removed biocell's and related recipes.
39. Added the function of the collection of rubble on the ground.
40. The recipe of mulch changed again. Removed the requirements of the wood, but now needed nitrates.
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Nerf the wind power plants about 2 times. And the cost for solar plant increased.44. Increased obtain flour and sugar. The appeal of outdoor illumination increased.
45. Added recipes for carbon, vancidium to first (slow) workbench.
46. Added a new resource: Charcoal which is available from burning through the wood. The recipe is also available for the campfire. It can now be to choose coal or charcoal for steel.
47. For the comms center needed to reseacrh Power I + Construction II technologies.
48. Increased yield or production rate in the peterchemical plant (ex chem. Lab) and concrete mixer for all recipes about 2-4 times.
49. Retexture for snowman and Soylent green.
50. Mods: Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and some part Superior Craft,
Mechanical Defence2 (MD2) are now part of a new project Tech_SK based on the dll library.
51. Remade Soylentgreen work.
52. Optimized size stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen things from Aparello and Norbals. Deleted all the socks and gloves are now the same type and are wear on both hands.
54. Changed the recipe of the production of biodiesel. Added a recipe for seed processing into biodiesel in bio refinery.
55. Bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). However, significantly increased the accuracy. In a small distance is now deadly and good ofr hunting.
56. Completely redesigned melee weapons including Norbals weapons, making it more effective in closer combat. Nerf max damage for Norbal weapons.
57. Installed compatibility patch for AutoSell with Miscellanious.
58. The acceleration of production on the assembly tables. For simple workable about 2 time.. For electrical about 4!. Also acceleration in processing of sand and rubble (crushed stone) in their workbenches.
59. Fixed craft melee weapons, now it cant be made of stone or wood.
60. Added a nice feather headdress for the tribals.
61. Removed the duplicate recipe tofu on canning table.
62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).
65. Added a chance to use apperel, hats, gloves, and boots from Aparello by guests, that were previously inaccessible.
66. Walls with wiring and light are now demanding more wires, but remove the requirement to electronics for all walls that used them. Such rebalance of resourses for the walls.
67. Hydroponics doesnt require synthetic materials.
68. Incresed glow for Rope and power consumption about 2 times. Slightly increased the demand for the wiring.
69. Decreased the bonus for the beauty of some stone surfaces from 3 to 2.
70. Reworked tilled soil and rich soil. Added nitrates and tilled soil require Agriculture II tech.
71. LAW is now work properly.
72. Added a stone heater (furnace), is available from the beginning of the game, working on peat and coal. Well heats the room.
73. Added ability to collect the blocks of snow from the snow.
74. Removed clay collector. Reworked recipes for clay bricks and related prescriptions.
75. Retexture of soft clay, clay brick, rubber and seeds.
76. Resources rebalance on the EPOE tables. Increased the cost for electric assembly table.
77. Increased slightly the cost of all the heaters that works on electricity.
78. Professional cook stove now also saves energy.
Чейджлог на русском:
1. Seedplease: Очередная пачка фиксов с семенами.
2. Добавлен мод SK_Agriculture. Теперь все растения которые можно выращивать требуют соответствующего исследования. Добавлено порядка 7 исследований на изучения растений.
3. Добавлен мод SK_Tech. Изменяет работу большинства электростанций. Добавляет газовую центрифугу, которая обогащает природный уран-237 до урана-235.
4. Убран плазменный реактор. Исправления в работе плазменного геотермального реактора.
5. Переделан геотермальный нагреватель, теперь может строиться только рядом с одной из геотермальных электростанций.
6. Обновлен Clutter до последней версии. Появилась новая возможность для колонистов - читать книжки.
7. Добавлено 4 новые вида животных: ёжик, буффало, мамуфалло, носорог.
8. Добавлены в ручную новые механоиды: Механический краб, сталкер, мамонт, терминатор (м и ж).
9. Полный ретекстур сосны.. Пожалуй северные леса теперь самые красивые в римворлде.
10. Добавлены новые прически, шлем и броня из мода JaffaKree! (по фильму Звёздные врата).
11. Ретекстур ткани и ткани из дьяволотника.
12. Норблам теперь можно лечить шрамы биоматерией.
13. Торговый маяк теперь снова доступен с начала игры, убрано требование стекла и электронных компонентов.
14. Добавлен по умолчанию обновленный ToolForJobs с багфиксами.
15. Теперь в шахте можно добывать медь и алюминий.
16. Серебро и золото выделены в отдельную категорию драгоценных металлов. Теперь из этих металлов можно строить только некоторую мебель. А изотоп урана (обедненный уран) убран совсем и теперь будет использоваться для производства боеприпасов.
17. Турбина гауса теперь изучается совместно с тесла-электростанцией.
18. Геотермальный генератор, плазменная геотермальный реактор и шахты теперь не могут быть построены ближе чем в 15-20 клеток друг от друга.
19. Найден и убран баг с клон рецептом стекла.
20. В рецепт мульчи добавлен пепел.
21. Добавлены рецепты приготовления мяса на костре.
22. Провода (проводка) теперь производиться только из меди.
23. Увеличен спавн меди и угля на карте.
24. Изменен крафт стали. Теперь она получается при обработке железной руды и угля.
25. Добавлен новый ресурс: титан. Редко встречающийся дорогой металл. По прочности превосходит пласталь, но уступает композиту и ванцидиуму.
26. Убраны детали из изотопа урана.
27. Изменена цветовая палитра железной руды(стали), пластали. А для композита сделана ярче... теперь строения не будут слишком темными.
28. Добавлен новый ресурс: селитра. Один из главных компонентов черного пороха, а также широко используйщийся для удобрений.
29. Сульфаты переименованы в серу, изменена текстура. Теперь один из компонентов пороха. Можно получить при переработке нефти или путем переработки железной руды.
30. В соответствии с нововведениями изменен рецепт изготовления черного пороха.
31. Добавлен новый компонент: напалм. Используется для производства некоторых боеприпасов.
32. Переписаны полностью рецепты изготовления боеприпасов. Исправлен крафт магнитных и вулкан боеприпасов.
33. Изменена текстура шахты и буровой установки.
34. Исправлен сбор песка.
35. Добавлен новый ресурс: Торф, который теперь можно собирать на болотах.
36. Добавлена новая топливная электростанция, работающая только на топливе.
37. Угольная электростанция теперь может работать не считая угля, теперь еще на торфе.
38. Изменена работа биогенератора, теперь работает на биоматерии или биодизеле получаемый из бобов. Убран ресурс Биоэлемент и связанные с ним рецепты.
39. Добавлена функция сбора щебня на местности.
40. В рецепте мульчи снова изменения. Убрано требования дерева, но теперь требуется селитра.
41. Обновлен Autosell до последней версии.
42. Добавлены новые цветы и две технологии разведения декоративных цветов. Увеличены бонусы красоты от цветов.
43. Порезана мощность ветрянных электростанций в 2 раза. А стоимость солнечной увеличена..
44. Увеличено получение муки и сахара. Привлекательность напольной подсветки увеличена.
45. Добавлены рецепты карбона, ванцидиума, пластали на начальный (медленный) верстак.
46. Добавлен новый ресурс: древесный уголь (charcoal) который можно получить прожигая дерево. Рецепт также доступен для костра. Для получения стали
теперь можно использовать на выбор уголь или древесный уголь.
47. Для консоль связи требуется для открытия технологии изучить Электричество I + Строительство 2.
48. Увеличен выход или скорость производства в нефтеперерабатывающей станции (бывшая хим. лаба) и в бетономешалке всех рецептов в 2-4 раза.
49. Ретекстур снеговика и сойлента.
50. Моды Apothecarius, OmniStorage, MedicalDrinks теперь являются частью Core_SK. CombatRealism Defence, Industrialisation и частично Superior Craft с
Mechanical Defence2 (MD2) теперь являются частью нового проекта Tech_SK основанного на dll библиотеке.
51. Переделана работа сойлента.
52. Оптимизирован размер стаков для большинства ресурсов исходя из их рыночной стоимости.
53. Убрано почти 3 десятка лишних вещей из Апарелло и Норбалов. Выпелены все носки, а перчатки теперь одного типа и надеваются на обе руки.
54. Переработана схема производства биодизеля. Добавлен рецепт переработки семян в биодизель в переработчике топлива (bio refinery).
55. Все луки, арбалеты, пилумы значительно порезаны по дальности стрельбы, максимальная дальность некоторых из них всего 18 (меньше чем у пистолетов). Но значительно увеличена точность их скорость применения. На небольшой дистанции теперь смертельно опасны и хорошо преспособлены для охоты.
56. Полностью переработано оружие ближнего боя в том числе оружия норбалов, делая его более эффективным в ближем бою. Порезан дикий урон норбальского оружия.
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Пофиксен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов.
61. Убрано дублирование рецепта тофу на консервном столе.
62. Добавлен новый ресурс: сбор трав. Собирается из шиповника, мяты и зверобоя. Для английской версии: желтые, красные и зеленые цветы переименованы в шиповник, мяту и зверобой.
63. Убрано требование синтетических материалов из ткацкого станка.
64. Изменены количества требуемых ресурсов на обогреватели и кулеры. Уменьшено получение тепла от теплого пола в 5 раз (было слишком завышено).
65. Добавлен шанс использования одежды, головных уборов, перчаток и ботинок из сборки Апарелло, которые ранее были недоступны для случайного появления на гостях.
66. Стены с проводкой и с освещением теперь требуют еще проволку, но убрано требования к электронике для всех стен которые их использовали. Не большой ребаланс стен по ресурсам.
67. Гидропоника теперь не требует синтетических материалов и теперь гидропонику можно строить из множества ресурсов на выбор. Не большой ребаланс всей гидропоники по ресурсам.
68. Увеличена мощность свечения дюралайта и потребление электроэнергии. Немного увеличено требование по проводке.
69. Снижен бонус красоты для каменных покрытий.
70. Переработаны требования по ресурсам для улучшения грядок(возделывание земли). Одна теперь открывается при агрикультуре I, улучшенная с Алгрикультурой II. Добавлено использование нитрата калия.
71. Противотанковый гранатомет теперь работает нормально.
72. Добавлена каменная печка, доступна с начала игры, работает на торфе и угле. Хорошо обогревает помещение.
73. Добавлена возможность собирать снежные блоки из снега и делает из них стены.
74. Убран сборщик глины. Переделана работа по сборке глины и связанные с ней рецепты.
75. Ретекстур глины, глиняного кирпича, резины и упаковки семян.
76. Ребаланс требований по ресурсам на столах ЕПОЕ. Увеличена стоимость электрического сборочного стола.
77. Увеличена ненамного стоимость всех обогревателей на электричестве. А ванильные обогреватели теперь открываются только с Электричества 2.
78. Плита шеф-повара теперь тоже экономит электроэнергию.
Update links still link to V1.11, not 1.12.
Quote from: TheGentlmen on August 21, 2015, 02:44:38 AM
Update links still link to V1.11, not 1.12.
ohh.. you right ???
updated link.
May I ask, what does SK stand for?
That was I thought too, but then I don't think he spelled it Skyar Khangel :p
Quote from: Canute on August 21, 2015, 03:12:00 AM
compare sk with the name of the modpack author ! :-)
Quote from: StorymasterQ on August 21, 2015, 03:18:01 AM
That was I thought too, but then I don't think he spelled it Skyar Khangel :p
Dis is what I also thought...
Moved
Wow! Coal heater is included!
And the snow blocks and walls sound like fun. But will they melt on heat?
Quote from: Canute on August 21, 2015, 03:12:00 AM
compare sk with the name of the modpack author ! :-)
because so..i was born in ArkhangelSK. Furthermore, I have a distant relative Mihailo Lomonosov. lol 8)
Quote from: Canute on August 21, 2015, 03:12:00 AM
compare sk with the name of the modpack author ! :-)
because so..i was born in ArkhangelSK. Furthermore, I have a distant relative Mihailo Lomonosov. lol 8)
Quote from: Uglyr on August 21, 2015, 04:50:18 AM
Wow! Coal heater is included!
And the snow blocks and walls sound like fun. But will they melt on heat?
nope... but snow blocks have 16-17 durability lol :D
Quote from: skyarkhangel on August 21, 2015, 04:59:12 AM
nope... but snow blocks have 16-17 durability lol :D
Thats enough to build first room after landing. And perhaps internal walls (but if they are destroyed collapsed roof can destroy everything).
Using Sky High.
It seems that the book reading table in the joy tab generates error log when colonists try to use it.
Question: What's the best way to produce Ash? Corpse burning is waaay too slow.
Quote from: notfood on August 21, 2015, 07:06:43 AM
Using Sky High.
It seems that the book reading table in the joy tab generates error log when colonists try to use it.
Question: What's the best way to produce Ash? Corpse burning is waaay too slow.
Answer: buy it from a trader. It's dirt cheap. Also burn shitty apparel, it quickens things. Make 2 crematoria: 1 for burning people and incidential for burning apparel which these corpses had on them.
Great, update! Luckily I was finishing my current run, so I'll try this out soon.
By the way, notice me skyarkhangel senpaiiiiiii (>///<')
Hi!
Thanks for the pack and a lot of work!
I found this - prepare carefully - Hazmat suit and helmet
They are invisible in game.
What is the solution?
[attachment deleted due to age]
Moved
Quote from: TheGentlmen on August 21, 2015, 01:16:38 PM
I pressent...
ANTI-TOOLer
Tools For The Job has been very bugs in 1.12... I can't prioritize mining... or anything, colonists will only do Mining & Mining only... EVEN if their a 4 in mining but a 1 in everything else in the pirorites screen... They will not do joy activities... ext.
Now until Tols For The Jobs becomes more bug-free I have made this patch disabling it.
Download:
https://drive.google.com/file/d/0B20MnOEi81xJZGs5RFJUU0JQYk0/view?usp=sharing
Enjoy!
-TheGentleman
Really? For me it is working fine, I have one colonist priority 1 for construct, repair, and mining and she does construction and repair first using the hammer then mining after using the pickaxe, so it is working perfectly.
Changes from 1.11d to 1.12a in english:
1. Seedplease: Another pack with fixes.
2. Added mod SK_Agriculture. Now, all the plants that can be grown require appropriate research. It's about 7 research for plants.
3. Added mod SK_Tech. Adds gas centrifuges, which enrich natural uranium-237 to uranium-235.
4. Remove the plasma reactor. Reworked plasma geothermal reactor.
5. Changed the geothermal generator, can now be built just next to one of plasma geothermal power plant.
6. Clutter is updated to the latest version. A new opportunity for the colonists - read books.
7. Added 4 new pawns: the hedgehog, buffalo, mamufallo, rhino.
8. Added manually new Mech: mechanical crab, stalker, mammoth, terminator (Male-Female).
9. Full Retexture for pine .. Perhaps the boreal forests is now the most beautiful in Rimworld.
10. Added new hairstyles, helmet and armor mod JaffaKree! (by the film Stargate).
11. Retexture for cloth and devilstrand cloth.
12. Norbals is now possible to treat scars by biomatter.
13. Trading orbital beacon is now available again from the beginning of the game, also removed the requirement of glass and electronic components.
14. For default added ToolForJobs 1.2 with bug fixes.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are a in separate category of precious metals. Now, from these metals can only build some furniture. A Depleted uranium has been removed completely, and will now be used for the production of ammo.
17. Gause turbine is now being research with Tesla power plant.
18. The geothermal generator, a plasma geo reactor can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug with a clone recipe glass.
20. Added ash for mulch recipe.
21. Added recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only from copper.
23. Increased the spawn of copper and coal on the map.
24. Now steel obtaining in the processing of iron ore and coal.
25. Added a new resource: Titanium. Rare expensive metal.
26. Removed parts of the depleted uranium.
27. Changed the color palette of iron ore (steel) and plasteel. Now plasteel have beautiful blue overlay. Carbon composite such brighter... now the building will not be too dark.
28. Added a new resource: Nitrate. One of the main components of black powder, and widely used in fertilizer.
29. Sulfates renamed to sulfur changed texture. Now, one of the components for gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain munitions.
32. Rewritten completely recipes for ammunitions. Fixed magnetic recipe and the volcano ammo.
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in the swamps.
36. Added new fuel power plant to run only on fuel.
37. A coal power plant can now operate on coal and peat.
38. Changed biogenerator work, now works on biomatter, or biodiesel derived from the beans. Removed biocell's and related recipes.
39. Added the function of the collection of rubble on the ground.
40. The recipe of mulch changed again. Removed the requirements of the wood, but now needed nitrates.
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Nerf the wind power plants about 2 times. And the cost for solar plant increased.44. Increased obtain flour and sugar. The appeal of outdoor illumination increased.
45. Added recipes for carbon, vancidium to first (slow) workbench.
46. Added a new resource: Charcoal which is available from burning through the wood. The recipe is also available for the campfire. It can now be to choose coal or charcoal for steel.
47. For the comms center needed to reseacrh Power I + Construction II technologies.
48. Increased yield or production rate in the peterchemical plant (ex chem. Lab) and concrete mixer for all recipes about 2-4 times.
49. Retexture for snowman and Soylent green.
50. Mods: Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and some part Superior Craft,
Mechanical Defence2 (MD2) are now part of a new project Tech_SK based on the dll library.
51. Remade Soylentgreen work.
52. Optimized size stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen things from Aparello and Norbals. Deleted all the socks and gloves are now the same type and are wear on both hands.
54. Changed the recipe of the production of biodiesel. Added a recipe for seed processing into biodiesel in bio refinery.
55. Bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). However, significantly increased the accuracy. In a small distance is now deadly and good ofr hunting.
56. Completely redesigned melee weapons including Norbals weapons, making it more effective in closer combat. Nerf max damage for Norbal weapons.
57. Installed compatibility patch for AutoSell with Miscellanious.
58. The acceleration of production on the assembly tables. For simple workable about 2 time.. For electrical about 4!. Also acceleration in processing of sand and rubble (crushed stone) in their workbenches.
59. Fixed craft melee weapons, now it cant be made of stone or wood.
60. Added a nice feather headdress for the tribals.
61. Removed the duplicate recipe tofu on canning table.
62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).
65. Added a chance to use apperel, hats, gloves, and boots from Aparello by guests, that were previously inaccessible.
66. Walls with wiring and light are now demanding more wires, but remove the requirement to electronics for all walls that used them. Such rebalance of resourses for the walls.
67. Hydroponics doesnt require synthetic materials.
68. Incresed glow for Rope and power consumption about 2 times. Slightly increased the demand for the wiring.
69. Decreased the bonus for the beauty of some stone surfaces from 3 to 2.
70. Reworked tilled soil and rich soil. Added nitrates and tilled soil require Agriculture II tech.
71. LAW is now work properly.
72. Added a stone heater (furnace), is available from the beginning of the game, working on peat and coal. Well heats the room.
73. Added ability to collect the blocks of snow from the snow.
74. Removed clay collector. Reworked recipes for clay bricks and related prescriptions.
75. Retexture of soft clay, clay brick, rubber and seeds.
76. Resources rebalance on the EPOE tables. Increased the cost for electric assembly table.
77. Increased slightly the cost of all the heaters that works on electricity.
78. Professional cook stove now also saves energy.
Quote from: losinator501 on August 21, 2015, 01:27:44 PM
Quote from: TheGentlmen on August 21, 2015, 01:16:38 PM
I pressent...
ANTI-TOOLer
Tools For The Job has been very bugs in 1.12... I can't prioritize mining... or anything, colonists will only do Mining & Mining only... EVEN if their a 4 in mining but a 1 in everything else in the pirorites screen... They will not do joy activities... ext.
Now until Tols For The Jobs becomes more bug-free I have made this patch disabling it.
Download:
https://drive.google.com/file/d/0B20MnOEi81xJZGs5RFJUU0JQYk0/view?usp=sharing
Enjoy!
-TheGentleman
Really? For me it is working fine, I have one colonist priority 1 for construct, repair, and mining and she does construction and repair first using the hammer then mining after using the pickaxe, so it is working perfectly.
Its been super unstable for me...
Quote from: zenfur on August 21, 2015, 07:30:44 AM
Quote from: notfood on August 21, 2015, 07:06:43 AM
Using Sky High.
It seems that the book reading table in the joy tab generates error log when colonists try to use it.
Question: What's the best way to produce Ash? Corpse burning is waaay too slow.
Answer: buy it from a trader. It's dirt cheap. Also burn shitty apparel, it quickens things. Make 2 crematoria: 1 for burning people and incidential for burning apparel which these corpses had on them.
Great, update! Luckily I was finishing my current run, so I'll try this out soon.
By the way, notice me skyarkhangel senpaiiiiiii (>///<')
yep. there so much content, and may still remaining errors, mainly for innovations. Because, I am late to make update to 20.08 and released without any test. But I believe that everything should work good. And yes. thank you TheGentmen for new Tuff luck. And i made myself patch with anti-tools, because you forgot to remove jobs. Just needed to remove toolforjobs jobdefs and workgiverdefs and colonosts would work as in vanilla. Not necessarily touch the dll library.
@Sky, ty... will update.
Edit: Nope, I don't change the dll at all, I just put it their for redundancy...
Also, Core_SK doesn't have a jobdefs for Toolforjobs... only a workgiverdefs.
ANTI-TOOLer removes them from thingdefs, gets rid of their recipes from recipiedefs then removes their workgiverdefs.
Hot fix for crafting glass frame + rus_lang fix to 1.12a:
https://yadi.sk/d/0TpHkePoiarQM
Quote from: skyarkhangel on August 21, 2015, 04:01:34 PM
Hot fix for crafting glass + rus_lang fix to 1.12a:
https://yadi.sk/d/0TpHkePoiarQM
What is the current problem with crafting glass?
Also when trading with people who come with the tents, where do the items you buy go?
Quote from: losinator501 on August 21, 2015, 04:03:00 PM
Quote from: skyarkhangel on August 21, 2015, 04:01:34 PM
Hot fix for crafting glass + rus_lang fix to 1.12a:
https://yadi.sk/d/0TpHkePoiarQM
What is the current problem with crafting glass?
Also when trading with people who come with the tents, where do the items you buy go?
Problem with recipe:
<RecipeDef>
<defName>MakeGlass</defName>
<label>make glass frame</label>
<description>Make glass frame from glass batch.</description>
<jobString>Making glass frame.</jobString>
<workAmount>600</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>GlassBatch</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Glass>2</Glass>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
Sand in fixedIngredientFilter. Fixed to GlassBatch.
Without fix can't to produce glass frame from glass batch.
Don't know where this error сame.. itself :D
@Skyarkhangel Patches moved tho this thread:
https://ludeon.com/forums/index.php?topic=15173.new#new
Quote from: TheGentlmen on August 21, 2015, 04:28:53 PM
--SNIP--
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.
Quote from: Wivex on August 21, 2015, 04:50:18 PM
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.
Yep. I like your mod and idea.. and can't to no use your awesome work.
And for some people:
Anti-Tools A11 for 1.12: Sky-HighRemoves the requirement for use tools.
Install:Just copy into Mods folder with files updating.
Warning! To restore tools funtions, it would have to completely re-install Hardcore SK project.
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/hlXaonItiasvJ)
Quote from: Wivex on August 21, 2015, 04:50:18 PM
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.
One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize. Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...
Quote from: TheGentlmen on August 21, 2015, 05:05:52 PM
One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize.
That's because pawns are made to always automatically mine closest reachable vein (same goes for woodcutting and building). It's a small drawback, but is required for the whole mod to work. I doubt i'll be able to make it the other way.
Quote from: TheGentlmen on August 21, 2015, 05:05:52 PM
Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...
That's more relieving news for me, because my mod is not meant to be free compabile with others. But if you provide me with more feedback i could help you to tune it in with other mods.
Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?
Quote from: Uglyr on August 21, 2015, 05:40:34 PM
Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?
You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Quote from: Wivex on August 21, 2015, 05:52:32 PM
You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Ah thanks! But riht-click doesn't work if I want to order to collect snow or build snowy wall. I guess I'll have to use anti-tools.
If I already started with the tools, can I use anti tools?
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
Quote from: TheGentlmen on August 21, 2015, 06:44:21 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
It'll probably take SK awhile to update :(.
Quote from: The13thRonin on August 21, 2015, 07:40:29 PM
Quote from: TheGentlmen on August 21, 2015, 06:44:21 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
It'll probably take SK awhile to update :(.
12?
(http://images.akamai.steamusercontent.com/ugc/27356421801803075/82F5E30E6720E9D1D723664E44F55E51FCBE26EB/)
Too fast for private test... I expected the end of August.
Quote from: skyarkhangel on August 21, 2015, 09:13:52 PM
Quote from: The13thRonin on August 21, 2015, 07:40:29 PM
Quote from: TheGentlmen on August 21, 2015, 06:44:21 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
It'll probably take SK awhile to update :(.
12?
(http://images.akamai.steamusercontent.com/ugc/27356421801803075/82F5E30E6720E9D1D723664E44F55E51FCBE26EB/)
Too fast for private test... I expected the end of August.
Me too... Anyway... good luck updateing... The sad thing is that about 10% of mods never update... and if the mods don't update the modpack doesn't update. :(
Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha
Is anyone else getting really low raids?
Playing Randy Random at Rough difficulty... Only had maybe 2 raids in 70-80 days?
Quote from: popster99 on August 22, 2015, 01:00:20 AM
Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha
Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...
I'm gonna throw my hat into the ring about the tools mod being a bit on the annoying side.
I like what you've done with copper and the larger quantities of parts being produced.
Some resources still need balancing... Glass frames for example require ridiculous amounts of sand. A batch of 5 glass costs 25 sand and 8 batches of glass makes 2 frames so:
10 glass frames requires 40 glass batches which requires 200 sand.
A single solar panel requires 60 glass frames or 1200 sand... I think this is probably a little bit too much...
If it were me I'd half this by increasing glass frame production to 4 per 'job' so that a solar panel required 600 sand (it works out to be half of your return on glass batches too which is a nice even figure).
Steel production is feeling like its reached a good balance though.
Could we reduce slowing factor on A2B components? For something closer to moving through furniture. It's really a pain when your builders freeze for ages to repair some element deep inside
Quote from: TheGentlmen on August 22, 2015, 01:17:50 AM
Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...
Not necessarily rewriting them, but it may take some time to get sources extracted back, compiling and working in a newer solution, particularly when you get iterators IL code to write back to clean, working c#.
It also depends on migration scenarios: for some mods, it's tough work (things changed in vanilla code since last mod working alpha), for others it can be straightforward.
hi thanks you i use the windows install and this work ^^ ( alpha 11 ) you are test on alpha 12 ? :p thanks
For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?
Thanks,
Bob
P.S how do you use multch? I still have not figured it out.
Quote from: bobisback on August 22, 2015, 09:42:52 AM
For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?
Thanks,
Bob
P.S how do you use multch? I still have not figured it out.
I guess it's a bug with geo, I can't place it either (a11, modpack version c.).
Mulch: enrichen soil (ground) to make plants grow faster or after researching hydroponics - they need mulch in recipe.
We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.
Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.
Quote from: notfood on August 22, 2015, 01:06:10 PM
We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.
Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.
That or copper should be spread around the map upon spawn such as steel so you always have at least a little bit... Same as steel.
Marine pants are worn in the same slot as holstered chaps... which is kinda weird, don't you think?
Out of curiosity, how easy is it to update mods from alpha 11 to alpha 12? Judging from the speed at which some of these mods have updated, I would imagine it's really easy. Also, is it allowed for someone like yourself to make an updated version of the mods just for your modpack? And finally, I know alpha 12 just came out about a day or two ago, but I would appreciate it if you could make a frequently updated way to see what progress is being made with regards to updates, bug fixes and original content. It could be a web of projects with indicators telling what stage that project is in (idea, working on, finished, or postponed), or it could be a changelog that lists progress on the next pack version(s) as well as what was worked on in previous versions. I just want something to tell me how soon the next update will be and what to expect with it.
Anyone know how to use the auto-seller? What's the mod do?
I don't want to put trade beacons all over my base but I hate manually assigning goods to be hauled to the outside beacon.
Well in "Overview" you have auto-seller tab where you can set rules on what to sell. Auto-sell button is only at ship traders. I've put trading tents all over stockpiles with resources I wanted to trade with. This whole "must not be under the roof" thing doesn't work, so don't worry about this.
Yeah, making pawns haul things you want to trade with manually is crappy solution. They don't have enough time for hauling all stuff anyways.
Also notice auto seller options in that tab, for example I didn't want to auto quit with auto sell in order to control how much silver I get/what I sell.
Update for Alpha 12 Would be nice :D
Quote from: iiSpeedy on August 23, 2015, 06:32:27 AM
Update for Alpha 12 Would be nice :D
Of course, duhh. Think about how many mods have to be updated in order to do that. Don't say such things please.
So toxic fallout hit, and now the game is so glichy it is unplayable. Anyone else get a prefrmance hit with toxic fallout?
Nevermind I restricted everyone to inside and it become unplayable. I removed the restrictions it runs fine.
Quote from: iiSpeedy on August 23, 2015, 06:32:27 AM
Update for Alpha 12 Would be nice :D
So soon update for A12.. :)
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12
(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)
(http://clip2net.com/clip/m54307/a3bf4-clip-255kb.jpg?nocache=1)
Now trying to start Core_SK for A12.
Just tried a12 vanila after a long break (moreover not ice but swamp forest). OMG - it's a different game. I'm in panic - unknown techs, no usual buildings, others are available from the start, ... I forgot how to play that game, better stick with Hardcore SK.
For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?
Quote from: bobisback on August 23, 2015, 11:41:19 PM
For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?
I think that selector is very buggy. I have had the same issue multiple times. Wouldn't it be better to just be able to equip the gun the pawn is using? Right click -> Equip Gun, it then equips the gun the pawn is using. Some checks need to be done so it only restricts them to ranged weapons, not tools or melee.
Quote from: skyarkhangel on August 23, 2015, 09:33:50 AM
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12
(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)
Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2 (https://wiki.teamfortress.com/wiki/Mann_Co._Supply_Crate/Retired_series#6)? The original sprites from SeedsPlease look better, the current sprite looks bad.
Quote from: Dan on August 24, 2015, 04:23:09 AM
Quote from: skyarkhangel on August 23, 2015, 09:33:50 AM
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12
(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)
Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2 (https://wiki.teamfortress.com/wiki/Mann_Co._Supply_Crate/Retired_series#6)? The original sprites from SeedsPlease look better, the current sprite looks bad.
Agree... New sprite needed.
Also seeds should stack higher (300-500?)
Pawns should be able to carry more than 5 at a time for planting.
They can carry 300 wood logs... I dunno why seeds only stack to 100.
Quote from: The13thRonin on August 24, 2015, 05:40:25 AM
Agree... New sprite needed.
Also seeds should stack higher (300-500?)
Pawns should be able to carry more than 5 at a time for planting.
They can carry 300 wood logs... I dunno why seeds only stack to 100.
I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.
Quote from: zenfur on August 24, 2015, 07:38:03 AM
Quote from: The13thRonin on August 24, 2015, 05:40:25 AM
Agree... New sprite needed.
Also seeds should stack higher (300-500?)
Pawns should be able to carry more than 5 at a time for planting.
They can carry 300 wood logs... I dunno why seeds only stack to 100.
I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.
If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).
At least 20 would be great. 10 would be an improvement. 5 is unbearable.
Also still no Rimsenal? :(
Rey (my assistant) and me.. working also on retextures for trees, this is boreal forest:
Now we changed pine and birch. In plans to redraw all the trees.
(https://pp.vk.me/c624418/v624418790/43b40/BqpeKjRnmfs.jpg)
nice
Yes, looks pretty neat
Quote from: The13thRonin on August 24, 2015, 08:24:41 AM
Quote from: zenfur on August 24, 2015, 07:38:03 AM
Quote from: The13thRonin on August 24, 2015, 05:40:25 AM
Agree... New sprite needed.
Also seeds should stack higher (300-500?)
Pawns should be able to carry more than 5 at a time for planting.
They can carry 300 wood logs... I dunno why seeds only stack to 100.
I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.
If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).
At least 20 would be great. 10 would be an improvement. 5 is unbearable.
Also still no Rimsenal? :(
That's why before I sow I create zone near growing area and order pawns to haul the seeds they need first.
Trees are looking great, but the most importantly: do they still do the whimpy-bumpy movement?
Is there any way to make pawn to not reconsider players orders? I have desiganted two areas for mining: one in the base (ore) and other far away (coal). I right-click on far away base and pawn start to move there. At one third of the way it decide to mine near base and go back. I click again. After half a way it again desire to go back and I again have to order go to far. Not gamebreaking, but irritating.
the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
Quote from: Uglyr on August 24, 2015, 06:08:19 PM
Is there any way to make pawn to not reconsider players orders? I have desiganted two areas for mining: one in the base (ore) and other far away (coal). I right-click on far away base and pawn start to move there. At one third of the way it decide to mine near base and go back. I click again. After half a way it again desire to go back and I again have to order go to far. Not gamebreaking, but irritating.
Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without mods?
Quote from: zenfur on August 24, 2015, 09:10:37 PM
the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
Thanks for idea about zones! As for other - not my case. It's start of the game and very cold outside so he have time just to move, mine one tile and return with mined coal before getting too much hypotermia ("Mission Impossible 12" ;D ). So coming back make him lose precious time and bodyheat.
Quote from: isistoy on August 25, 2015, 02:37:03 PM
Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without mods?
Sure I use Hardcore SK 1.12a with hotfix and Anti-Tools by skyarkhangel. If you mean any other mod - then no. No errors on loading.
As for playing without mods - I tried and couldn't play more than 15 minutes.
I have some problems with updating.. without official update for Mechanical Defence. In A12 changed designationdefs, which results to the complete disappearance buttons "collect sand" and fill with sand. I tryed to recompile MD for myself, it works, but without buttons >:(
And that is why I dont make "the test version". Because i know the remaining problems for myself.
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...
I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.
Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.
Can't collect sand in my biome sadly. It's all snow.
Quote from: notfood on August 26, 2015, 11:08:26 AM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...
I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.
Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.
Can't collect sand in my biome sadly. It's all snow.
Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.
Quote from: zenfur on August 26, 2015, 12:56:03 PM
Quote from: notfood on August 26, 2015, 11:08:26 AM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...
I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.
Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.
Can't collect sand in my biome sadly. It's all snow.
Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.
and then there was the time I hit a sand shortage in the middle of the desert.
Updated to 12c(https://media.giphy.com/media/l41lWD0kezoF6ImCk/giphy.gif)
With this update you didn't update all the mods that were in 11d?
Quote from: zenfur on August 27, 2015, 08:58:17 AM
With this update you didn't update all the mods that were in 11d?
can't to update all mods. It hard to update from a11 to a12 mods, which it has own user interface. in some places, its necessary to completely rewrite dialog menu's. And some mod's without source, so.. only author can update them.
Can we get a list of the mods that didn't make it?
Quote from: notfood on August 27, 2015, 10:10:04 AM
Can we get a list of the mods that didn't make it?
Double. Maybe it's better to stick with A11 for a while?
i find small problem in this last version what make game unplayable in frozen climate, can you change campfire to use logs. in climate when the highest temperature is - 20 its imposible to get anything my people die until i build something.
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.
[attachment deleted due to age]
Quote from: halcyforn on August 27, 2015, 04:38:50 PM
i find small problem in this last version what make game unplayable in frozen climate, can you change campfire to use logs. in climate when the highest temperature is - 20 its imposible to get anything my people die until i build something.
I started in -40C. Best way to survive is just to find the closest natural building, deconstruct a wall to make an entrance, haul your wood, medicine and some food inside, and lock yourself inside with wooden log walls until you have your hand sawmill. Make some kindling, make the campfire. Afterwards, play with restriction zones and deconstructing the wooden log wall avoiding frostbite. Haul some stone chunks, haul some slag if there is any and get yourself started.
If you start with prepare carefully, just bring a couple of spare parts to place a door between the outside, you and your mine.
I had the tools for jobs removed, I suppose it's just a matter of equipping a hammer before holeing yourself up.
It takes them some time to get frostbite anyway.
Quote from: Uglyr on August 27, 2015, 04:50:17 PM
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.
All mods that included, in first post. Yep, bulk food not updated yet. No source.
Quote from: skyarkhangel on August 27, 2015, 05:00:20 PM
Quote from: Uglyr on August 27, 2015, 04:50:17 PM
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.
All mods that included, in first post. Yep, bulk food not updated yet. No source.
Hmm... I'm far from modding Rimworld, but what's the big difference between bulkfood and any other food making? Buildings and recipies are looks like in xml files. The only dll is BeanTekAlert_NeedMealSource.dll and it's name say it's just alert, so can be removed.
Soon will be added stone furnace in the start of the game. Previous one, not worked correctly. But Isistoy help with it. He create new "CompHeatPusherFeed" thingclass
First of all, you have done an amazing job with this mod pack Sky, it's easily my favorite mod compilation. Aside from the usual "Why is mod xyz not in the new update!?", there are a couple of things that are pretty weird. For instance, the new research tree, specifically the new 3 research projects ("Air circulation", "Temperature control" and "Gun turret cooling") that are available from the start really make no sense whatsoever. They don't unlock any new research and I don't see the reason for which they are available from the start.
Also, can I have your permission to modify some of the tooltips/descriptions so that they provide more relevant information? For example, information about the research projects that are unlocked if you research that specific project or how much power a specific plant generates, how much fuel it needs and so on. Double also, where is the battery texture stored? Thanks in advance. :D
I think the lategame comes down to too much grinding for several specific items:
Electronic Chips
Synthetic Materials
Steel Parts
These are too slow to make, but required in too high quantity, and it really drags things down. In my last game i ended up making a huge fortune from years upon years of raiders before i really felt i was at the endgame.
I really would like to see the required number of synthetic materials reduced a bit, and microchips made easier to craft (less sand and metal please!)
Quote from: Alex.QTK on August 27, 2015, 06:19:20 PM
First of all, you have done an amazing job with this mod pack Sky, it's easily my favorite mod compilation. Aside from the usual "Why is mod xyz not in the new update!?", there are a couple of things that are pretty weird. For instance, the new research tree, specifically the new 3 research projects ("Air circulation", "Temperature control" and "Gun turret cooling") that are available from the start really make no sense whatsoever. They don't unlock any new research and I don't see the reason for which they are available from the start.
Also, can I have your permission to modify some of the tooltips/descriptions so that they provide more relevant information? For example, information about the research projects that are unlocked if you research that specific project or how much power a specific plant generates, how much fuel it needs and so on. Double also, where is the battery texture stored? Thanks in advance. :D
Thank you. It's very difficult to balance such a huge content, but it seems we are on the right track. Of course, send me tooltips/descriptions, will be very grateful. With the translation of the Russian version works even a few people! Battery uses vanilla texture, so just does not get it :D
I gave the modpack a go tonight and I have to say, there's a fantastic amount of content in there. Lots of crafting stages, but I was eventually able to figure out how to get a colony fitted out with doors and steel beds. :) Plus, has to be said, a lot of improved textures. Much kudos to the artists out there.
Quote from: skyarkhangel on August 27, 2015, 08:04:39 PM
Battery uses vanilla texture, so just does not get it :D
Hmm, after I apply the mod pack, the batteries just look like plain gray rectangles. Is it a bug? :(
(http://i.imgur.com/DcBBCss.png)
So i'm playing the new version. It seems that the Night Owl trait is completely broken. It doesn't give any bonus at night, or any penalty during the day. doesn't do anything.
My colony is in the middle of a desert. How do i pick up sand off the ground for using?
Also, you should really update the tutorial messages to be more helpful. Like the one that says "Pirate raids will start soon, build some turrets". i'm not sure what we're supposed to do in the earlygame for defenses but turrets aren't it.
and i see you've added sex. How do i make that happen. i set people to do it and they don't seem to do anything. dpo i need to research double beds or something?
Quote from: Nanako on August 27, 2015, 07:44:05 PM
I think the lategame comes down to too much grinding for several specific items:
Electronic Chips
Synthetic Materials
Steel Parts
These are too slow to make, but required in too high quantity, and it really drags things down. In my last game i ended up making a huge fortune from years upon years of raiders before i really felt i was at the endgame.
I really would like to see the required number of synthetic materials reduced a bit, and microchips made easier to craft (less sand and metal please!)
Ya I agree I ended up having to mod this to get it to fit better with my play style. It was taking so long to build things in really bogged the game down.
what did you do, and how?
maybe you could share some of those changes?
Ok guys, to fix the battery texture issue that I posted earlier you will need to edit Core_SK\Defs\ThingDefs\Buildings_Power.xml. Specifically, search for the battery definition and change <drawSize>(1,2)</drawSize> to <drawSize>(2,3)</drawSize>
Thanks Alex. Havent tested, but hope that works.
Skyhark, Although both "cats" and "more factions" seem to work okay when added, could you add them to the next sk release? and may I request pre-transcendant and jaffa factions? The jaffa patch only seems to add scout armor outfit and hat, could maybe add staff weapons... or am I not seeing it there?
Sky did quite a massive job deciphering other people's mods incompatibilities, possibly helping them pointing out impacting A12 changes, when possible and also adding new stuff that makes sense in SK but it really is a tough one, also in regards to other people's work due respect, or availability or personal plans for their own projects and finding/dealing with changes!
I dream about the perfect world where all modders could interact and share stuff freely in between each other, but it's maybe in another time/space/dimension :)
In another perfect world, maybe we would all be mastering Github perfectly, be constrained to share our work there with no other considerations but doing so systematically and be forking each other's work like a crazy modding team of maybe 50/100 individuals, ahaa.
Anyway... SC has not been communicating its plans for update so far, so it is impossible to make any call for now, but I get the feeling there will be a follow-up (I don't why I am saying this :D).
yeah, skyhark is incredible. SK mod is handsdown the only way to play. Although, I didnt like the way he nerfed my favorite outfit this time around, the duster. ;-) If you know what you are doing, the textures for the duster can be placed in the core sk directory (core sk > textures > things > apparel) and make the path change in Apparel_Various file (core sk > defs > ThingDefs).
Can anyone answer my two questions;
1. How do i take sand off the ground in a desert biome (for making chips with)
2. How does the new lovemaking mechanic work? I set people to do it as top priority job and nothing happened.
Also sky, are we going to be seeing a patch for the issues that have cropped up? (missing textures, Night Owl not working etc).
Bugs really...bug me
Quote from: Nanako on August 28, 2015, 03:45:12 PM
Can anyone answer my two questions;
1. How do i take sand off the ground in a desert biome (for making chips with)
2. How does the new lovemaking mechanic work? I set people to do it as top priority job and nothing happened.
Also sky, are we going to be seeing a patch for the issues that have cropped up? (missing textures, Night Owl not working etc).
Bugs really...bug me
it's a bug with Mechanical Defence and CCL = In progress for fix.
Did you change lots of icons for weapons? Or you didn't yet update them for yours? These black ones (shotgun, pistol, sniper rifle...) are ugly and don't fit the style. Old ones were great!
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...
Also, in A12 biodiversity somewhat breaks the taming system (tame animals are still aggressive)
Quote from: Dan on August 29, 2015, 07:04:03 AM
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...
Just punch them, they die in one hit. They also provide meat, easiest meat source ever.
Quote from: notfood on August 29, 2015, 02:24:15 PM
Quote from: Dan on August 29, 2015, 07:04:03 AM
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...
Just punch them, they die in one hit. They also provide meat, easiest meat source ever.
bug with mosquito soon be fixed.. I am waiting for CCL 12.1 update.
It will also be other changes and innovations, for example... for industry - Oil Refinery, which auto-refine crude oil into selected resources ::)
You can fix it himself, it just easy:
Mods\Enviro_SK\Defs\ThingDefs
File: Insect_Enviro.xml
Search: Mosquito
Change in <race>
<manhunterOnDamageChance>1</manhunterOnDamageChance>
to
<manhunterOnDamageChance>0</manhunterOnDamageChance>
Some questions
1. How|where to manufacture mechanisms?
2. just for now weddings-love-romance mod doesn't do anything for now - just popups its notification... annoying-) and btw its up to 0.8 ver.
3. friendly factions com in little numbers 1-4 persons and enemy factions come in more 10 person groups. where i could fix it, so to make some friendly fire activity more intresting.
4. what about adding:
- Animal Hide Working v2.08
- Better Tribals V2.00
- M&Co. MMS
- EdB Interface
- Skullywags Weapons, Tools and Trinkets
- Enhanced Development
- AstroTec Labs: Interstellar Trading [v1.2 - Aug 2015]
and very valuable -
Pawn State Icons and More Factions Spawn (don't know how it will affect map, because there are shown faction placements... eh no ability to roam them in counter-attack yet)
5. ps... for mending - there no skill up and choose carefully has no ability to up it (no option with it there). Same as for tree cutters- they are always 3 lvl.
6. В версии а11 СССР-перевод когда где-то отсутствовал - заменялся на английский и было нормалек, а сейчас в этих местах туча символов вопросов, что даже не понять что-как. Это где-то руками можно поправить?
и это звиздец как долго надо фигачиться, чтобы собрать нормально ресурсов bсоздать хоть что-то живое и не помереть раньше-) с одной стороны стремишься вгрызться глубже в гору, чтобы меньше было сторон для защиты, с другой откровенная проблема с электричеством, особенно после ввода стекла и механизмов - с его строительством и обеспечением. деревья быстро исчезают,а уж сколько надо разных вариаций полей... места даже на самой большой карте тупо не хватает на все-))
спасибо тебе за объединение множества модов в одну грозную кучку)
If you changed mines to require 20 space in between them, would be nice if you added the same requirement for fissure makers between themselves and mines.
How can we get clay without clay collector?
@edit: I noticed fissure generators also have the space requirement, but what I meant is intertwined relation mine-fissure. Probably you would have done this already if you knew how.
Quote from: guardianru on August 30, 2015, 12:12:15 AM
1. How|where to manufacture mechanisms?
Assembling workbench, third option from the top, simple mechanism. :D
Quote from: Alex.QTK on August 30, 2015, 05:42:45 AM
Quote from: guardianru on August 30, 2015, 12:12:15 AM
1. How|where to manufacture mechanisms?
Assembling workbench, third option from the top, simple mechanism. :D
Oh... what a shame-)))) Thanks!
2sky
в переводе неточность: бабан ->> банан )
How do i take sand off the ground in a desert biome? can it be done?
Quote from: Nanako on August 30, 2015, 11:49:48 AM
How do i take sand off the ground in a desert biome? can it be done?
Soon fixed, needed update CCL for 12.1.
+1 more
aluminium ore smelting has no coal or wood coal requirenments.
++bugs from second artefact activation. la-la-la signal gone somewhere and raiders catched it...
so funny pity raiders... they will come to saying hello terminators-)))
but...they don't fight! bug?
[attachment deleted due to age]
no fight((
[attachment deleted due to age]
It looks like your modsconfig.xml could do with a quick change in build number to bring it up to date with Rimworld.
I've had 3 lategame runs on your modpack and still I haven't figured out, how are you supposed to obtain carbon? To make carbon alloy.
Also with nitrite introduced, how can I get large quantities of this stuff? On non mountainous maps I barely see this thing.
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.
Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.
ModPack looks interesting, but not if it's instant death rather than hardcore.
am i able to build AI core in this mode on some workbanch?
Quote from: Lascer on August 31, 2015, 03:05:10 PM
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.
Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.
ModPack looks interesting, but not if it's instant death rather than hardcore.
haha... yes. just use to add from the begining some stuff (many-many stuff!-)) ), get 7 colonists with weapons and dig in that hellish mountains!-))) or some super-powered mortars of pirate siege attacks will vanish all out-))
About that... you have a good point. In vanilla rimworld you get at the beggining lots of iron and wood logs which are needed for everything and recipes consists mostly of this stuff. You are able to build some useful stuff from this.
In this modpack however begginings are very boring and unappealing, sometimes also more challenging (esp. in challenging environments) because just with iron ore and wood logs you can't get the most needed stuff (butcher table, researching table)... You need to spend few days on basic stuff wasting your colonists' time for basic research. Food becomes a very big problem - your only early options are shrooms and if you are lucky enough - fishing. You can't hunt because you don't have butherer's table and potatoes won't grow fast enough to feed you early - even if they grow with just 8 seeds you are not going to get fed with just them. So 1 person is busy crafting 1 person is busy researching and 1 person must be building shelter/hauling - there's little time to get food anyways.
Because of these reasons I always prepare carefully and get instead 450 iron ore/wood logs - few spare parts, few steel parts, few wires and a bunch of wood planks and coal. Iron ore is usually scattered all around the map so it's not a problem, but copper ore and coal are not always easy to find.
I think it would be a generally good idea to by default give for start some spare parts/steel parts and wire instead just iron ore and wood logs. The idea is to be able to build anything useful out of it so the beginnings are more dynamic and interesting.
@edit: wait. herb medicine kit (not herbal medicine) has 130% medical potency, as much as glitter world medicine. I think something is not right here.
Quote from: Lascer on August 31, 2015, 03:05:10 PM
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.
Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.
ModPack looks interesting, but not if it's instant death rather than hardcore.
1. It's not really a bug but you can just change it as I will explain at 3.
2. No, you can build things using different materials but you need to have the materials first. So, for example, if you have planks and you want to build a research bench from planks, you will need to right click the research bench in the architect menu and select wood plank.
If you however do not have the materials needed (in this case, the planks - or some other materials that the bench can be built from), nothing will happen when you will right click it.3. Go to Mods\Enviro_SK\Defs\ThingDefs\Insect_Enviro.xml then serach for the Mosquito defs and change
<manhunterOnDamageChance>1</manhunterOnDamageChance> to
<manhunterOnDamageChance>0</manhunterOnDamageChance>. You can also do this with other creatures that annoy you.
Also, there is a bug with the battery texture. To fix it you need to go to
Core_SK\Defs\ThingDefs\Buildings_Power.xml. Specifically, search for the battery definition and change
<drawSize>(1,2)</drawSize> to
<drawSize>(2,3)</drawSize>
hey, can't seem to find where to make electronic chips, my electronic table can make advanced chips or electronic components but I can't seem to find regular chips :s.
Quote from: tagelconar on August 31, 2015, 07:59:49 PM
hey, can't seem to find where to make electronic chips, my electronic table can make advanced chips or electronic components but I can't seem to find regular chips :s.
It's just a spelling error. I also searched how to craft electronic chips a hell lot of time before actually realizing they are the same with electronic components. :(
Okay thanks
Quote from: Nanako on August 30, 2015, 11:49:48 AM
How do i take sand off the ground in a desert biome? can it be done?
You could try this: https://ludeon.com/forums/index.php?topic=7380.msg166201#msg166201
Just started and having some problems...
To get a butcher table I need spare and steel parts. How to get them?
What is a must for having with you on embarkation?
With enough time spent researching, you can get by with just the standard start, but if you can pile some extra meals in there that would be good.
You want to start by building a stone brick furnace to make steel bars. You need those to build the assembling table, which then lets you make spare parts, and if you combine spare parts and steel bars you can make steel parts. At least, that's what I remember!
Thanks. Although I don't see any logic in making a player do all that stuff for a butcher table, which is essentially a normal table with a knife on it, other than to make it harder game-wise
Quote from: Avtomatik on September 01, 2015, 09:32:05 AM
Thanks. Although I don't see any logic in making a player do all that stuff for a butcher table, which is essentially a normal table with a knife on it, other than to make it harder game-wise
Logic wise, spare parts kinda represent stuff like nails and screws to get things together, needed for all sort of things. So there's a sense to require that (steel parts - can be knife :P). However, I agree that gameplay-wise it would be better to be able to build it with planks only because it hinders the beginning a lot.
@edit: I found a bug where Tunic isn't in any apparel list. I think it misses in Mods\Apparello_SK\Defs\ThingDefs\Apparel_raider.xml lines:
<thingCategories>
<li>Apparellocategory</li>
</thingCategories>
at 245 line.
whens the sand and other fixes comming out since ccl is updated to 12.1
Quote from: popster99 on September 02, 2015, 05:51:54 AM
whens the sand and other fixes comming out since ccl is updated to 12.1
I guess it's done when it's done.
Another bug report: with changed graphics of sleeping spot, it can be now uninstalled.
My game keeps getting stuck on pause, and pressing space bar only unpauses it for 0.1-2seconds then pauses again, this never happened to me on vanilla before so I suppose it has something to do with this mod. any ideas?
Quote from: tagelconar on September 02, 2015, 02:07:35 PM
My game keeps getting stuck on pause, and pressing space bar only unpauses it for 0.1-2seconds then pauses again, this never happened to me on vanilla before so I suppose it has something to do with this mod. any ideas?
You have fiddled with developer mode, haven't you? Turn on development mode (in options) and make sure last (to the right) of white icons which appeared has x on it.
Another bug report: At tailor station alloy vest has raw resources listed for it - it means it can be made out of any raw resources such as crude oil, coal...
@edit: bug report: constructing geothermal heater then deconstructing it results in creating a steam vent
@2edit: I've got information that skyarhangel is unavailable until 06.09, so don't expect any updates until that date.
Why won't my animals haul things? I have had a tame rimdog for 6 months, he is trained in hauling 8/8 levels and has 53 carrying capacity but I have never seen him carry anything even though there is a lot of stuff to haul. He is not restricted to a stockpile. Is it a problem in the mod, a problem in A12, or am I doing something wrong? The dog is always "wandering".
Quote from: Dan on September 03, 2015, 02:36:37 PM
Why won't my animals haul things? I have had a tame rimdog for 6 months, he is trained in hauling 8/8 levels and has 53 carrying capacity but I have never seen him carry anything even though there is a lot of stuff to haul. He is not restricted to a stockpile. Is it a problem in the mod, a problem in A12, or am I doing something wrong? The dog is always "wandering".
For me everything works fine. I have dozens of animals and they are doing most of the hauling jobs. I've observed that they are more likely to haul when they are near haulable objects. Also make sure restrictions are set right. As I observe my animals they haul about 1 thing per day.
I'm typing for another reason though. I am worried that aspect with using biomatter to heal scars is gone. Is it? At least I cannot find it. Is it possible it unlocks with some research? Anyone knows?
@edit: I also wish that one thing were changed: please add deterioration rate for weed and make it spoilable.
@edit: This mod modifies shops as well, right? I wonder where can I sell thrumbo horns...
Yeah. Now vanilla exotic trader has "exotics" trade offer which are horns.
Playing on alpha11 version and modpack. Can't place drilling Rig and mine Extractor. Icon just don't appears, so i can't even place it as blueprint. Is it a bug, or what?
Good job on making all the mods play nice with each other. I'm actually impressed by the amount of stuff in this pack. I do have some minor feedback, of course.
For me, the biggest issue is this: I really dislike the disposable tableware. It just feels like my colonists are morons, and somehow incapable of using glass or metal utensils and plates more than once. And given that there is nothing left after they're done with a meal, I guess they might be eating them as well.
So rather than it's current state, I'd suggest making them something you can place on dining tables, cooking stations and counters. Maybe a separate piece of furniture altogether. Instead of being necessary, it would improve the meal quality, give a positive mood for using fancy silverware, and/or reduce the chance of food poisoning.
If not, I'd just remove them entirely. In it's current state the tableware is just hardcore goofy, instead of immersive.
Then on to something I find much less severe. Here are some issues I've encountered in 2.0a:
- All the shelf-like furniture are oriented the wrong way now that they require a wall.
- All the candies spoil in 4 days, which is absolutely ridiculous.
- Some of the heaters (and coolers) complain about needing a heater hopper, despite being electric.
- Dried fruit shows two different values for spoiling (one for 4 days, one for 90 days). It's because it inherits the daysToRotStart from MealRottable, as well as has it defined. Just change it to MealBase.
Some opinions:
- The small plasma generators need too much space between them. I'd reduce the limit by at least 1 space, maybe more.
- A lot of clothes and the resources they need seem to be largely unbalanced. Basic pants need nearly as much as an elaborate vest, for example. Adding some metal or spare parts to the elaborate clothes, while reducing the cloth requirement for the basic ones might work. It makes more sense to me that you get at least a pair of pants from killing a deer, and right now it isn't happening.
And like I said, other than that, I'm fairly impressed. I know what I wrote might seem negative, but it's just that I have no reason to complain about everything else, since it's just about spot on.
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
Quote from: blub01 on September 05, 2015, 07:32:49 AM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader
Quote from: zenfur on September 05, 2015, 01:22:35 PM
Quote from: blub01 on September 05, 2015, 07:32:49 AM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader
thanks.
EDIT: I sent half of my pawns to help a visitor whose brother had been captured by slavers, they haven't returned for a few months now. is that normal?
Quote from: blub01 on September 05, 2015, 02:09:42 PM
Quote from: zenfur on September 05, 2015, 01:22:35 PM
Quote from: blub01 on September 05, 2015, 07:32:49 AM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader
thanks.
EDIT: I sent half of my pawns to help a visitor whose brother had been captured by slavers, they haven't returned for a few months now. is that normal?
No it's not. As far as I know, it shouldn't take more than 10 days. How much time has passed? It works fine for me, I doubt there's such a bug. Also when you send them on mission there's said how long they will be gone.
I didn't read it exactly, but i think there wasn't. and they're gone for maybe 3 months/30 days now.
some addons-buggings.
1.wonderful... manhunter...pack of wolf-like non wolfs-) http://prntscr.com/8dl3mv
there was about 30-40 of them-))) meat hunt for year is done-)
2. http://prntscr.com/8dl3zn mustn't be there and in all workbenches maybe?))
3.there is some crap in research that some themes show before the first of 10 point begining.
and i just doesn't see where i could get a tech for that lovely thing http://prntscr.com/8dl4o8
it disappeared?
4. heat wave event bug maybe? http://prntscr.com/8dl537 - it is 7 day but the temperature doesn't up more that 37 degree. (btw - its my 3rd replay of that situation, because 2 before i had no chance to survive in heat of 64 degree at 2nd day). Seem strangle that it doesn't up now (maybe because other events happened?).
ps. its very-very slovely come up to 45 at 10th day...
5. http://prntscr.com/8dllzh that tunic has no option to move to any storage
@blob01: Can you provide save file (together with world)? It's in the same place where you had to place the config file. I'll look at it, maybe I can help. Also are you playing A12 the newest version?
Quote from: guardianru on September 07, 2015, 08:07:50 AM
some addons-buggings.
1.wonderful... manhunter...pack of wolf-like non wolfs-) http://prntscr.com/8dl3mv
there was about 30-40 of them-))) meat hunt for year is done-)
2. http://prntscr.com/8dl3zn mustn't be there and in all workbenches maybe?))
3.there is some crap in research that some themes show before the first of 10 point begining.
and i just doesn't see where i could get a tech for that lovely thing http://prntscr.com/8dl4o8
it disappeared?
4. heat wave event bug maybe? http://prntscr.com/8dl537 - it is 7 day but the temperature doesn't up more that 37 degree. (btw - its my 3rd replay of that situation, because 2 before i had no chance to survive in heat of 64 degree at 2nd day). Seem strangle that it doesn't up now (maybe because other events happened?).
ps. its very-very slovely come up to 45 at 10th day...
5. http://prntscr.com/8dllzh that tunic has no option to move to any storage
I suspect you use so many pictures because you have difficulties with english. I hope you understand what I have to say :P
3. If you mean device that drills steam geysers, then it's unlockable after Mining research which can be researched after some Crafting and/or Construction, Power researches. Then it's 4th option in that building.
If you mean geothermal powerplant, then it's unlocked after some researching in Power (probably mark III).
4. Maybe, but heat waves don't always happen the same way
5. Yeah, I've noticed that and posted how to fix it.
Quote from: zenfur on September 01, 2015, 10:14:38 AM
@edit: I found a bug where Tunic isn't in any apparel list. I think it misses in Mods\Apparello_SK\Defs\ThingDefs\Apparel_raider.xml lines:
<thingCategories>
<li>Apparellocategory</li>
</thingCategories>
at 245 line.
I have also noticed a bug that Vancidium refinery is gone and not unlocked by research. I'm looking for it in the files, but it seems that unlocking it by research is in some .dll file.
Also I have annoucement that you can expect a new release pretty soon (today/tomorrow) dedicated to Radioactivity.
Hello guys. Playing this modpack for a long time, rly enjoying it, want to say thx to all creators.
Never had problems with it, but recently, after installing new version i faced this:
(http://i59.tinypic.com/8wiaz7.jpg)
Is it legal? Its now official price for cooler? Or i just failed somewhere while isntalling? Also i cant find a usual small one, but got 2 industrials. I wish this modpack had an official changelog.
The game was totaly reinstalled 2 times, followed all steps on the list. Mods are in needed order. Same result.
Eagerly waiting for update :D
Meanwhile I tried ultimate overhaul but now it got shut down LOL
Quote from: SullenSmile on September 07, 2015, 10:55:59 AM
Hello guys. Playing this modpack for a long time, rly enjoying it, want to say thx to all creators.
Never had problems with it, but recently, after installing new version i faced this:
(http://i59.tinypic.com/8wiaz7.jpg)
Is it legal? Its now official price for cooler? Or i just failed somewhere while isntalling? Also i cant find a usual small one, but got 2 industrials. I wish this modpack had an official changelog.
The game was totaly reinstalled 2 times, followed all steps on the list. Mods are in needed order. Same result.
no, its normal. little one cooler wuld be just some more research. i hasn't catched what, but saw thesame situation and than it solved
http://prntscr.com/8dpnn6
2zenfur - thank you!
Quote from: losinator501 on September 07, 2015, 12:04:49 PM
Eagerly waiting for update :D
Meanwhile I tried ultimate overhaul but now it got shut down LOL
Overhaul doesn't got shut down, it just moved to the website I think. :D
Quote from: Eike Peace on September 07, 2015, 02:22:23 PM
Quote from: losinator501 on September 07, 2015, 12:04:49 PM
Eagerly waiting for update :D
Meanwhile I tried ultimate overhaul but now it got shut down LOL
Overhaul doesn't got shut down, it just moved to the website I think. :D
It got moved... which is basically being shutdown...
http://prntscr.com/8dq4wu
strange enemy behavior.
1.pirates come to raid.
2. i called aid from friendly city and from norbals.
3. ups was that thay where enemies to each outher, so when they meet near my base - they began to fight.
4. biggest party (norbals) than doesn't moved to colony, but went with all speed to the eadge of the map, where pirates where prepearing
5. they began to fight them, and the notification of the attack happened. But than pirates besides of fighting (staying red, not fleeng) began to move ut from th emap, trying to take some down norbals with them. they doesn't counterfire, so norbals kill some of them at ease (norbal bowman stayed just soclose.. but none attacked him)
Quote from: guardianru on September 07, 2015, 02:11:47 PM
Quote from: SullenSmile on September 07, 2015, 10:55:59 AM
Hello guys. Playing this modpack for a long time, rly enjoying it, want to say thx to all creators.
Never had problems with it, but recently, after installing new version i faced this:
Is it legal? Its now official price for cooler? Or i just failed somewhere while isntalling? Also i cant find a usual small one, but got 2 industrials. I wish this modpack had an official changelog.
The game was totaly reinstalled 2 times, followed all steps on the list. Mods are in needed order. Same result.
no, its normal. little one cooler wuld be just some more research. i hasn't catched what, but saw thesame situation and than it solved
http://prntscr.com/8dpnn6
2zenfur - thank you!
Yes, this one annoyed me as well. It's because 2 mods add the "Industrial cooler". To make it better I did following things:
go to RimWorld911Win\Mods\Core_SK\Defs\ThingDefs\Buildings_Temperature_SK.xml
then:
1) either remove lines around 219-269 (the second industrial cooler class overrites first one which seems to be intended one)
2) if you like older one over this, remove extra electronic parts from the second recipe.
Also you may have noticed that heater is broken at this version. I don't have easy fix for this one, I advice you to use camp fires/industrial/geothermal/floor heating when needed and wait for the next version.
Although it may seem bugged (double electronic chips requirement and it shows them negative when colonists try to build it), it works fine so it's only cosmetic change.
Quoteno, its normal. little one cooler wuld be just some more research. i hasn't catched what, but saw thesame situation and than it solved
It was electronic 2.
Zenfur, Guardianru thx for answers.
Quote from: Eike Peace on September 07, 2015, 02:22:23 PM
Quote from: losinator501 on September 07, 2015, 12:04:49 PM
Eagerly waiting for update :D
Meanwhile I tried ultimate overhaul but now it got shut down LOL
Overhaul doesn't got shut down, it just moved to the website I think. :D
Well yes, but I feel bad playing a 'not fair' modpack since he did not ask permission :(
It was really good modpack though, it's a shame and hopefully it gets figured it out.
I hope this one is updated soon though with the update of RedistHeat :D
http://prntscr.com/8dvi7k
Weapon Trades got so many pickaxes-))) wow!
http://prntscr.com/8dvrcb
golden details shows icon as steel details - is it bug?
and simple dish done just with hay (that as basic people doesn't eat) http://prntscr.com/8dvuhl
Quote from: guardianru on September 08, 2015, 12:41:57 AM
http://prntscr.com/8dvrcb
golden details shows icon as steel details - is it bug?
and simple dish done just with hay (that as basic people doesn't eat) http://prntscr.com/8dvuhl
it's not a bug, it's lack of graphics and people who would do that :P. Just missing.
Simple meal can be made with hay if you have sufficient research and use nutrient paste dispenser. Not a bug.
About pickaxes... that's weird. Should get fixed.
but, people dislike hay, or not?-))))
or just who would them ask?-))
+
repair bench doesn't stop to work if electricity is out
and from artifact activation when some raiders catched the signal... i've got 1 raider... not like raider at all-)))
http://prntscr.com/8ea4qj - he has no martial or firepower abilities (O_o)
Kwik-O Industries - slavetrader ship has no slaves to sell
http://prntscr.com/8ebf9e
and somebugs wih upgrades to items mod
Trader got much snow-)) http://prntscr.com/8ebk69
andwhat to do with oisters? they just must been eaten fresh?
+ some bug from carpets (most with translation) http://prntscr.com/8ebtup
+ some question with composter http://prntscr.com/8ec8du - there noammiac in reqs, but?
+ no beauty addon at "space" parket http://prntscr.com/8ecviz
(http://i058.radikal.ru/1509/72/e0c2e188dbce.png)
*Redesign main logo. Winter is coming...
Updated to 2.1: Radioactive
+ bonus movie:
http://www.youtube.com/watch?v=_XIkoitnWmg
Changes temporarily in russian:
1. Пофиксен и улучшен перевод Romance на русский язык, от Rey.
2. Поправлен размер батареи.
3. Добавлен Power State Icons (12c).
4. Добавлено несколько видов кошек, хорошо приручаются.
5. Вернулась печка доступная с начала игры, работает на дровах, угле и торфе.
6. Поправлена цепочка исследований RedistHeat + обновлена до последней версии.
7. Фикс шанса менханта у москитов.
8. Ребаланс фракции механоидов.
9. Добавлен мод на фракцию Skynet SK.
10. Добавлен нефтеперерабатывающий завод (НПЗ), который теперь в автоматическом режиме способен перерабатывать нефть в нужный ресурс.
11. Добавлен Autohuntbeacon.
12. Ребаланс всех гранатометов и оружия механоидов.
13. Переработан код для размещения буровой установки и шахты. Теперь все работает как нужно.
14. Снижена требуемая дальность для размещения буровой установки, шахты итд с 20 до 15. Время выработки шахты увеличено с 150 до 200 дней.
15. После выработки шахты теперь появляется разрушенная шахта, с которой ничего нельзя сделать кроме как взорвать...
16. Процесс бурения скважины теперь занимает достаточно продолжительное время.
17. Добавлены обновленные конвеерные ленты.
18. Стул размещенный рядом со станком дает теперь прирост скорости работы.
19. Убраны лишние ванильные лампы.
20. Временно поставлены ванильные части тел для мех. краба и мамонта (для избежания ошибок).
21. Новый ретекстур текстурки семян.
22. Добавлен обновленный EdbInterface.
23. Добавлено два новых вида мебели ускоряющих производство. Переработаны бонусы скорости работы для зданий.
24. Добавлен ED-NanoPersonalShield в Core_SK. Это улучшенная версия персонального щита, использующая передовые нанотехнологии!
25. Убрана не работающая текстурка "рубить дерево".
26. Ребаланс почти всех фракций по "весу". Особенно касается аборигенов и норбалов, их теперь будет приходить почти 1.5-2 раза меньше. (с учетом усиления в 1.12 оружия ближнего боя и луков).
27. Убрано изучение крематория, теперь открывается с Электричество I. (Из-за большого кол-ва других первоочередных исследований, у многих игроков начинались проблемы с захоронениями.)
28. Откат Redistheat до стабильной 32а версии.
29. Обновлены до офф. рекомпила FishIndustry, CavefloraFauna, MechanoidTerraformer.
30. Обновлен Community Core Library (CCL) до 12.1 с багфиксами.
31. Возвращена работа кнопок добычи песка, торфа, щебня, глины и снега.
32. Обновлен LT_Infusion до 30a с багфиксами.
33. Обновлен Miscellanious до 1.12.1 с багфиксами.
34. Добавлен мод Hydroponic Hay, feed those animals, добавляющий возможность выращивать на гидропонике траву для кормежки животных.
35. Добавлен BeanTekRefrigeratedFoodStorage в проект Core_SK.
36. Добавлено 5 новых пушек и несколько вещей из мода USCM weapons and equipments.
37. Поправлен баг с зависанием лазерного луча.
38. Добавлена новая лазерная винтовка и изменены текстуры имеющихся. Добавлена световая граната.
39. Добавлен LT_ExpHistory, мод расширяющий возможности просмотра графиков.
40. Добавлен мод LT_Brighten, добавляющий влияние освещения на колонистов. В темноте, снижается скорость передвижения и скорость работы. А в дневное время, наоборот колонисты получают вкусные бонусы.
41. Добавлен мод LT_DoorMat. После исследования технологии пошития ковров, появиться возможность ставить входные коврики (придверные). Ставятся только на входе, дают бонусы чистоты и красоты.
42. Ребаланс бонусов красоты, времени работы с цветами. Не большие фиксы отображения.
43. Добавлена сборка модификаций Clutter с последними обновлениями.
44. Добавлен мод BulkMeals (плита шеф-повара) в проект Core_SK.
45. Добавлен лучший друг шахтера VeinMiner.
46. Добавлены новые защитные сооружения мода Ish's Medieval в Tech_SK. Для части защитных сооружений (более качественных) создана своя технология для изучения. Ребаланс всех защитных сооружений.
47. Исправлена ячейка у военного ядерного реактора.
48. Добавлен Wave Survival Mode (В тест. От А11 версии.)
49. Сделаны свои звуки для терминаторов.
50. Crushed Stone переименован в Rubble. (англ. версия)
51. Поправлена текстура картофеля и пистолета. Теперь не такие большие.
52. Поправлены и добавлены новые иконки для категорий.
53. Скважина теперь пропадает через некоторое время (дольше чем шахта).
54. Полностью переписан принцип работы военного ядерного реактора.
55. Hardcore SK теперь использует перевод core: Russian-SK (Русский-СК), трудились над переводом Rey и Ivan131.
56. Добавлен мод Project Dog. Добавляет овчарку и питбуля.
57. Добавлен на столы крафт всего нового оружия.
58. Залежи урана, урановая руда, обедненный уран и обогащенный уран теперь испускают радиацию. Мощность и интенсивность облучения для каждого разная. К примеру скорость облучения испускаемая обогащенным ураном в 30-40 раз выше чем от обедненного урана. Т.е. колонист при работе с обедненным ураном за 30~40 секунд, наберет такую же дозу облучения как за 1 секунду от воздействия обогащенного урана. Добавлен едва видимый
эффект свечения радиации (зеленоватый оттенок). Теперь для добычи и работы с ураном требуется спецодежда. А также создание отдельного расписания для колонистов которые будут работать с радиоактивными веществами.
59. Почищены от граф. багов текстурки одежды морпехов.
60. Модификация Containers for stuff внедрена в проект Core_SK.
61. Туника из апарелло перемещена в категорию вещей. (была без категории).
62. Полностью переписана цепочка производства электроники. Реализована фабрика по производству электроники.
63. Поправлен оттенок снеговика (не такой яркий).
64. Поправлена стоимость постройки новых (А12) зданий.
65. Поправлены текстуры сейфа (теперь при вращении он отображается верно).
66. Почти полностью переделана мебель и складские принадлежности с использованием новых возможностей.
67. Пофиксена текстура внешней лампы (была в левом углу.)
68. Ребаланс всех ламп по ресурсам.
69. Добавлен крафт костюмов химической защиты и для удобства создана отдельная категория одежды.
70. На костре теперь тоже можно кремировать или сжигать вещи, но на это требуется значительно больше времени в сравнении с крематорием.
71. По умолчанию сброшен дефаут фильтр во все складских принадлежностях.
72. Титанические усилия Rey, vursteen'a i Ivan131 не прошли даром. Перевод ВСЕХ произведений искусства завершен! Да здравствую самые веселые описания ВСЕГО!
73. Пофиксен серьезный баг с газовой центрифугой, с помощью которого можно было производить уран даже без хоппера.
74. Введение системы перезарядки отложено на следующую версию.
75. Изменены количества потребления ресурсов хопперами почти всех электростанций, теперь они кушают не по одному, а к примеру по 5, но соотвественно в 5 раз реже. Колонисты счастливы, меньше напрягаться.
76. Добавлен [GUI] Work Presets, модификация интерфейса, увеличивает возможности настройки работ для колонистов.
77. Добавлен [GUI] Enhanced Animals Tab, аналогичная модификация интерфейса, расширяет возможности интерфейса для животных.
78. Обновлен Edb Interface до последней версии.
79. Пофиксено дерево исследований, теперь не вылезают некоторые исследования. Исследования кремации вернулось обратно, но был ранее добавлен рецепт сжигания тел и вещей на костре.
80. Обновление Harsher and Map conditions до последней версии.
вэликолепно!
http://prntscr.com/8ed3uu
вероятно текстовая строка какая-то пропала?
кстати,а на счет увеличения количества фракций - оно как?
Quote from: guardianru on September 09, 2015, 09:06:04 AM
вэликолепно!
http://prntscr.com/8ed3uu
вероятно текстовая строка какая-то пропала?
кстати,а на счет увеличения количества фракций - оно как?
Уже в курсе. Делаем
Quote from: Canute on September 09, 2015, 09:27:58 AM
skyarkhangel, youtube video not working because of copyright music.
And could you please made a link the the russion forum you use, for all these new russion players. It is hard to understand the screenshots with russian text :-)
yep, youtube like to block videos for some countries. For a complete set, needs myself to learn to shout the songs.
Youtube notice: blocked for Germany.
Quote from: Latta on September 09, 2015, 09:41:15 AM
SK, check you PM box. It's fine. Will delete this post after that.
answered, Sorry, didn't see.
Hello, crash landing (https://ludeon.com/forums/index.php?topic=8967.0) not available for Radiactive?
Quote from: notfood on September 09, 2015, 09:55:09 AM
Hello, crash landing (https://ludeon.com/forums/index.php?topic=8967.0) not available for Radiactive?
It's full compatible. just download from author topic and then turn on in game mod menu.
Quote from: skyarkhangel on September 09, 2015, 08:22:31 AM
... Updated to 2.1: Radioactive...
By clicking "Downloading" button I have file named "Hardcore SK Rimworld
A12c project 2.1a Radioactive.rar". Oops! I suspect it must be "A12d" =)
And Grand thanks for your job, friend!
Шиншила - "Она Кабан" http://prntscr.com/8edy3h
Quote from: guardianru on September 09, 2015, 10:21:39 AM
Шиншила - "Она Кабан" http://prntscr.com/8edy3h
Вы можете использовать русский портал по римворлду, там есть отдельная тема по переводу. В этом месте предпочитают говорить по английски. In this topic, better to write in English.
Quote from: Dzeniba on September 09, 2015, 10:17:07 AM
By clicking "Downloading" button I have file named "Hardcore SK Rimworld A12c project 2.1a Radioactive.rar". Oops! I suspect it must be "A12d" =)
And Grand thanks for your job, friend!
Thank you, soon correct. but it for 12d.
Quote from: guardianru on September 09, 2015, 10:21:39 AM
Шиншила - "Она Кабан" http://prntscr.com/8edy3h
It is non-russian forum. May be it will be more friendly to talk in English?
А то не всем понятно, что мы тут имеем ввиду ;)
sorry pals.
when i try to choose one of my pawns from the list - i get that http://prntscr.com/8ee588
and this http://prntscr.com/8ee5wt
and where can i sort more than 9 pawn?
http://prntscr.com/8eeiaw
in the interface i couldn't catch the 10th
upd: catched it... they just haven't landed all. possibly its the main catch.
Quote from: skyarkhangel on September 09, 2015, 10:23:25 AM
Вы можете использовать русский портал по римворлду
http://rimworld-mods.ru/ has died :-[
Is there another russian forum?
Quote from: Octopus on September 09, 2015, 12:40:10 PM
Quote from: skyarkhangel on September 09, 2015, 10:23:25 AM
Вы можете использовать русский портал по римворлду
http://rimworld-mods.ru/ has died :-[
Is there another russian forum?
http://hardcore-sk.ru/
So is redistheat updated or no?
#6 in changelog says updates but #28 says rolled back.
Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?
To skyarkhangel: thank you for creating this mod-pack, to every mod-creator who reads this: thank you for making all this possible!
Got a strange bug. Fresh installed game and mod. Created new world and new colony in forest biome, played a bit, then started a new colony on ice biome, played a bit. Then I go to work tab and see colonists there both from first and second colony (colonists from first already have priorities set), at day shedule is the same thing. I thought it's a visual bug, so saved and quit. After that second colony doesn't load at all giving bugs and black screen, bt the first seems like loading without questions.
I noticed you can't no longer heal scars with biomatter, bug?
Seeing as it is a little difficult to read through all of this post, I am encountering the issue of the disappearing production tables. I have already done a fresh install of both the mod and the game, as well as transferring the modconfig file. Any other ways of fixes this problem? Thanks for the help!
I can not figure out where a bug with the transfer, gives an error ( Не могу понять, откуда баг с переносом, выдаёт ошибку )
So I installed everything right and the first time I play a colony everything works. The problem is if I close the game and load the colony the screen is black (save the tabs) and the console to the left is open (and throws errors). Oh and I play on english
Quote from: Darkfirephoenix on September 10, 2015, 06:03:46 AM
So I installed everything right and the first time I play a colony everything works. The problem is if I close the game and load the colony I the screen is black (save the tabs) and the console to the left is open (and throws errors). Oh and I play on english
same thing
can't load savegame with current versions of game and this mod
also in F1-list all chars are doubled and screen goes green if to double-click on someone
What are these mistakes? http://prntscr.com/8epvi7
Quote from: uriilus on September 10, 2015, 08:18:34 AM
What are these mistakes? http://prntscr.com/8epvi7
May be you use not 914 game version. You should check it in your game here:
(http://s006.radikal.ru/i214/1509/2c/f0fa7d5c8c3c.png) (http://radikal.ru/big/b061b856dccf40159b94047b29324b64)
QuoteMay be you use not 914 game version. You should check it in your game here:
I have the latest version.
Quote from: uriilus on September 10, 2015, 08:18:34 AM
What are these mistakes? http://prntscr.com/8epvi7
RimWorld has a limit of doing 10 actions in a given time, to not overload the system. I know when testing traders I would get this message a lot because I just paused the game and kept refreshing the traders list. It's possible either you are issuing multiple(10+) commands to a group of colonists while the game is paused, or there is a mod that is spamming actions
Is it possible to upgrade the mod from 2.0 to 2.1 without losing my colony? It seems that adding the new mods individually should work but I don't know what else has changed as the changelog has not yet been translated
Hi, using just your mod pack, and well, for some reason whenever i start a new world, load an old save, i get ghosts of the old colonists in my interface, can't get rid of them at all now
[attachment deleted due to age]
Quote from: notfood on September 09, 2015, 06:17:46 PM
I noticed you can't no longer heal scars with biomatter, bug?
EPOE was updated poorly, thus it was lost. It's gonna be fixed next version.
Quote from: Sinza on September 09, 2015, 04:48:13 PM
Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?
Electronics table in Hi-Tech table. You need copper parts, sand, wires and spare parts for them. To be able to build electronics table you need to research crafting I believe. Maybe also first level of power/construction.
@edit: is Tuff luck going to be updated?
Quote from: zenfur on September 10, 2015, 05:29:08 PM
@edit: is Tuff luck going to be updated?
Not much people used it... Maybe... But I'm afraid probably not.
Even if I did I'd still have to wait for Zombies to update, which from what I've noticed, they haven't...
I'll consider it tho, maybe a quick mini-update without the zombies...
Quote from: zenfur on September 10, 2015, 05:29:08 PM
Quote from: Sinza on September 09, 2015, 04:48:13 PM
Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?
Electronics table in Hi-Tech table. You need copper parts, sand, wires and spare parts for them. To be able to build electronics table you need to research crafting I believe. Maybe also first level of power/construction.
Not only need you the table you ALSO need the Electronics factory and have to feed it with 10+ electronic components (at ONCE, if you feed it too few it will use them but not produce anything) for a batch of electronic circuits (which are made with the above mentioned resources). Oh and the Electronics factory only needs the electronics components to make different kinds of circuits (but they take more resources the more advanced they are)
Thank you for bugreports, soon big hotfix.
Quote from: uriilus on September 10, 2015, 04:19:34 AM
I can not figure out where a bug with the transfer, gives an error ( Не могу понять, откуда баг с переносом, выдаёт ошибку )
it's several mod conflict. already fixed in next 2.1b.
I'm confused. It is the second time of three I created new colony in 2.1a, and there is no copper ore on the map, few copper walls only. But I can't build comms console or orbital trade beacon without copper ore (wires are necessary, right?). Really hard core mode =) Are my colonists doomed? May be it must be way to conversion cooper bar into cooper ore at least?
Skyarkangel notified, that we got a hotfix! Horray. Soon it would be here.
List of fixes - here.
http://hardcore-sk.ru/threads/obnovlenie-hardcore-sk-project-2-1b-radioactive.51/
link: http://hardcore-sk.ru/resources/hardcore-sk-project-2-1b-radioactive-dropbox.15/
or
http://adf.ly/1O3Q0k
Updated to 2.1b
Many serious fixes. Please - new game and new world.
Changes, but temporarly in Russian:
1. Мод EnhancedAnimalTab заменен на EnhancedTab
2. Хотфикс Edb Interface до 3.0.4, который приводил к крашу сейвов.
3. Апдейт перевода Русский-СК (Russian-SK).
4. Мод Caveworld Flora скомпилен с поддержкой файла keyed для перевода меню.
5. Мод WorkPresets обновлен до 1.1, но по умолчанию не добавлен в актив.
6. Некоторые правки в Core_SK.dll для поддержки перевода некоторых меню.
7. Поправлен серьезный баг с контейнерами (конфликт с Seedplease).
8. Поправлена стоимость маяка охоты.
9. Голографический стол, манекен, груша, мишень.. теперь работают нормально и не выбрасывают красных ошибок.
10. У ткацкого станка убрано требования повара.
11. Увеличен размер стаков для набора интегральных схем, набора микрокомпонентов и биомикрокомпонентов.
12. Уменьшен сильно болевой порог от радиации. (не будут падать в обморок слишком быстро)
13. Вернули почти всем строениям использующие податчик(хоппер) потребление по одной еденице ресурса.
14. Уран теперь нормально копается из залежей урана.
15. Не большой ребаланс эффекта радиации для каждого ресурса.
16. Поправлен размер кухонной полки, маленького шкафа с инструментами и кровати для животных.
17. Для алюминия и меди сделана своя подгруппа в металлах "с высокой проводимостью". Для урановых.. подгруппа "Радиоактивные".
18. Провода теперь делаются или из меди или из алюминия.
19. Обломки теперь выделяются как в ванильке по двойному щелчку.
20. Еще один фикс лазеров (луч выглядит менее эффектно, но должен быть теперь без зависания).
21. Обновлен LT_RedistHeat до последней версии.
22. Убрано задвоение промышленного кондиционера.
23. Починена цепочка производства синтетической кожи для операций по удалению шрамов. Создается на столе синтез. органов.
24. Обновление Harsher Map Condition и частично Hot and Cold Biomes до последней версии.
25. Стена с электропроводкой теперь не доступна с начала игры.
26. Стул теперь можно передвигать.
First time trying this and I think I found a bug of critical nature. When I started the game (newest patch, new world etc.) and wanted to build the research bench. It was set to aluminum and I couldn't change the material to wood or anything, because "You have no usable materials from which to build this", game over. Sure I can use god mod to change it, but meh.
There are also other buildings which require too advanced materials.. titanium pallet.. please :D
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
In the description there's a small mislabeling I wanted to mention;
- More Vanilla Turrets (Adds hauling items.) by Marnador
Quote from: blub01 on September 11, 2015, 07:08:44 AM
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).
(http://i.imgur.com/qkZBYwB.gif)
Quote from: Temeez on September 11, 2015, 07:33:17 AM
Quote from: blub01 on September 11, 2015, 07:08:44 AM
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).
Just get 60 wood planks and you will be able to. You don't have ANY resources it can be built from in your stockpiles, thus it says you don't have them.
Quote from: zenfur on September 11, 2015, 08:09:48 AM
Quote from: Temeez on September 11, 2015, 07:33:17 AM
Quote from: blub01 on September 11, 2015, 07:08:44 AM
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).
Just get 60 wood planks and you will be able to. You don't have ANY resources it can be built from in your stockpiles, thus it says you don't have them.
Aaah, that's what it means, thank you!
Quote from: zenfur on September 06, 2015, 02:37:49 PM
Quote from: blub01 on September 05, 2015, 02:09:42 PM
Quote from: zenfur on September 05, 2015, 01:22:35 PM
Quote from: blub01 on September 05, 2015, 07:32:49 AM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader
thanks.
EDIT: I sent half of my pawns to help a visitor whose brother had been captured by slavers, they haven't returned for a few months now. is that normal?
No it's not. As far as I know, it shouldn't take more than 10 days. How much time has passed? It works fine for me, I doubt there's such a bug. Also when you send them on mission there's said how long they will be gone.
loaded the game up quite a while later, now they're gone from the list in the work tab.
new version still bugged for me (
i'v just copied all missing language files to english folder
и потом пробовал просто на русском играть, на чистой сборке
still i'v got al those errors every time i load game
and some things do not work properly after some time ingame, like prisoners dont get food and meat cant be cooked at grill(with all preqs fulfilled)
it looks like problem with names or designations or smthing
Quote from: Old Joe on September 11, 2015, 09:52:54 AM
new version still bugged for me (
i'v just copied all missing language files to english folder
и потом пробовал просто на русском играть, на чистой сборке
You should learn this post (http://hardcore-sk.ru/threads/podrobnyj-gajd-po-ustanovke.49/) in Russian. If you have any problem after that, you may ask people there on your native language ;)
Mushroom tinctures fall out of my doctor's hand every time he tires to use it to treat a colonist. He picks it up and tries over and over. Right-clicking and consuming yourself seems to work, but treating another with it does not.
If there was a way to either make it work for treating or to remove it from the medicines list, that would keep many of my colonists alive.
If it's removed as a normal medicine, perhaps making it an antibiotic would help. Colonists could drink it for the alcohol effect, and it could help them ward off disease.
Just some ideas...
Thanks.
I'm afraid I'm getting a horrible graphical bug when I try to load saves. Screenshot included.
[attachment deleted due to age]
Added alternative link.
Quote from: Devin on September 11, 2015, 08:00:54 PM
I'm afraid I'm getting a horrible graphical bug when I try to load saves. Screenshot included.
try to switch language before load game.
Quote from: magistrate on September 11, 2015, 05:05:25 PM
Mushroom tinctures fall out of my doctor's hand every time he tires to use it to treat a colonist. He picks it up and tries over and over. Right-clicking and consuming yourself seems to work, but treating another with it does not.
If there was a way to either make it work for treating or to remove it from the medicines list, that would keep many of my colonists alive.
If it's removed as a normal medicine, perhaps making it an antibiotic would help. Colonists could drink it for the alcohol effect, and it could help them ward off disease.
Just some ideas...
Thanks.
Thank you. I'll check this.
Quote from: Temeez on September 11, 2015, 07:33:17 AM
Quote from: blub01 on September 11, 2015, 07:08:44 AM
you have to have the material you want to make it from in your stockpile, it's a rimworld thing.
No. I can't even open the list of all materials. This happens no matter which mouse button I press (picture below).
-SNIP-
Vacindium research bench? it could be fully removed.. I'll check this.
Wow, re-selecting English worked. Thank you!
Is it intended that the gauss wind turbine only produces 60W, or am i doing something wrong?
EDIT: was too impatient, works now.
Hi!
First of all, many thanks to skyarkhangel and any another mod developer, you make the world better.
I download the new version 2.1b yesterday from yadi link (dropbox don't work properly) and I've noticed that have many less items and less total size than the previous version (also Radiactive, just the previous one). Later, when I start a new colony, I've seen some errors in the log.
I want to record a "let's play", so it's important to me to have a great experiencie... Full unninstall (even Rimworld) and reinstall again... and same "no stringfiles" errors.
http://prntscr.com/8fi2e3
http://prntscr.com/8fi2ja
http://prntscr.com/8fi2ot
It seems there are some missing files, maybe?
PD: Sorry about my English, it isn't my native languaje
quick question because I'm not quite sure, can fissures be reused infinitely or do the returns diminish every time you set up a new mine extractor? also, the timer on the extractor keeps going when it is turned off, is that intended?
EDIT: also, lamps requiring electronic chips is ridiculous, the most complex piece of "electronics" is a simple switch, which is really easy to make from the other materials required.
EDIT2: I don't think it is intended that you can't make tableware at the electric smelter. it's kind of annoying because I have to have both a smelting furnace and electric smelter.
EDIT3: And the aquaculture hopper doesn't really work, the food doesn't rot but it deteriorates as if it were outside. And I wanted to mention that I'm using the 2.0(I think) version, not the newest one, because I'm not quite sure if my saves still work in the new version(and because I'm lazy and don't want to update).
TUFF LUCK UPDATED!!! (https://ludeon.com/forums/index.php?topic=15886.msg168260#msg168260)
Don't remember the guy who asked for it...
Quote from: Patitodo on September 12, 2015, 11:11:51 AM
Hi!
First of all, many thanks to skyarkhangel and any another mod developer, you make the world better.
I download the new version 2.1b yesterday from yadi link (dropbox don't work properly) and I've noticed that have many less items and less total size than the previous version (also Radiactive, just the previous one). Later, when I start a new colony, I've seen some errors in the log.
I want to record a "let's play", so it's important to me to have a great experiencie... Full unninstall (even Rimworld) and reinstall again... and same "no stringfiles" errors.
http://prntscr.com/8fi2e3
http://prntscr.com/8fi2ja
http://prntscr.com/8fi2ot
It seems there are some missing files, maybe?
PD: Sorry about my English, it isn't my native languaje
Thank you! I'll check this.. Yes. Trouble with strings for English language. Soon fix it. Added new in 2.1 but... my team forgot to translate into english :-\
Quote from: blub01 on September 12, 2015, 12:36:10 PM
quick question because I'm not quite sure, can fissures be reused infinitely or do the returns diminish every time you set up a new mine extractor? also, the timer on the extractor keeps going when it is turned off, is that intended?
EDIT: also, lamps requiring electronic chips is ridiculous, the most complex piece of "electronics" is a simple switch, which is really easy to make from the other materials required.
EDIT2: I don't think it is intended that you can't make tableware at the electric smelter. it's kind of annoying because I have to have both a smelting furnace and electric smelter.
EDIT3: And the aquaculture hopper doesn't really work, the food doesn't rot but it deteriorates as if it were outside. And I wanted to mention that I'm using the 2.0(I think) version, not the newest one, because I'm not quite sure if my saves still work in the new version(and because I'm lazy and don't want to update).
1. So it currently the game mechanics with "life-timer". In the future will be able to stop the counter. Need some time for coding :)
2. About intergrated suits, this is my miscalculation.. in the next version, changed requirements for some earlier buildings from intergrated suits to electronic components.
3. I agree. Thank you for suggestion for tableware.
4. Ok. I'll check aquahopper.
Quote from: Old Joe on September 11, 2015, 09:52:54 AM
new version still bugged for me (
i'v just copied all missing language files to english folder
и потом пробовал просто на русском играть, на чистой сборке
still i'v got al those errors every time i load game
and some things do not work properly after some time ingame, like prisoners dont get food and meat cant be cooked at grill(with all preqs fulfilled)
it looks like problem with names or designations or smthing
If you make storage in prisoner room, colonist can't to use all for cooking from this storage.
recently i got a very irritating bug. since the A12 update of this modpack my colonists started to become invisible. they are there, they are clickable from the interface and they are doing their jobs and all, but i don't see them. not even their names. the only time they become visible is when they sleep but even then, their names arent. is anyone else getting this bug? any solutions? i tried to make an unmodded colony just to check if it's maybe a game bug instead of mod bug, but with unmodded colony everything works as intended. can provide screenshots if needed, but you wont see much :P
EDIT: forgot to mention that they dont start as invisible, after some time their models just dissapear. also, not all colonists become invisible. 2/3 most of the time.
It's probably completely obvious, but I can't figure out how to make integrated circuits.
EDIT: reading building descriptions in the architect menu would help XD, figured it out.
Quote from: archsavior on September 13, 2015, 08:48:54 AM
recently i got a very irritating bug. since the A12 update of this modpack my colonists started to become invisible. they are there, they are clickable from the interface and they are doing their jobs and all, but i don't see them. not even their names. the only time they become visible is when they sleep but even then, their names arent. is anyone else getting this bug? any solutions? i tried to make an unmodded colony just to check if it's maybe a game bug instead of mod bug, but with unmodded colony everything works as intended. can provide screenshots if needed, but you wont see much :P
EDIT: forgot to mention that they dont start as invisible, after some time their models just dissapear. also, not all colonists become invisible. 2/3 most of the time.
it can happen when your colonists are too fast. When moving around 14 c/s or higher (some bionics, 144% ground, teleporting/gravity apparel, caffeine buff). If you want to prevent that, you have to slow them down.
Hardcore SK team for ~95%... updated Zombie Apocalypse for A12.
But there some not solved not critical bugs.
I suppose, soon we upload.
(https://pp.vk.me/c624418/v624418109/47cb5/_H0o05vme-M.jpg)
Quote from: skyarkhangel on September 13, 2015, 11:15:01 PM
Hardcore SK team for ~95%... updated Zmbie Apocalypse for A12.
But there some not solved not critical bugs.
I suppose, soon we upload.
(https://pp.vk.me/c624418/v624418562/460d5/RmSi7dRcNfY.jpg)
When its finished can I put it in the Tuff Luck patch?
Plz? :)
Quote from: TheGentlmen on September 13, 2015, 11:17:45 PM
Quote from: skyarkhangel on September 13, 2015, 11:15:01 PM
Hardcore SK team for ~95%... updated Zmbie Apocalypse for A12.
But there some not solved not critical bugs.
I suppose, soon we upload.
-SNIP-
When its finished can I put it in the Tuff Luck patch?
Plz? :)
as soon as possible :)
Registered just because of this mod. It's huge amount of work to compile it, but seriously, my whole colony can't progress because integrated circuits needed for simple lamps and they are far from being craftable in near future.
This is really illogical - components for things must be unlocked via research BEFORE those things become available.
Also Medical agriculture III becomes available to research simultaneously with Medical agriculture II.
There's a lot of typos (e.g. Anti-materiel turret gun, Cog Carate).
Research descriptions are clunky and uninformative. Vegetable research I says: "Allows the growing of vegetables" I know, I'm already growing potatoes. And unlocked corn and rice with Agriculture I. So what does vegetable research does? With different electronic parts it's even worse.
It would REALLY benefit understanding this mod if there was an informative tech-tree with a description of everything that becomes available with researches.
Quote from: Curio on September 14, 2015, 06:18:10 AM
Registered just because of this mod. It's huge amount of work to compile it, but seriously, my whole colony can't progress because integrated circuits needed for simple lamps and they are far from being craftable in near future.
This is really illogical - components for things must be unlocked via research BEFORE those things become available.
Also Medical agriculture III becomes available to research simultaneously with Medical agriculture II.
There's a lot of typos (e.g. Anti-materiel turret gun, Cog Carate).
Research descriptions are clunky and uninformative. Vegetable research I says: "Allows the growing of vegetables" I know, I'm already growing potatoes. And unlocked corn and rice with Agriculture I. So what does vegetable research does? With different electronic parts it's even worse.
It would REALLY benefit understanding this mod if there was an informative tech-tree with a description of everything that becomes available with researches.
I think the issue is that skyarkhangel isn't a native speaker, and not very good at english, and he doesn't have, like, somebody to spellcheck. I think it is annoying, too, but if you just play a game with phoebe in free play to figureit all out, you can get along. Or you could help skyarkhangel by spellchecking it or something if it really bugs you.
So I have come across a slight bug with what would have been my favorite mod in this pack. The wave survival mode doesn't seem to be working. I have tried on every difficulty, and nothing seems to be popping up as an error, but for some reason it is just a mode where nothing happens. I don't get attacked, receive supply drops, get visitors or new colonists, nothing. It's almost like it's just a mode that makes you survive off of only what you can find on your current map. It's not exactly something horrible, it just irks me that one of my old favorites gets to sit there taunting me with its storyteller when it isn't functional. Any ideas on how to slap this one around until it does what it's told?
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)
Zombie Apocalypse A12 SK
Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.Additions:
- Support Korean, Russian language.
- Zombie body patch. Makes zombies much stronger.
- Zombie bite patch. Added special zombie bite attack.
download from dropbox(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)
Quote from: zenfur on September 13, 2015, 07:44:03 PM
Quote from: archsavior on September 13, 2015, 08:48:54 AM
recently i got a very irritating bug. since the A12 update of this modpack my colonists started to become invisible. they are there, they are clickable from the interface and they are doing their jobs and all, but i don't see them. not even their names. the only time they become visible is when they sleep but even then, their names arent. is anyone else getting this bug? any solutions? i tried to make an unmodded colony just to check if it's maybe a game bug instead of mod bug, but with unmodded colony everything works as intended. can provide screenshots if needed, but you wont see much :P
EDIT: forgot to mention that they dont start as invisible, after some time their models just dissapear. also, not all colonists become invisible. 2/3 most of the time.
it can happen when your colonists are too fast. When moving around 14 c/s or higher (some bionics, 144% ground, teleporting/gravity apparel, caffeine buff). If you want to prevent that, you have to slow them down.
i see... i can confirm that they are too fast :D i made op colonists with prepare carefully, they are all fast walkers + joggers and have the best bionics :D guess i'm gonna nerf them. tnx for info.
Quote from: skyarkhangel on September 14, 2015, 09:31:50 AM
(http://s017.radikal.ru/i425/1509/81/349a6e32bbc0.png)
Zombie Apocalypse A12 SK
Unofficial update for Rimworld A12d by: Vuursteen, Skyarkhangel, Latta.
Additions:
- Support Korean, Russian language.
- Zombie body patch. Makes zombies much stronger.
- Zombie bite patch. Added special zombie bite attack.
download from dropbox
(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://www.dropbox.com/s/22ugvywz9mknv9p/Zombie%20Apocalypse_SK.rar?dl=0)
YEEE
Hi
I try now with dropbox version and also have same advices in debug log (nostringfiles and def-linked translation errors).
What kind of problems will result to play with this?
Again, many thanks for this modpack, now I simply can't play vanilla rimworld
Quote from: Patitodo on September 14, 2015, 09:55:21 AM
Hi
I try now with dropbox version and also have same advices in debug log (nostringfiles and def-linked translation errors).
What kind of problems will result to play with this?
Again, many thanks for this modpack, now I simply can't play vanilla rimworld
yes. Known problem, soon be fixed! We finished with Zombie Apocalypse update. So, soon update.
I would like to complain about uranium ore being radioactive, uranium ore(as in, what you mine) is mostly uranium-238, which has a half-life of, like, 2 billion years or so. only traces of uranium-235, which is the dangerous stuff, are in it, and it requires lots of enrichment to get a dangerously radioactive material out of the ore, so it really shouldn't irradiate all of my colonists.
Quote from: blub01 on September 14, 2015, 11:59:06 AM
I would like to complain about uranium ore being radioactive, uranium ore(as in, what you mine) is mostly uranium-238, which has a half-life of, like, 2 billion years or so. only traces of uranium-235, which is the dangerous stuff, are in it, and it requires lots of enrichment to get a dangerously radioactive material out of the ore, so it really shouldn't irradiate all of my colonists.
So, you suggest what? :) strongly reduce? or remove altogether?
well, highly enriched uranium should cause radiation damage when not wearing a hazmat suit. normal uranium the way you mine it and depleted uranium shouldn't, in my opinion.
Yes, Uranium Ore is mostly harmless unless eaten or drink with water. It's when you separate out the U-235 that it becomes hazardous (then it becomes enriched Uranium - that is, enriched with a higher percentage of U-235).
Therefore Uranium ore should not be radioactive at all. Processed Uranium, on the other hand, is VERY hazardous!
And depleted Uranium is totally harmless as far as Gamma radiation goes (the type of radiation that penetrates the skin). It's even used as armor for tanks and as ammunition that is handled bare-handed by weapons crews. Only becomes dangerous when superheated, but otherwise harmless.
Only enriched Uranium (U-235) is radioactive in a way that harms people near it.
Great work! But i don't understand how it work! i configured the autosell and then... what i have to do for selling? it doesn't sell anything...
Thanks
Quote from: LegendZero88 on September 15, 2015, 06:26:56 AM
Great work! But i don't understand how it work! i configured the autosell and then... what i have to do for selling? it doesn't sell anything...
Thanks
I think default is you still have to tell your pawn to call the trader, and then there is an "autosell" button.
how does the whole ductwork thing work? I can't place any of the in/outlets, or the vent, for that matter, and the normal vent is gone.
Quote from: blub01 on September 15, 2015, 08:41:57 AM
how does the whole ductwork thing work? I can't place any of the in/outlets, or the vent, for that matter, and the normal vent is gone.
Now it require to be put on wall, not free space.
Quote from: Uglyr on September 15, 2015, 10:06:44 AM
Quote from: blub01 on September 15, 2015, 08:41:57 AM
how does the whole ductwork thing work? I can't place any of the in/outlets, or the vent, for that matter, and the normal vent is gone.
Now it require to be put on wall, not free space.
I assume you mean a wall with a duct in it. because a normal wall without anything doesn't work.
EDIT: oh wait.. i thought I had tried that. well nevermind they do.
In next, removed rad. from depleted uranium, and some reduced uranium radiation. But there are lot bug reports from players, still bug fixes.
And.. it's 1k post. Congratulations :)
Hmm... I don't get electronics now. For "everything" I need Integrated circuits, but I don't know where to make it. First I thought it's "electronic components", but no: "Make electronic components" makes "electronic components" which I see no use at a time. Is it a bug or I need to research/build something?
Sky, as I can see Combat Realism included in your modpack, so why we have no weapons reload ammo system?
Also better to do something with random snow walls in HOT biomes ;D
Quote from: Uglyr on September 15, 2015, 06:19:04 PM
Hmm... I don't get electronics now. For "everything" I need Integrated circuits, but I don't know where to make it. First I thought it's "electronic components", but no: "Make electronic components" makes "electronic components" which I see no use at a time. Is it a bug or I need to research/build something?
there is a building "electronics factory" in the hightech tab. It needs to be connected directly to the power grid, and an electronics feeder(right next to it in the architect, looks like a hopper) with electronic components in it next to the factory.
EDIT: don't know if there's a special research required, but I don't think so.
Hi, I was trying out your modpack and I find I can't produce the electronics table. Whenever my pawns finish building it, it disappears. It still takes all the resources though.
Were wooden doors removed in this? I have wood in a stockpile, as well as some iron, but my only choice is bamboo door. When I click on it I get an alert that says I don't have required materials.
Quote from: astrosoup on September 16, 2015, 09:45:46 AM
Were wooden doors removed in this? I have wood in a stockpile, as well as some iron, but my only choice is bamboo door. When I click on it I get an alert that says I don't have required materials.
You need to use saw mill to cut logs in wood planks in order to use as construction material.
PD: I've got same problem about integrated circuits, I can't get them anywhere
Ah. So I can't build doors/rooms in the very beginning? It won't let me build beds either. I guess I need a tutorial for this. Excited to try it though!
Quote from: astrosoup on September 16, 2015, 09:59:06 AM
Ah. So I can't build doors/rooms in the very beginning? It won't let me build beds either. I guess I need a tutorial for this. Excited to try it though!
quick overview for starting:
first, there is a special kind of wall(it has it's own icon in the architect), called wood log wall, which is made from(duh) wood logs.
these are the very first steps of progression:
wood planks are made in a hand sawmill, in the production tab.
those are (among other things) used to make a stonecutting table, also in the production tab.
the stone blocks made there can be used to build a smelting furnace, which smelts ore into metal bars.(btw, you need coal to make steel, or charcoal, which can be made at the furnace from wood logs)
then, you need an assembly table(30 wood planks and 70 steel bar, or the other way around I think), to make a lot of different "parts" to build pretty much everything(look at the bills of the assembly table), simple mechanisms(again, used in a bunch of buildings), and wire, required for everything power related, including conduits. those need either copper or aluminium ORE to be made, which can be mined like steel.
also, there's the research bench, which is a lot smaller than the vanilla bench, and can be made from different materials. I would recommend using planks for it.
And some tips for research:
for the research, in general when you can't find a research for something, try researching the next level of either power, crafting, construction, or agriculture(those don't actually unlock a lot, but pretty much all research requires them researched first). An important research is baking, which allows building an oven where you can make baked potatos, because it takes a long time to get a cook stove and a power net, so you need something else to get meals. also important is mining(the one that needs 300 points), it allows you to drill a fissure into the earth and extract resources from it. It needs quite a bit of power, but it is a good way to get resources(the ores on the map just don't cut it), and the only way to get crude oil apart from trading, which is crucial for all high-end buildings.
If you have any questions, just ask here, I probably forgot something anyway, or just don't know it yet.
Hah. I spawned in the ice sheet and used up my logs trying to build a room.. I guess I lost this one. I'll start over now that I know what I am doing. Usually I try to build shelter, but it sounds like I should get all the benches first.
Thanks for writing that up! Very helpful
EDIT: Tried again on the ice sheet and everyone quickly died of Hypothermia before I could saw enough planks for the stonecutters bench. Perhaps this isn't super compatible with that biome?
Quote from: astrosoup on September 16, 2015, 10:19:30 AM
Hah. I spawned in the ice sheet and used up my logs trying to build a room.. I guess I lost this one. I'll start over now that I know what I am doing. Usually I try to build shelter, but it sounds like I should get all the benches first.
Thanks for writing that up! Very helpful
EDIT: Tried again on the ice sheet and everyone quickly died of Hypothermia before I could saw enough planks for the stonecutters bench. Perhaps this isn't super compatible with that biome?
It's a lot harder than vanilla, and ice sheet is tough already. maybe try using the prepare carefully mod to get yourself more wood, and some wood seeds at the beginning? then you build a shelter around a geothermal spot with dirt, and put growing zones down, and then you start building benches. also, I would recommend playing a free play game on temperate forest to figure things out, because not knowing what you are doing is pretty annoying when it's hard already anyway.
Quote from: astrosoup on September 16, 2015, 10:19:30 AM
EDIT: Tried again on the ice sheet and everyone quickly died of Hypothermia before I could saw enough planks for the stonecutters bench. Perhaps this isn't super compatible with that biome?
Ice sheet needs a bit different approach but have some bonuses. You need to build walls quickly and there is ideal snow wall for it. So after the fall you should find good spot nearby (better with geothermal) that need not much walls to build. Better near the mountain. Then equip weapons to colonists and make one move there - with wood and food. There designate one colonist to collect snow, the other one to build sawmill, third can haul 1-2 times more. When there is enough snow - build snow walls for your room with 1 tile exit. When sawmill is ready make some kindling and then campfire. After that move all you colonist inside and build last wall on exit. Now you are "inside" and temp will go up. Next days you deconstruct one tile and send someone for hauling the rest nearby resources, others should work on developing colony. Before getting serious hypotermia seal the passage again. And so on until you aquire parts and build normal door.
Is it normal that the work menu is missing text in this modpack? Sorry, I'm new. ;D I just want to know if I messed up something.
Quote from: LordMunchkin on September 16, 2015, 08:39:16 PM
Is it normal that the work menu is missing text in this modpack? Sorry, I'm new. ;D I just want to know if I messed up something.
what do you mean by "missing text"? everything seems normal to me.
Quote from: LordMunchkin on September 16, 2015, 07:53:28 AM
Hi, I was trying out your modpack and I find I can't produce the electronics table. Whenever my pawns finish building it, it disappears. It still takes all the resources though.
Same here. Without Electronics Table I am practically stuck in 19th century.
Edit: In debug mode error message was about "Exception in Tick (pawn=Nelson,job=FinishFrame A=TableElectronics_Frame458228): System.ArgumentNullException: Argument cannot be null. Parameter name: type."
More info when I figure out how to save log. :P
Edit: Same thing happened with Cooking Stove.
Edit: Whoops, meant to post in another thread- Sorry.
Anyway, there seems to be a lot of subcomponents used to make objects- What are the chances of it driving someone completely mad? I can recall seeing a string, 'metal parts' and a few other crafted items used to make an otherwise simple trap; Does it actually work and turn out to be engaging or is more tedious than anything else?
Tedious as hell but manageable and progress gives way more satisfaction. It takes few try's to figure out what to do in what order when it comes to research and building. I strongly recommend to (Edb)Prepare Carefully with some better weapons since raids aren't getting any smaller while setting up defenses takes waaaay more time. Some super duper sniper rifle in 10+ skilled hands should be enough for first few weeks/months. Also there is need to recruit/capture/rescue new colonists as fast as possible to have more hands to craft all those things.
Something I really like are the automated production buildings, aka the oil refinery and electronics factory, and I think it would be really cool to expand on that feature, aka have, say, an automated smeltery to refine ores, a glass factory that can make glass batches and frames, a stonecutting facilitie where you just drop chunks in and it cuts them into blocks/grinds them to rubble/sand, and so on. of course these would be pretty high end, as they are pretty much effortless alternatives to the "normal" way, but I think it would be a cool alternative to droids to get enough resources crafted in lategame. Also I would like some control options on the automated production buildings, like the abilitie to automatically stop producing when a certain amount of a resource(any resource would be best, to look at secondary outputs, too), or maybe even switching to another resource(aka, say, when 2000 polymers are in the stockpile, switch to making sulfates until you have 200).
EDIT:
Also, does anybody know how schematics work? because I can't figure it out. And are there any kinds of droids for doing crafting? If there are, how do you get them, and if there aren't, could I just add some kind of droid mod, or would that break things?
Updated to 2.2a: Vengeance (or fluffylattion)Main features:
- New game start.
- Animal surgery. (Special permission for Hardcore SK)
- Reloading system.
- New floors, accessories, furniture.
- Cats, more cats..
Special thanks for this update to Latta, 1000101, NoImageAvailable and Fluffy.All changes and fixes from 2.1b to 2.2a in Russian:
1. Пофиксен баг c отсутствием перевода Strings для англ. версии.
2. Обновлен Core Community Library до 12.2
3. Ребаланс погодных условий, с Harsher Map Conditions. Теперь серьезные похолодания и жара будут длиться максимум 2-4 дня вместо 15-40 как в 2.1b
4. Фабрика электроники теперь доступна уже с изучения технологии "Электричество I", изменена и уменьшена стоимость постройки.
5. Переписан аквахоппер для бассейна аквапоники.
6. В электрической плавильне теперь тоже можно крафтить посуду.
7. Поправлен выбор оружия терминаторам, теперь будут использовать разное оружие. Почти на четверть увеличен балансный вес терминаторов.
8. Немного переделан и уменьшен звук используемый Терминаторами.
9. Стол ремонта теперь не доступен с начала игры и открывается с технологии Machinging (Обработка III).
10. Настройка из грибов теперь работает нормально.
11. Переносной реактор теперь имеет срок жизни... Но увеличена его мощность в 2 раза.
12. Пивоварня теперь работает от скилла Готовки, а не от крафта как было ранее.
13. Перекомпилен Enhanced Tabs, оставлена лишь панель животных. Как возможная причина конфликта с Edb Interface (задвоения окон, колонистов).
14. Добавлена модификация LT-A Dog Said, позволяющая делать операции животным...
15. Добавлена модификация LT_ASA. Требуется для нормального функционирования модификации LT-A Dog Said.
16. Добавлена модификация Moble mine sonar. Добавляет возможно постройки мобильного сонара, который может определять залежи нужных металлов.
17. Модификация VeinMiner заменен на ESM-MineVein.
18. Добавлена модификация [GUI] ResearchInfo. В меню исследований теперь видны части цепочки исследований.
19. Добавлена модификация ESM-DND, расширяет возможности поведения колонистов. Теперь, когда они хотят побыть одни, закрываются в своей комнате и не разрешают остальным колонистам заходить. В случае если у колониста проблемы со здоровьем или что-то связанное с угрозой для жизни.. запрет снимается.
20. Добавлена модификация ESM-Smooth Wall.
21. Добавлена модификация [GUI] AutoEquip, которая улучшает возможности настройки автоматической экипировки.
22. Обновлена до последней версии модификация Cats! (непосредственно в Enviro_SK). Несколько увеличивает количество кошачьих... Добавляет новые возможности.., такие например как размещение миски и когтеточки. Появляется возможность кормить кошачьих из миски...
23. Добавлен новый тип работы "с электроникой".
24. Обновлен Hospitality до 1.07
25. Множество изменений в требованиях по ресурсам к строениям.
26. Обедненный уран теперь не радиоактивен. Снижен радиус радиактивности (с 4 до 2) и сила излучения в 2 раза для урана и урановой руды, для обогащенного рана снижена дальность с 6 до 4.
27. Вернулся с А11 мод, Suicide Bomb.
28. Обновлены конвейерные ленты до посл. версии.
29. Фертигатор теперь работает нормально + фикс отображения тени.
30. Стойка снаряжения (доступная с начала игры) работает теперь как в ванильке.
31. Пофиксен размер хазмат контейнера и стола для ресурсов (он теперь занимает 1х1).
32. Боксерская груша, мед. манекен, голографический стол теперь можно передвигать + фикс отображения тени.
33. Инструменты (топор, молоток, кирка) теперь дают прибавку к скорости работы (не было в связи с использованием ранее ToolsForJobs).
34. Увеличено кол-во семян выпадающих на старте с 8 до 30.
35. Переделан баф от системы оповещения, которая снимала некоторые вещи. Теперь не должна.
36. Найден и пофиксен баг с появлением у некоторых гостей оружия с красным крестиком.
37. У пальто синдикат убран встроенный щит, который иногда приводил к багам, взамен улучшены характеристики и снижен вес.
38. Убрано самоуничтожение скважины. (Вызывало серию ошибок).
39. Костер теперь можно убирать.
40. Геотермальный обогреватель теперь ставиться только на гейзер.
41. Поправлены тени для всех турелей, теперь нет квадратного затенения области на которой они стоят.
42. В начале игры, на поддержку колонистам с корабля будут отправляться часть стальных деталей, запасных частей, механизмов, электронных компонентов и проводов.. которых хватит на первое время. Начальные строения теперь имеют другие требования по ресурсам + Увеличено время постройки для большинства строений.
43. По просьбе игроков, текстура снайперской винтовки вернулась к ванильному виду. А текстура дробовика изменена на другую.
44. Сено выделено в отдельную категорию пищи для скота. Недоступно теперь для употребления колонистами...
45. Маяк авто-охоты, Мульти-анализатор, шкафы с инструментами, кухонная полка, ящик с инструментами, полка со снаряжением, удобный стул, кровать для животных, строения Redist Heat теперь изучаются с технологиями.
46. Добавлены новая новая категория "Принадлежности" (Accessories). Лампы, скадские принадлежности, ковры итд перемещены туда.
47. Полная переработка покрытий. Добавлено большое кол-во разнообразных покрытий, практически на любой вкус.
48. Добавлены две новые категории для новых покрытий. Все покрытия рассортированны по принципу "для дома", "специальные", "природные".
49. Обновлен мод с грибами. Добавлена фунгопоника. Возможность делать свои плантации грибов! + обновление от нашей команды с поддержкой почти полной русификации.
50. Увеличена мощность печки, порезан костер по длительности горения... который до этого горел аж 3 дня.
51. Добавлены новые, разнообразные лица для колонистов.
52. Добавлена новая мебель (теперь два вида больничных коек- простая и улучшенная + несколько видов спальных кроватей).
53. Добавлены две лампы с датчиком движения. Автовыключаются когда рядом никого нет.
54. Обновлен Combat Realism до последней версии. Теперь все огнестрельное оружие требует перезарядки (исключение: плазменное и лазерное оружие).
55. Обновлен LT_Infusion до последней 31а версии.
56. Обновление Mechanoid Terraformer от нашей команды с поддержкой почти полной русификации.
57. Складские принадлежности типа "контейнер" теперь нельзя переносить (уход от крит. ошибки).
58. Журнальный столик теперь не требует рядом стены и колонисты его могут использовать.
59. Текстура стула вернулась к ванильному виду, изменена текстура удобного кресла. Добавлена табуретка.
60. Шахта теперь не будет исчерпывать время, если не подключена к электричеству.
61. Переработка всех вещей по techlevel и commonality. Теперь подбор вещей (случайное появление на гостях) работает намного лучше.
62. Найдены и исправлены еще 2 иконки категорий, которые отображались красными крестиками.
63. Сортировка мебели, турелей, аксессуаров для удобства поиска.
I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?
Quote from: JaQ on September 18, 2015, 09:05:22 AM
I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?
I think it was because of issues with Combat Realism and sky wanted to make release as quick as possible. I think he'll work on this compatibility in next release.I confused Rimsenal with Rimfire :(
Also I'd be thankful if someone could translate changelogs :)
Quote from: JaQ on September 18, 2015, 09:05:22 AM
I have noticed that you dropped Rimsenal weaponry from your ModPack. Is there any technical reason or it was just out of preference. If latter could anyone point me in the right direction of adding them back (I have figured out moding their stats)?
Rimarsenal weaponry does not fit to modpack idea and it will never in Hardcore SK.
Hardcore SK project working on realism and some futuristic ideas. Rimarsenal = fanstasy theme. We have own "Rimarsenal" like project, with 5-6 factions, which fits and soon it will be ready.
Quote from: skyarkhangel on September 18, 2015, 09:52:18 AM
Rimarsenal weaponry does not fit to modpack idea and it will never in Hardcore SK.
Hardcore SK project working on realism and some futuristic ideas. Rimarsenal = fanstasy theme. We have own "Rimarsenal" like project, with 5-6 factions, which fits and soon it will be ready.
And so you made me very sad. :(
Just kidding, I respect and understand your decision since Rimsenal is making it's own theme and lore. Still I love this theme and lore.
Quote from: zenfur on September 18, 2015, 09:37:20 AM
Also I'd be thankful if someone could translate changelogs :)
I specifically overworked this 2 weeks... Done so much.. I don't hype .. if I say that i worked for 12-14 hours every day for this 2 weeks... there are no forces for translation, may be later.
the game has become more friendly to the player. It was the main focus for 2.2.
Thank you for your hard work.
Problem under Linux:
(http://i.imgur.com/e3mtqdP.png)
I fixed it by linking LT_RedistHeat/Textures\ to LT_RedistHeat/Textures in the filesystem.
Should probably remove the backslash somewhere in the mod.
Another bug: Reloading a weapon causes the colonist to drop everything on the ground and become naked.
More bug: Set Force Target against a wall/pawn causes a turret to become stuck and unable to do anything.
(http://i.imgur.com/2v2orKF.png)
Tried against a raid, turret doesn't shoot at all.
I've also got a strange glitch where the work tab is completely blank, just a blue box with no way to set jobs or work preferences. It's been occurring with and without the work presets mod activated.
Strange that domestic cats are carnivorous only. On my real life practic they eat everything if hungry
enough. But now I have Ice sheet biome start, I have survival meal, eggplants, mushrooms but my starting cat is going to die of hunger due to lack of meat.
There about 4 hotfixes already.. updated links from dropbox and yandex.
For nexusmods soon.
notfood, please re-download. Bug with turret already fixed.
Upd. For nexusmods updated too.
EE started a series using this modpack! Congrats!
https://www.youtube.com/watch?v=kdsnIyG_y58
Quote from: ZE GREATZ GENTZ (TheGentlmen) on September 18, 2015, 07:21:59 PM
EE started a series using this modpack! Congrats!
https://www.youtube.com/watch?v=kdsnIyG_y58
it will be interesting to see... I sighed with relief, he choose the normal difficulty :D
Some streamers choose Hildegarde extreme.. and without save/load.. it's achievement to reach 150 day 8)
EE, if you will see this message, please re-upload 2.2 with hotfixes.
Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.
My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.
I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.
I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.
[attachment deleted due to age]
(http://s018.radikal.ru/i522/1509/30/9d9f5544ef10t.jpg) (http://radikal.ru/fp/32e6cdbe5edb480384af181b0c54021f)
(http://s018.radikal.ru/i504/1509/94/773b2694f5f7t.jpg) (http://radikal.ru/fp/2c821b54ddf14e5796590ef92f839b64)
2 error create more lags in game :(
When i downloaded the modpack i got an extra core and i don't know what to do with it i can't put both of them in, please help.
Quote from: skyarkhangel on September 18, 2015, 08:58:59 PM
EE, if you will see this message, please re-upload 2.2 with hotfixes.
Shall do, thanks! :D Playing with this mod is like some sort of RimWorld xmas - all the shiny new things! Although some of them want to kill you... so perhaps not *that* much like xmas. Thanks for the mod!
Edit: I think I have the newest hotfixed version anyway at 'd' so I should be good I hope!
Quote from: EnterElysium on September 19, 2015, 06:44:04 AM
Quote from: skyarkhangel on September 18, 2015, 08:58:59 PM
EE, if you will see this message, please re-upload 2.2 with hotfixes.
Shall do, thanks! :D Playing with this mod is like some sort of RimWorld xmas - all the shiny new things! Although some of them what to kill you... so perhaps not *that* much like xmas. Thanks for the mod!
Hello, EnterElysium please switch off AutpEqiup too. It's a new mod by soulkata. there are still bugs with undressing.
Just updated without AutoEqiup.
Quote from: skyarkhangel on September 19, 2015, 06:46:22 AM
please switch off AutpEqiup too
Removing that from the active mods seems to crash my old saves on load. :(
Quote from: EnterElysium on September 19, 2015, 07:24:46 AM
Quote from: skyarkhangel on September 19, 2015, 06:46:22 AM
please switch off AutpEqiup too
Removing that from the active mods seems to crash my old saves on load. :(
Yes. Need, new game when remove this mod. But now all works fine. All serious errors fixed.
So, we are waiting for the stream start :P
Quote from: skyarkhangel on September 18, 2015, 01:01:30 PM
Quote from: zenfur on September 18, 2015, 09:37:20 AM
Also I'd be thankful if someone could translate changelogs :)
I specifically overworked this 2 weeks... Done so much.. I don't hype .. if I say that i worked for 12-14 hours every day for this 2 weeks... there are no forces for translation, may be later.
the game has become more friendly to the player. It was the main focus for 2.2.
I wasn't asking you, sky. I was asking any russian-english speaker.
Quote from: jackmacc on September 19, 2015, 02:27:58 AM
Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.
My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.
I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.
I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.
Looks like infusions are causing you a problem. Try starting a new world/colony after disabling them in mods options while you wait for fix :).
Quote from: zenfur on September 19, 2015, 08:13:00 AM
Quote from: jackmacc on September 19, 2015, 02:27:58 AM
Hi I downloaded this pack the moment I saw EE using it. I love it so far but i've run into a problem that makes it impossible for me to go much further. I have not been able to find a way to fix it either.
My colonists go about their lives working and researching and then just....stop. One by one they all just stop moving. Time passes, the restrictions ive set for them go by but they just keep standing there. Doing nothing.
I have no idea why they are doing this and I cannot find any fix for it. Please help. I've had fun with the short time I've used this mod pack so far.
I have attached a screenshot of the colonists frozen in place. Occasionally one might run over eat something and then continue standing. But mostly they stand there till they fall over from exhaustion then stand back up to continue staring at the wall.
Looks like infusions are causing you a problem. Try starting a new world/colony after disabling them in mods options while you wait for fix :).
Yep. 2.2 reliaze yesterday. There are about 5 hotfixes, try to re-upload.
Dropbox not withstand the load.
So, soon mega.nz..
Modpack is great! I do have an issue with auto-hunt beacon though - it does not harvest cave flora (mushrooms) - does anyone know how to make it work?
Also, clutter mod should really be thrown out from the pack - right now it is just cluttering (pun intended) the interface with useless objects - wouldn't be so bad if these objects actually did something, even added beauty or something.
Quote from: skyarkhangel on September 19, 2015, 08:18:23 AM
Quote from: zenfur on September 19, 2015, 08:13:00 AM
Looks like infusions are causing you a problem. Try starting a new world/colony after disabling them in mods options while you wait for fix :).
Yep. 2.2 reliaze yesterday. There are about 5 hotfixes, try to re-upload.
Dropbox not withstand the load.
So, soon mega.nz..
Awsome. Thanks for the quick response! I will try that now.
What do i do whith the second core because i can't put it in without replacing the original core??
Quote from: Hugo on September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
Your sopoused to replace it :)
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AM
Quote from: Hugo on September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
Your sopoused to replace it :)
I replaced it and all i got was a black screen
Quote from: Hugo on September 19, 2015, 11:50:34 AM
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AM
Quote from: Hugo on September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
Your sopoused to replace it :)
I replaced it and all i got was a black screen
Nonono... you drag the Core file from the mod into mods file (WHILE NOT REMOVING THE ORIGINAL CORE FILE)so it can overwrite a few things. You do not
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:56:11 AM
Quote from: Hugo on September 19, 2015, 11:50:34 AM
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AM
Quote from: Hugo on September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
Your sopoused to replace it :)
I replaced it and all i got was a black screen
Nonono... you drag the Core file from the mod into mods file (WHILE NOT REMOVING THE ORIGINAL CORE FILE)so it can overwrite a few things. You do not
That is what i did. It asked if i wanted to replace "core".
Quote from: Hugo on September 19, 2015, 12:01:58 PM
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:56:11 AM
Quote from: Hugo on September 19, 2015, 11:50:34 AM
Quote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AM
Quote from: Hugo on September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
Your sopoused to replace it :)
I replaced it and all i got was a black screen
Nonono... you drag the Core file from the mod into mods file (WHILE NOT REMOVING THE ORIGINAL CORE FILE)so it can overwrite a few things. You do not
That is what i did. It asked if i wanted to replace "core".
Confused what your doing exactly... so ya here is how you do it:
Get a clean install
Drag everything into the mods folder
Overwrite whats necessary
Quote from: pestilenz on September 19, 2015, 03:00:38 PM
Maybe he's on Mac, the Finder doesn't always offer to merge, only to replace.
You need to restore your original Core folder, then go to the mod pack -> Core and copy over the textures folder. If you are Russian speaking, you should copy over the Russian-SK folder from the mods.
Don't just replace the Core folder, the Finder replaces it entirely.
If he's on mac good luck for him, I never used a mac.
Niiiiiiice :^)
[attachment deleted due to age]
Quote from: Lemon_Lube on September 19, 2015, 11:13:43 PM
Niiiiiiice :^)
EE brought the server down... everyone wants a copy!
Quote from: pestilenz on September 19, 2015, 03:00:38 PM
Maybe he's on Mac, the Finder doesn't always offer to merge, only to replace.
You need to restore your original Core folder, then go to the mod pack -> Core and copy over the textures folder. If you are Russian speaking, you should copy over the Russian-SK folder from the mods.
Don't just replace the Core folder, the Finder replaces it entirely.
I'm indeed working with mac and tried what you said and that worked, thanks!!
But now i have another question, how do you make parts like wood and steel parts??
Quote from: Hugo on September 20, 2015, 04:18:48 AM
But now i have another question, how do you make parts like wood and steel parts??
assembly table, in the production tab.
Argh... I consider making a guide-graph in inkscape to answer all these questions "How I produce this and that".
I'd include also some helpful info for amounts of resources each industry takes. Would you like something like this?
Quote from: zenfur on September 20, 2015, 05:27:45 AM
Argh... I consider making a guide-graph in inkscape to answer all these questions "How I produce this and that".
I'd include also some helpful info for amounts of resources each industry takes. Would you like something like this?
That would be a good idea. Especially for things like integrated circuits and how to make them exactly (as I wasted many electronic components thanks to slowly feeding them to the machine instead of all at once [which just uses them but never produces anything])
Quote from: zenfur on September 20, 2015, 05:27:45 AM
Argh... I consider making a guide-graph in inkscape to answer all these questions "How I produce this and that".
I'd include also some helpful info for amounts of resources each industry takes. Would you like something like this?
That whould be very helpfull i just started with this modpack a don't understand much.
Hi i have a big problem because everytime i make a new coloney the People just don appear :x i reinstalled everything and i have deleted all the old saves + config + fresh downloaded rimworld
So after updating Combat Realism, there are some disbalance and found new errors. Fixing...
Quote from: Rolf on September 20, 2015, 01:10:39 PM
Hi i have a big problem because everytime i make a new coloney the People just don appear :x i reinstalled everything and i have deleted all the old saves + config + fresh downloaded rimworld
Try reboot pc, or look task Manager for freeze rimworld process. there is such a problem
I'm having a problem with my colonists, they stop movi g for a while and after a couple moments they start moving again.
Quote from: Rolf on September 20, 2015, 01:10:39 PM
Hi i have a big problem because everytime i make a new coloney the People just don appear :x i reinstalled everything and i have deleted all the old saves + config + fresh downloaded rimworld
This happens to me when I try to give my starting colonists prosthetic limbs with EdB's Prepare Carefully.
I tryed everything but still no colonists
Quote from: Rolf on September 21, 2015, 01:48:50 PM
I tryed everything but still no colonists
Ultimate challenge mode: no colonist game
Guys. i have a HUGE problem. first of all - sorry if my english bad, il try my best.
so.. i cant find organ vat. i research all in bionic tree, almost done energy, have nano scaners and storages, but i dont know why i even now cant build argan vat. i tired buy biomater from traders. please help me! tell me what i need research to open this in step-by-step form. Thanks alot
Hi!
I've got 2 problems after a few hours playing...
First of all, ranged enemies don't attack at all. They just take cover in their range and goes to "searching objetives", but do nothing, even when I shot them. If you go to close combat with them, they can punch, and melee enemies works as they must work, but...
The second one is probably an "Auto equip" trouble as Sky says 2 pages before... sometiemes colonist just go crazy and equip-strip-equip another-strip-equip first one infinite times until they must to do something as eat or sleep.
No coal on map...is the game playable like that?
Quote from: Avtomatik on September 21, 2015, 05:34:47 PM
No coal on map...is the game playable like that?
If you have enough wood, you can make charcoal and firewood
so I tried installing the mod I deleted the modconfig.xml and replaced it with the new one moved the mods in and now rimworld crashes on startup every single time. anybody have any ideas what could be going on? if it help I have windows 10.
What is the current state of this modpack as far as game-killing bugs go? Is it safe to try out?
I had the same problem as pestilenz and started new colony.
For the auto-equip problem I have solution, don't know if anyone is interested but I turned off search criteria in every category. There was 2 in Anything (Armour ones for sharp and blunt) Just hit clear all and every thing is fine. From now on colonist will auto-equip anything and don't drop it unless you say so. So you don't need to disable this mod.
Edit: I've noticed that "10 jobs in 10 ticks" problem was related to feeding bowl. After deconstruction it didn't show up. Maybe it's related to priority, because I've set it to Critical. I remember same issue from long long time ago.
Updated to 2.2b.
Fixed bugs. Configured almost entirely compatibility with Combat Realism 1.3.x
Full re-upload mods folder.
Please, new map and new world.
Quote from: pestilenz on September 22, 2015, 03:32:07 PM
Thanks skyarkhangel for your great work. I was using the last version till my colony burned down. You know, some men just want to watch the world burn ...
There are currently two issues on my side with your recent version.
First, LT-Redistheat spits out a texture error on Linux and Mac. You should update to latest version, the bug has been fixed.
Second, the problem with my colonist hunting a downed animal persists. In the beginning of my latest colony, everything worked. But after 2-3 days, my two hunting colonists won't move. There is a downed animal which is set to 'hunt'. But the debug console pops up, telling my that Leighton and Max produced more than 10 jobs in 10 ticks with the hunting job. And they stop moving, telling me they are 'standing'. As soon as I uncheck the hunting job, they work normally again. I haven't foud this bug in other posts yet, am I doing something wrong? New world etc. applied. Thanks in advance!
EDIT: I've notice that it seems to depend on the weapon. Leighton has a Semiauto AMSR and he has problems, Max has a Plasma Charger (second priciest in PrepareCarefully) and he works normally. Also, after loading the savgame, the Reload Weapon button disappeared.
I'm having this problem with all my colonist. They just stop moving and say that they are standing.
Thanks for the update!
Can't smelt metal from slag in the smelting furnace? That thing was crucial early game, late game it's just useless. It's the only way to have steel if you don't have coal in the map.
Quote from: pestilenz on September 22, 2015, 03:32:07 PM
Thanks skyarkhangel for your great work. I was using the last version till my colony burned down. You know, some men just want to watch the world burn ...
There are currently two issues on my side with your recent version.
First, LT-Redistheat spits out a texture error on Linux and Mac. You should update to latest version, the bug has been fixed.
Second, the problem with my colonist hunting a downed animal persists. In the beginning of my latest colony, everything worked. But after 2-3 days, my two hunting colonists won't move. There is a downed animal which is set to 'hunt'. But the debug console pops up, telling my that Leighton and Max produced more than 10 jobs in 10 ticks with the hunting job. And they stop moving, telling me they are 'standing'. As soon as I uncheck the hunting job, they work normally again. I haven't foud this bug in other posts yet, am I doing something wrong? New world etc. applied. Thanks in advance!
EDIT: I've notice that it seems to depend on the weapon. Leighton has a Semiauto AMSR and he has problems, Max has a Plasma Charger (second priciest in PrepareCarefully) and he works normally. Also, after loading the savgame, the Reload Weapon button disappeared.
Need more information, conditions, when it occurs. So iam going to reproduce error.
Quote from: pestilenz on September 22, 2015, 06:25:36 PM
The missing buttons seemed to be cause by another error, also the vein miner was missing or smooth wall, but can't remember.
for reproduction of the standing bug:
- new colony, random site, no changes to colonists or anything
- when they landed, I downed some animals with the debug console and designated them for hunting
- one hunting colonist gets the Survival Rifle - he goes hunting
- I spawned the Semiauto AMSR and equipped the same colonist with it
- after hosing to hunt, the 10 ticks... error appears, he's standing
- draft him to break the cycle, equip him with the Survival Rifle
- undraft him, he goes hunting again
Maybe some weapons are having some problems?
problem found... it's easy.. Because.. some of weapons (most of them are snipers) have minimal fire distance... And when colonist want to finish target, he cant do that. LOL
I had 2.2a for a few days, and I started a new game with 2.2b today. It seems my storage pallets and skips no longer hold multiple items. They only hold 1. Before it would hold 3 and 5 items, respectively.
Btw I just started playing Rimworld last week, so I apologize if this problem report is a misunderstanding.
And, while I'm here, I just want to thank you for and all the other modders who made this modpack a thing! It's great!
EDIT: I dug through the xml files and it looks like all the special code those storage items had were removed between 2.2a and b. I tried to add it back in but lots of errors, not a simple fix it seems :(
id love to use your mod.. and i did.. but i dont know what i did wrong since the first play ended in ctd after 13 secs of play.... and the second ended in... red screen after saving the game 14 secs after start
here i leave you an error.log that i cant understand... (its like chinese to me)its from the second play
[attachment deleted due to age]
Quote from: skyarkhangel on September 22, 2015, 07:53:40 PM
Quote from: pestilenz on September 22, 2015, 06:25:36 PM
The missing buttons seemed to be cause by another error, also the vein miner was missing or smooth wall, but can't remember.
for reproduction of the standing bug:
- new colony, random site, no changes to colonists or anything
- when they landed, I downed some animals with the debug console and designated them for hunting
- one hunting colonist gets the Survival Rifle - he goes hunting
- I spawned the Semiauto AMSR and equipped the same colonist with it
- after hosing to hunt, the 10 ticks... error appears, he's standing
- draft him to break the cycle, equip him with the Survival Rifle
- undraft him, he goes hunting again
Maybe some weapons are having some problems?
problem found... it's easy.. Because.. some of weapons (most of them are snipers) have minimal fire distance... And when colonist want to finish target, he cant do that. LOL
I'm having the same problem but with all of my colonist. The ones that are hunting the ones that are not and evwn someone without a gun.
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
Quote from: Owlchemist on September 23, 2015, 05:58:40 AM
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
I don't know anything about the romance feature, but you need a memding table for memding weapons and armour and you need to give a colonist the job in the work menu
Quote from: sarevockk on September 22, 2015, 11:42:59 PM
id love to use your mod.. and i did.. but i dont know what i did wrong since the first play ended in ctd after 13 secs of play.... and the second ended in... red screen after saving the game 14 secs after start
here i leave you an error.log that i cant understand... (its like chinese to me)its from the second play
pls, output.log
Quote from: Owlchemist on September 23, 2015, 05:58:40 AM
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
Nope, mending not fixed yet.
here you go... both play output log...
[attachment deleted due to age]
Quote from: sarevockk on September 23, 2015, 11:40:09 AM
here you go... both play output log...
not enough RAM. you have only 1Gb physical memory, this should be enough for not a large number of mods.
Quote from: skyarkhangel on September 23, 2015, 07:18:14 AM
Nope, mending not fixed yet.
Ah, okay, thanks. Hoping to see its return. Being able to repair items seems like it would help with messy equipment management.
Speaking of messy, can anyone else confirm my pallet and skip storage problem I mentioned above? I only been playing Rimworld for a little over a week now, but item storage just seems soooo unwieldy without the ability to stack items in a proper storage area. The pallet and skips are vital to my base building D:
Quote from: skyarkhangel on September 23, 2015, 07:18:14 AM
Quote from: sarevockk on September 22, 2015, 11:42:59 PM
id love to use your mod.. and i did.. but i dont know what i did wrong since the first play ended in ctd after 13 secs of play.... and the second ended in... red screen after saving the game 14 secs after start
here i leave you an error.log that i cant understand... (its like chinese to me)its from the second play
pls, output.log
Quote from: Owlchemist on September 23, 2015, 05:58:40 AM
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
Nope, mending not fixed yet.
I was able to repair items like 4 days ago. And can you please help me with my problem, the problem is that all my colonist just stop moving at a moment i can fix it by saving and loading but if got to wait a very long time for that.
So nobody knows a way to fix the missing ppl. ? ._. trying the new 2.2B now (maybe that works)
Quote from: pestilenz on September 24, 2015, 06:24:26 PM
Quote from: Rolf on September 24, 2015, 04:05:29 PM
So nobody knows a way to fix the missing ppl. ? ._. trying the new 2.2B now (maybe that works)
Maybe your game is paused? Miscellanios pauses the game in the beginning and when loading. If this is the case, your colonists didn't even fell from the sky?
Nope, my colonist don't even fall from the sky, just a bunch of materials.
I'm not sure if anyone else has posted this but I noticed that you can't put regular vents (example steel vent, active vent, duct outlet, smart duct outlet, duct intake, that cooler that goes on the wall or the heater that goes on the wall) on any type of conduit wall (example steel conduit wall) as well as smoothed wall (example granite smoothed wall). I also had an issue with a colonist getting stuck smoothing a wall. I believe it was a 10 tick error. Thank you.
Hello guys, gonna make an Install guide! Yay for me 8)
(http://s9.postimg.org/rlvmqn123/Screenshot_125.jpg) (http://postimg.org/image/rlvmqn123/full)
Edit: its now saying 30m left... so expect it in an hour or so...
Edit: Set it on ultrafast, now it'll take 10m
Edit: It says itll take 15m...
Edit: Handbrake was wierd... it sped the footage by like 10x then chopped off the end... leaveing 2 minutes straight of pitch black... redoing... gimme 30m
Fixed handbrake adding the pitch black...
I kinda like it at 2x speed, so I'ma keep it like dat... UPLOADING NOW!!!!
https://youtu.be/QhDpVJ9bGvo
EE can't fiqure out how to make steel parts: https://youtu.be/DJEpeIqMFCo?t=18m16s
EE can't read descriptions cuase it clearly says 30 metallic thingys... NOT 20.
Sky, you must implement a special note that pops up and says this:
"If you are EE please read discriptions -Gentz"
Plz... Plz... Please... PRETTY PLEASE WITH A CHERRY ON TOP?
Can't create a new world with combat realism selected. Am I doing something wrong? I put the modconfig file in the right place and moved the other one out.
Quote from: dafsr2 on September 26, 2015, 09:44:15 PM
Can't create a new world with combat realism selected. Am I doing something wrong? I put the modconfig file in the right place and moved the other one out.
I don't run HCSK, but doesn't CR come enabled by deufult?
I've tested that mah method that I showed in the viidoe works so I don't know what's going on.
Outlog? Did the debug console say anything even?
I hope it comes autoenabled because CR is an awesome mod. Here's what output log said:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Mod selection did not change. Skipping mod reload.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exception filling window for RimWorld.Page_CreateWorldParams: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Boolean newborn, Int32 tries) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoCurrentWorld () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0
at Verse.DialogUtility.DoNextBackButtons (Rect innerRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Quote from: dafsr2 on September 26, 2015, 09:50:59 PM
I hope it comes autoenabled because CR is an awesome mod. Here's what output log said:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Mod selection did not change. Skipping mod reload.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exception filling window for RimWorld.Page_CreateWorldParams: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Boolean newborn, Int32 tries) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoCurrentWorld () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0
at Verse.DialogUtility.DoNextBackButtons (Rect innerRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Hrm... can I get your mod-order? Also, insure that your running V2.2
Okay, for some reason v2.2 was only partially installed? I'm missing half the new mods added in the patch for some reason lol. I'm going to go see a movie so when I get back I'll mess around with it and see if I fixed it, if not I'll post the mod order.
Quote from: dafsr2 on September 26, 2015, 10:07:14 PM
Okay, for some reason v2.2 was only partially installed? I'm missing half the new mods added in the patch for some reason lol. I'm going to go see a movie so when I get back I'll mess around with it and see if I fixed it, if not I'll post the mod order.
Hehe... GL
Idk how I fixed it but I did? \
You doing something wrong... in your log can't understand where problem.
Sky, we will expect some update soon? I really want to start a new colony but it must last long time so...
Quote from: TheGentlmen (GENT) on September 26, 2015, 05:41:03 PM
EE can't fiqure out how to make steel parts: https://youtu.be/DJEpeIqMFCo?t=18m16s
EE can't read descriptions cuase it clearly says 30 metallic thingys... NOT 20.
Sky, you must implement a special note that pops up and says this:
"If you are EE please read discriptions -Gentz"
Plz... Plz... Please... PRETTY PLEASE WITH A CHERRY ON TOP?
thanks for updating me on when it is safe to watch without tearing your hairs out XD
I like EE's videos, but this series just makes me cringe. I can't wait until he has to start making electronic components/integrated circuits and freaks out.
Quote from: Nickvr628 on September 27, 2015, 03:58:01 PM
I like EE's videos, but this series just makes me cringe. I can't wait until he has to start making electronic components/integrated circuits and freaks out.
I love EE, especially his FTD, KSP and EU4 series... but that rim world playthrou was just funny...
Anyone know when he is gonna start a new EU4 series?
Ohh, suppose, at least, i finished with Enviro SK. It's was a big and great work. Ready for vanilla version.
I start to work for new update Zombie Apocalypse... I think they are now able to break down the door and walls. LOL
And already done about 20+ fixes for 2.2b and full support Enviro SK v.0.6
Quote from: TheGentlmen (GENT) on September 27, 2015, 04:02:37 PM
Quote from: Nickvr628 on September 27, 2015, 03:58:01 PM
I like EE's videos, but this series just makes me cringe. I can't wait until he has to start making electronic components/integrated circuits and freaks out.
He said he didn't want to play it in a while so maybe when a new update is out. But that is not for sure.
I love EE, especially his FTD, KSP and EU4 series... but that rim world playthrou was just funny...
Anyone know when he is gonna start a new EU4 series?
Quote from: skyarkhangel on September 27, 2015, 09:25:05 PM
Ohh, suppose, at least, i finished with Enviro SK. It's was a big and great work. Ready for vanilla version.
I start to work for new update Zombie Apocalypse... I think they are now able to break down the door and walls. LOL
And already done about 20+ fixes for 2.2b and full support Enviro SK v.0.6
Are links in the main page up to date?
Which mod affects how armor works and mechanoids? (starts confusing mods for other mods)
because for my colony i have a hard time fighting mechanoids with just pistols. i mean the moment i get any of the crash ships its an instant game over because pistols can't hurt mechanoids. like doing 0 dmg. my colony is pretty barebones so idk why im getting mechanoids this early. any chance we can sort of push back when mechanoids start showing up? or atleast tell me how to deal with them (don't even have the tech to set up the default defensive weapon)
Rimworld crashes when i replaced everything inside it even the core because i thought that the modpack had a other 1 make a vid on how to download a mod pack because this is annoying as hell
Quote from: Hugo on September 28, 2015, 06:16:40 AM
Quote from: TheGentlmen (GENT) on September 27, 2015, 04:02:37 PM
Quote from: Nickvr628 on September 27, 2015, 03:58:01 PM
I like EE's videos, but this series just makes me cringe. I can't wait until he has to start making electronic components/integrated circuits and freaks out.
I love EE, especially his FTD, KSP and EU4 series... but that rim world playthrou was just funny...
Anyone know when he is gonna start a new EU4 series?
He said he didn't want to play it in a while so maybe when a new update is out. But that is not for sure.
I know, but Its certainly been a while... like 6 months or something.
Quote from: Warhunter on September 28, 2015, 01:44:31 PM
Which mod affects how armor works and mechanoids? (starts confusing mods for other mods)
because for my colony i have a hard time fighting mechanoids with just pistols. i mean the moment i get any of the crash ships its an instant game over because pistols can't hurt mechanoids. like doing 0 dmg. my colony is pretty barebones so idk why im getting mechanoids this early. any chance we can sort of push back when mechanoids start showing up? or atleast tell me how to deal with them (don't even have the tech to set up the default defensive weapon)
Yeah, I don't get it either. Whenever I came across a mechanoid, I'd have to use cheap hit and run tactics for *days* before it would die. And those terminator skynet ones? I've never killed one, despite having all 6 colonists just shooting the crap out of it all day until they were exhausted. I get the impression they're meant to be end-game enemies or something, but, I would always get them at any time, even the start.
Quote from: Owlchemist on September 28, 2015, 09:14:18 PM
Quote from: Warhunter on September 28, 2015, 01:44:31 PM
Which mod affects how armor works and mechanoids? (starts confusing mods for other mods)
because for my colony i have a hard time fighting mechanoids with just pistols. i mean the moment i get any of the crash ships its an instant game over because pistols can't hurt mechanoids. like doing 0 dmg. my colony is pretty barebones so idk why im getting mechanoids this early. any chance we can sort of push back when mechanoids start showing up? or atleast tell me how to deal with them (don't even have the tech to set up the default defensive weapon)
Yeah, I don't get it either. Whenever I came across a mechanoid, I'd have to use cheap hit and run tactics for *days* before it would die. And those terminator skynet ones? I've never killed one, despite having all 6 colonists just shooting the crap out of it all day until they were exhausted. I get the impression they're meant to be end-game enemies or something, but, I would always get them at any time, even the start.
I personally killed the Skynet ones with Charged Rifles. They seemed to do a Lot of damage, 3-5 hits for a kill; wheras every other gun I had did 0 - miniguns, snipers, you name it. EMP nades were also incredibly useful.
The skynet one dropped right into the colony center via drop-pod, and my colony wasn't advanced enough yet to have any fancy weapons. Rotten RNG I guess.... Save scummed! :P
Unlucky haha - I had mine midgame :) & I had to reload a few times to realize their weakness. . . Consquently, I removed Skynet if I'm honest :-[
With the mods from the mod pack installed, I cannot generate worlds or create colonies on existing worlds, i can only get as far as choosing colonists and the prepare carefully button doesnt do anything for me... :( Has anyone else had an issue like this? any help is appreciated!
Quote from: BR0DZA on September 29, 2015, 01:47:24 AM
With the mods from the mod pack installed, I cannot generate worlds or create colonies on existing worlds, i can only get as far as choosing colonists and the prepare carefully button doesnt do anything for me... :( Has anyone else had an issue like this? any help is appreciated!
After this mod only? Linux? Did you try clear install?
I deleted all game files and redowloaded + installed game + installed mods, I am currently running windows 8 64 bit. Does that shed any light? :'(
And yes, only when the mod pack is installed, vanilla rimworld A12D works as intended.
You are supposed to extract the mod folders from the mod pack file right? so you can individually toggle each mod?
Im having an issue where my heavy MG just wont fire at the Mechs ive tried removing the parapets and that doesn't change anything the fight has been going on for about a minute and not a single shot fired. im assuming its something ive done wrong but i cant figure it out
[attachment deleted due to age]
A quick question: how to get sand if you cant collect it?
also, where to get mulch?
Quote from: Avtomatik on September 29, 2015, 12:26:32 PM
A quick question: how to get sand if you cant collect it?
stonecutter
You'll get some in chunk -> blocks process, but you also can destroy blocks to get crushed stone, and after that, you´ll get sand from that.
i have found a bug when you tell a colentst to smooth a wall then save whill they are doing it when you restart the save thay will contiuly do it but have noprogrs no mater what you do thay wont stop i dont know of the type of stone matters but it was on granit
Quote from: jal21 on September 29, 2015, 04:24:02 PM
i have found a bug when you tell a colentst to smooth a wall then save whill they are doing it when you restart the save thay will contiuly do it but have noprogrs no mater what you do thay wont stop i dont know of the type of stone matters but it was on granit
This happened to me as well. I had to load an old save to get around it.
You have to put the ModConfig file from the bottom of the rar into %appdata%/../LocalLow/Ludeon Studios/RimWorld/Config
Same issue. :P
Quote from: Hague on September 29, 2015, 07:59:12 PM
You have to put the ModConfig file from the bottom of the rar into %appdata%/../LocalLow/Ludeon Studios/RimWorld/Config
Same issue. :P
Yep! that fixed the problem! THANKYOU SO MUCH :) :) :)
Quote from: Owlchemist on September 29, 2015, 04:37:04 PM
Quote from: jal21 on September 29, 2015, 04:24:02 PM
i have found a bug when you tell a colentst to smooth a wall then save whill they are doing it when you restart the save thay will contiuly do it but have noprogrs no mater what you do thay wont stop i dont know of the type of stone matters but it was on granit
This happened to me as well. I had to load an old save to get around it.
Should probably report this to https://ludeon.com/forums/index.php?topic=16098 as that is the source mod for the wall smoothing
2.2b Can you fix this:
1: Tarantulas killing Animals without reason and leaving corpses all around
2: Mosquitos are unrealistic and leave a "corpse behind" -150 beautiful
3: Animals getting attacked by other animals and a revenge messenge pops up saying "The animal is attacking you because it got harmed"
4: My Rimdogs attacked a visitor and got badly damaged make it so they don't attack strong creatures
Quote from: NeverEvil on September 30, 2015, 07:55:20 AM
2.2b Can you fix this:
1: Tarantulas killing Animals without reason and leaving corpses all around
2: Mosquitos are unrealistic and leave a "corpse behind" -150 beautiful
3: Animals getting attacked by other animals and a revenge messenge pops up saying "The animal is attacking you because it got harmed"
4: My Rimdogs attacked a visitor and got badly damaged make it so they don't attack strong creatures
It's for Enviro SK
Soon update, already 50+ fixes accumulated.
The Volcanic Winter is long and full of terrors...
So I'm playing Rimworld for a while now and two weeks ago i picked up this mod
Though most of my colonies lasted about three months,yesterday i managed to
(a find out how i could get seeds from vegetables (how i love you rich soil)
(b survive the first winter nearly completely without starving (gotta love them mushrooms)
Eager to start growing lots of veggies the next year i finally had the hope that i would get a bit further.
Sadly those hopes were quickly crushed by a Volcanic Winter. I never had that event before,
not even in Vanilla, so i thought "eh how bad can it be". 90 days of Volcanic Winter + Normal Winter later i sadly have to give the colony up since i cant keep my colonists feed. (yes i tried cannibalism)
So i wanted to give a bit of early Feedback now of things i have noticed:
1) I think it is the combat overhaul which introduces reloading. Which is great, like the rest of that mod, but it is really annoying when hunting, since when a hunter has to reload he sometimes stops hunting afterwards.
2) The Feeder System where there are small stockpiles next to a Powerplant etc is very cool, but (and i dont know if you get this alot with the E-Factory its kinda bothersome since you need exactly 10 EC to make a circuit and it just eats them up, and for a small colony with barely any copper thats just scary. I wish there was a system for telling the colonists to put something a in a stockpile only if they have a certain amount or never more than a certain amount. (Probably only fixable by the Developers themself)
3) I wondered if there is a way to limit bad weather events for the first year, since all of my colonies died to them.
Most of them to Heat Wave in the first three months.
4) Like mentioned before the Terminator is a really though enemy for a colony in the first year. I only managed to beat it because it had a shitty weapon and i had my trusty 12,7. To be honest that whole Skynet thing feels out of place in this mod.
5) I know you don't actually develop these mods but i hope you might have a better connection to the authors to fix some of the things i have mentioned.
Anyway this is a great mod and i want you to keep the good work up.
Now excuse me i have to build up a new colony.
After new update I think I will hop back to Hardcore SK for Season 4 and see what has changed. I like how updates are not so frequent kind of gives more time to build your colony.
Quote from: losinator501 on September 30, 2015, 06:28:42 PM
After new update I think I will hop back to Hardcore SK for Season 4 and see what has changed. I like how updates are not so frequent kind of gives more time to build your colony.
Losi, hopefully you come to try the GentPack when its out...
i dont know why but my dog keep running in circle trying to reach food even if there is hay in their bowl and next to them any idea why ?
Quote from: TheGentlmen (GENT) on September 30, 2015, 09:07:17 PM
Quote from: losinator501 on September 30, 2015, 06:28:42 PM
After new update I think I will hop back to Hardcore SK for Season 4 and see what has changed. I like how updates are not so frequent kind of gives more time to build your colony.
Losi, hopefully you come to try the GentPack when its out...
Ayy, I definitely will! Lemme know when it's out (maybe I can get beta release? :P) looking forward to it!
Updated to 2.2c
a bunch of fixes...
All changelog, now, only available in russian :-X
Изменения, на русском:
1. Обновлен Enviro SK до 0.5+, улучшение поведения животных.
2. Обновлен Hospitality, исправление ошибок и гости теперь ведут себя более интеллигентно.
3. Поправлена ошибка с охотой, когда из снайперских винтовок не было возможности охотиться.
4. Исправлена фракция Инцектидов.
5. Ребаланс стоимости животных у торговца и их выбор.
6. Пофиксен баг с ошибкой при изучении мобильного сонара.
7. Исправлен баг с обогащенным ураном, из-за этого бывало у торговца всплывало огромное кол-во красных ошибок.
8. Убраны лампы с датчиком в связи с тем, что нет возможности ускорить.
9. Скульптурный стол изучается с обработкой камня.
10. Уменьшен размер завода электроники до 3,2 клеток, а НПЗ до 3,3.
11. Увеличена скорость кремации на костре в 8 раз. В крематории в 2 раза.
12. Обрезан мод на любовь, оставлены только перки.
13. Поправлен вес москитов и мух, теперь они сильнее, но по весу в 10 раз тяжелее.
14. Убрана духовка и все связанные с ней итемы и рецепты (хлеб, торты, пироги..), убрано здание ТОР и часть еще почти не используемых итемов и рецептов.
15. Моды Darkness SK, DND по умолчанию выключены.
16. Добавлен зомбиапокалипсис и крашлендинг - по умолчанию выключены.
17. В зомбиапокалипсис встроена совместимость с ЕПОЕ (Чтобы не пропадали рецепты). Не в коем случае зомбиапокалипсис не ставить выше ЕПОЕ, иначе будет баговать.
18. Стол крафта начального оружия доступен уже с первой обороны.
19. Убран питбуль, взамен добавлен самоед и бордер-колли. Улучшена текстура римдога.
20. Убран буфалло. Был полный клон муффало.
21. Обновлена модификация на котов с багфиксами.
22. Обновлен CCL до последней версии 12.3b
23. Обновлены до последней версии ESM-MineVein, а ESM-Smoothfloor убран совсем.
24. Обновлен Combat realism с новой механикой подавления огнем.
25. Изменена работа геотермального генератора.
26. Сделана возможность отдельно делать стенку из снега (теперь не будет случаев спавна на карте снежных стен на любых биомах. Стенка из снега теперь может растаять...
27. Добавлена костровая яма в которой теперь можно сжигать все что захочется. На обычном костре оставлено только приготовление пищи.
28. Защитный костюм теперь может иметь качество.
29. Турбина гаусса теперь не строиться под крышей.
30. Теперь для плавки всех слитков нужен уголь. (Был нужен только крафта стальных слитков).
31. Убрана возможность стрелять по местности у двух снайперских винтовок.
32. Снотворные таблетки перемещены в категорию "аптека".
33. Поправлен баг с кустами конопли, которые колонисты могли таскать.
34. Поправлена текстурка инженерного комбинезона (при отдалении камеры, багалась текстура).
35. Улучшена сортировка склада.
36. Исправлена серьезная ошибка при стрельбе из ракетных установок, танковой пушки.
37. Полностью переделана 30мм и 35мм пушки. Очень грозное оружие, советую обратить внимание.
38. Добавлена модификация на посиделки у костра.
39. Перебалансировка всего оружия и турелей. А также изменения в характеристиках: Пистолеты, ПП теперь стреляют в среднем на 25-30, вместо 20-25. Винтовки 40-> 45. Уменьшение урона для большинства стрелкового оружия.
40. Улучшение характеристик защищенности всех защитных сооружений.
41. Мясные продукты получили "статус" мясных. Т.е. плотоядные животные смогут их есть, например вяленое или жареное мясо, мясные консервы, в том числе рыбу. итд.
42. Поправлена работа угольной электростанции. Должна была работать еще на торфе, но не работала.
43. Поправлены текстуры категорий углеводородов и химии. (был красный крестик).
44. Добавлен рецепт жарки рыбы на гриль.
45. Теперь сено не должно попадать в пищу.
46. Хопер с морозильной камерой теперь работает нормально.
47. Увеличение производственных мощностей плавки стекла в 2.5 раза.
48. Добавлены новые итемы в продажу торговцам.
49. Модифицирован генератор карт. Разных строений, а также древних опасностей больше в 1.5-2 раза.
50. Корабль механоидов теперь не будет падать слишком рано.
51. Поправлены текстуры золотых и серебрянных деталей.
52. Исправлен приоритет выбора пищи для консервов и мяса. (До этого момента консервы и некоторое готовое мясо считалось абсолютно сырым продуктом.
53. Переделаны предохранители. Добавлен электромагнитный щит. А также их теперь можно переносить.
54. Исправлена цепочка исследования земледения в медицине.
55. Свойство порчи добавлено для некоторых итемов.
56. Магнитная катапульта теперь стреляет в 2 раза быстрее, немного изменен принцип работы.
57. Полный ребаланс всех кроватей, кресел, стульев, столов.
58. Добавлен мод No Clean Please. Делает отдельным функцию уборки дома от области "уборка территорий".
Where can I get carbon from? I can't seem to make power.
Mine vein is now unlockable by research? Is not allowed by default.
People shot through doors even if are closed.
Quote from: skyarkhangel on October 01, 2015, 12:30:25 AM
Updated to 2.2c
a bunch of fixes...
All changelog, now, only available in russian :-X
Изменения, на русском:
1. Обновлен Enviro SK до 0.5+, улучшение поведения животных.
2. Обновлен Hospitality, исправление ошибок и гости теперь ведут себя более интеллигентно.
3. Поправлена ошибка с охотой, когда из снайперских винтовок не было возможности охотиться.
4. Исправлена фракция Инцектидов.
5. Ребаланс стоимости животных у торговца и их выбор.
6. Пофиксен баг с ошибкой при изучении мобильного сонара.
7. Исправлен баг с обогащенным ураном, из-за этого бывало у торговца всплывало огромное кол-во красных ошибок.
8. Убраны лампы с датчиком в связи с тем, что нет возможности ускорить.
9. Скульптурный стол изучается с обработкой камня.
10. Уменьшен размер завода электроники до 3,2 клеток, а НПЗ до 3,3.
11. Увеличена скорость кремации на костре в 8 раз. В крематории в 2 раза.
12. Обрезан мод на любовь, оставлены только перки.
13. Поправлен вес москитов и мух, теперь они сильнее, но по весу в 10 раз тяжелее.
14. Убрана духовка и все связанные с ней итемы и рецепты (хлеб, торты, пироги..), убрано здание ТОР и часть еще почти не используемых итемов и рецептов.
15. Моды Darkness SK, DND по умолчанию выключены.
16. Добавлен зомбиапокалипсис и крашлендинг - по умолчанию выключены.
17. В зомбиапокалипсис встроена совместимость с ЕПОЕ (Чтобы не пропадали рецепты). Не в коем случае зомбиапокалипсис не ставить выше ЕПОЕ, иначе будет баговать.
18. Стол крафта начального оружия доступен уже с первой обороны.
19. Убран питбуль, взамен добавлен самоед и бордер-колли. Улучшена текстура римдога.
20. Убран буфалло. Был полный клон муффало.
21. Обновлена модификация на котов с багфиксами.
22. Обновлен CCL до последней версии 12.3b
23. Обновлены до последней версии ESM-MineVein, а ESM-Smoothfloor убран совсем.
24. Обновлен Combat realism с новой механикой подавления огнем.
25. Изменена работа геотермального генератора.
26. Сделана возможность отдельно делать стенку из снега (теперь не будет случаев спавна на карте снежных стен на любых биомах. Стенка из снега теперь может растаять...
27. Добавлена костровая яма в которой теперь можно сжигать все что захочется. На обычном костре оставлено только приготовление пищи.
28. Защитный костюм теперь может иметь качество.
29. Турбина гаусса теперь не строиться под крышей.
30. Теперь для плавки всех слитков нужен уголь. (Был нужен только крафта стальных слитков).
31. Убрана возможность стрелять по местности у двух снайперских винтовок.
32. Снотворные таблетки перемещены в категорию "аптека".
33. Поправлен баг с кустами конопли, которые колонисты могли таскать.
34. Поправлена текстурка инженерного комбинезона (при отдалении камеры, багалась текстура).
35. Улучшена сортировка склада.
36. Исправлена серьезная ошибка при стрельбе из ракетных установок, танковой пушки.
37. Полностью переделана 30мм и 35мм пушки. Очень грозное оружие, советую обратить внимание.
38. Добавлена модификация на посиделки у костра.
39. Перебалансировка всего оружия и турелей. А также изменения в характеристиках: Пистолеты, ПП теперь стреляют в среднем на 25-30, вместо 20-25. Винтовки 40-> 45. Уменьшение урона для большинства стрелкового оружия.
40. Улучшение характеристик защищенности всех защитных сооружений.
41. Мясные продукты получили "статус" мясных. Т.е. плотоядные животные смогут их есть, например вяленое или жареное мясо, мясные консервы, в том числе рыбу. итд.
42. Поправлена работа угольной электростанции. Должна была работать еще на торфе, но не работала.
43. Поправлены текстуры категорий углеводородов и химии. (был красный крестик).
44. Добавлен рецепт жарки рыбы на гриль.
45. Теперь сено не должно попадать в пищу.
46. Хопер с морозильной камерой теперь работает нормально.
47. Увеличение производственных мощностей плавки стекла в 2.5 раза.
48. Добавлены новые итемы в продажу торговцам.
49. Модифицирован генератор карт. Разных строений, а также древних опасностей больше в 1.5-2 раза.
50. Корабль механоидов теперь не будет падать слишком рано.
51. Поправлены текстуры золотых и серебрянных деталей.
52. Исправлен приоритет выбора пищи для консервов и мяса. (До этого момента консервы и некоторое готовое мясо считалось абсолютно сырым продуктом.
53. Переделаны предохранители. Добавлен электромагнитный щит. А также их теперь можно переносить.
54. Исправлена цепочка исследования земледения в медицине.
55. Свойство порчи добавлено для некоторых итемов.
56. Магнитная катапульта теперь стреляет в 2 раза быстрее, немного изменен принцип работы.
57. Полный ребаланс всех кроватей, кресел, стульев, столов.
58. Добавлен мод No Clean Please. Делает отдельным функцию уборки дома от области "уборка территорий".
Damn, just stick in translate :P
Jk, I will try it out now.
Hey, great pack! It really brings up Rimworld to a whole different level. I was wondering if mods can be disabled and/or added? There's some I would prefer to leave out. Anyway, thanks for the work you do!.
Patch (hotfix) for Hardcore SK 2.2c: up Enviro_SK v0.6 to v0.7https://www.dropbox.com/s/3ikptoeuqopcv2q/Enviro_SK%20for%20Hardcore%20SK%20v0.6%20to%20v0.7%20patch.rar?dl=0
Just copy Enviro_SK folder into mods with overwrite files.
- Tamed animals will not be consider friendly or neutral guests as potential food. But as soon as the visitor became aggressive - hungry tamed animal will break him to pieces.
- When any wild hungry animal select as target colonist, will come a message about it.
- Fixed red errors.
- Few rebalance distance for search targets and herds.
Quote from: MakiabelMFE on October 01, 2015, 06:15:41 PM
Hey, great pack! It really brings up Rimworld to a whole different level. I was wondering if mods can be disabled and/or added? There's some I would prefer to leave out. Anyway, thanks for the work you do!.
4 mods, disabled by default. Not critical for disable at the end.
I'am not tested but if you want, can try to disable:
<li>M&Co. AlertSpeaker</li>
<li>M&Co. MiningHelmet</li>
<li>M&Co. LaserFence</li>
<li>M&Co. MMS</li>
<li>LT_RedistHeat</li>
<li>MechanoidTerraformer_SK</li>
<li>RT Fusebox_SK</li>
<li>Skynet_SK</li>
<li>AutoHuntBeacon</li>
<li>PowerSwitch</li>
<li>RW_A2B</li>
<li>RW_A2B_Selector</li>
<li>LT_DoorMat</li>
<li>CampfireParty</li>
<li>Suicide Bomb</li>
Also, you can disable UI's in the start.
So is there no claycollecting anymore? or baking potatoes on the grill?
А это нормально что по умолчанию отключена половина модов из пака в конфиге? типа их можно в любой последовательности включать? или как?
Quote from: Ytm on October 02, 2015, 12:12:37 PM
А это нормально что по умолчанию отключена половина модов из пака в конфиге? типа их можно в любой последовательности включать? или как?
Ytm, you should follow to http://hardcore-sk.ru/threads/podrobnyj-gajd-po-ustanovke.49/
and to http://hardcore-sk.ru/threads/obnovlenie-hardcore-sk-project-2-2b-vengeance.67/
Any plans on adding the M&CO outpost mod? :)
Quote from: Herc18 on October 02, 2015, 01:22:04 PM
Any plans on adding the M&CO outpost mod? :)
i'am not test this mod yet. But check soon :)
What about shooting through doors? Is a desired feature or just a bug? To be honest, is quite anoying :S
Is there any way to do storage? The pallets and skips used to stack items but that was removed, and I couldn't find any other solution in this mod, like deep storage or anything.
Awesome! What about the hauling mod? And can you buy the cleaning and hauling bots from traders? Sorry new to the pack and couldn't find info on it 😁
Is there any way to change the restrictions and the priorities menus from all colonists to show specific colonists?
Nevermind, figured it out.
Hello:
Recently I donwlaoded this modpack. After lots of issues related with the mod causing the game to take huge times to load (and finally being able to fix it) I found a new bug. I cant generate maps (I press generate but it doesnt do anything), neither I can use a pre-existing map to create a colony.
Have been trying to find a solution, but didnt have much succes on that. Can you help me out?.
EDIT: Sorry, gonna be a little bit more precise: whenever I activate "SK CORE" file, this errors occurs.
You don't have to activate anything. You've probably skipped the step where you copy ModsConfig.xml to your userfolder.
Updated 2.2d
Changes:
1) Updated research menu, added sorting, search for the name and price. You can view full list of all technologies.
2) Enviro_SK updated to the latest version of the fixed bugs.
3) Updated Nanite shield, now it is possible to implant a shield not only to colonists but also animals. Available only for the intelligent animals.
4) Changed the texture of vanilla Heavy SMG.
5) For all buildings, unrelated to the ancient evil, have been removed mechanoids. Reduced spawn these buildings.
6) Rebalance for bows, crossbows, now they are like a quiver of 20 arrows.
7) Rebalancing penetration of melee weapons and arrows. Thus, for example, knife or shiv now unlikely to be useful against a well-protected characters.
8) Remove pop-up red error after research agriculture.
9) Now just the snow will not be available as a building material for other buildings, except for the snow walls.
10) Remove the red bug from a steam generator.
11) Removed restriction for use canned food at a time 1 bank. Increased speed seaming cans.
12) Fixed a bug with shooting through the door. Rebalance chance to hit wood and stones.
13) change the qty for gutted corpse, reduced by 2.5 times, but the nutritional value is increased by 2.5 times. (avoiding the bug with the butchered corpse, which the colonists are trying to pick up).
14) Small rebalance Insects and raptors. Raptors are now 1.5 times higher.
15) Mechs and terminators, now have sooooo delicious drop after disassembling.
16) The mammoth is now an improved version of the centopede. Be careful falls rarely, but neatly.
17) The category of "resources" is returned to the place. It was at the very bottom.
18) Mechs and terminators are now immune to radiation.
Quote from: Herc18 on October 02, 2015, 07:55:15 PM
Awesome! What about the hauling mod? And can you buy the cleaning and hauling bots from traders? Sorry new to the pack and couldn't find info on it 😁
about hauling mod.
in test, Testers still speak that not all errors are corrected
Quote from: blutsager on October 03, 2015, 10:48:41 AM
Hello:
Recently I donwlaoded this modpack. After lots of issues related with the mod causing the game to take huge times to load (and finally being able to fix it) I found a new bug. I cant generate maps (I press generate but it doesnt do anything), neither I can use a pre-existing map to create a colony.
Have been trying to find a solution, but didnt have much succes on that. Can you help me out?.
EDIT: Sorry, gonna be a little bit more precise: whenever I activate "SK CORE" file, this errors occurs.
just put modconfig into config folder.
How to do this, in first topic message.
Quote from: pestilenz on October 03, 2015, 04:01:43 AM
Hi skyarkhangel, great version so far. Just some feedback and bugreporting:
– on Mac & Linux, your version of Redistheat produces a texture bug. This bug has been fixed by now. I hotfixed it by replacing the Texture & Assemblies folder.
– after buildung the steam generator and loading my colony, I got a heatpusher bug with the steam generatore. Fixed it by going to Tech_SK/Defs/ThingDefs/Buildings_Power_Tech.xml, under <defName>SteamGenerator</defName> and changing
<compClass>CommunityCoreLibrary.CompHeatPusherPowered</compClass> to
<compClass>CompHeatPusherPowered</compClass>
Yes, you are right. Already in 2.2d, bcs steam gen. using part of code with vanilla CompHeatPusherPowered and not support CCL CompHeatPusherPowered.. it's my mistake.
for some reason I am missing the texture for silver? oh and gold to
just wondering if its just me or everyone and if it is just me, is there a quick fix?
[attachment deleted due to age]
Quote from: silentwolf123 on October 03, 2015, 03:23:11 PM
for some reason I am missing the texture for silver? oh and gold to
just wondering if its just me or everyone and if it is just me, is there a quick fix?
Same problem here
Anyone know what mod the gutted corpses are from?
i fixed the silver probleam if any one wants to know how. i deleted the core mod folder and reinstalled it from the game zip than copied the core from the mod pack over it and my silver probleam was gone. ^_^
anyone else having issue with animals not consuming the harvested hay? or is that a feature....
Quote from: macrixen on October 04, 2015, 01:38:39 PM
anyone else having issue with animals not consuming the harvested hay? or is that a feature....
I have the same problem since 2.2c ver.
Also from this (2.2d) version I don't get anything from electronics factory but there is possibility that it is because I didn't start new colony (?) . So this isn't a bug report ;). I will make fresh install of this modpack and start new colony. Also I have installed updated Rimsenal Storytellers and tools for haul but don't think it collide with anything in this modpack.PS: I love this modpack and how it's developed. Hats off to skyarkhangel :)
Edit: Fresh install and everything is fine (except for hay problem), even on my old save.
Edit2: Maybe its because hay is not in a vegetarian food category?
Is there a way to remove "Seeds Please!" ?
Quote from: rodney_mckay1 on October 04, 2015, 04:32:49 PM
Is there a way to remove "Seeds Please!" ?
In 2.2 no... iI think to do this in the next.
Quote from: Grogfeld on October 04, 2015, 02:46:50 PM
Quote from: macrixen on October 04, 2015, 01:38:39 PM
anyone else having issue with animals not consuming the harvested hay? or is that a feature....
I have the same problem since 2.2c ver. Also from this (2.2d) version I don't get anything from electronics factory but there is possibility that it is because I didn't start new colony (?) . So this isn't a bug report ;). I will make fresh install of this modpack and start new colony. Also I have installed updated Rimsenal Storytellers and tools for haul but don't think it collide with anything in this modpack.
PS: I love this modpack and how it's developed. Hats off to skyarkhangel :)
Edit: Fresh install and everything is fine (except for hay problem), even on my old save.
Edit2: Maybe its because hay is not in a vegetarian food category?
Thank you. hay problem already known. Do in next. I'am not correctly change hay with restriction for use as ingridient for meals.
The costs of the starting workbenches needed a bit of work, currently you have to use prepare carefully or you wont the the parts needed to get crafting going.
The steel parts, mechanism and spare parts requirements on some of the basic benches really needs to go.
Or make it so you always drop with the parts needed to get the wood/stonecutter / smelter and assembly bench going.
Is there's a mod out there that tells exactly what components one is missing to craft at a bench?
Ones you get past the basic crafting it gets really annoying to quickly keep track of what you have in stock, and what your missing when crafting.
Something like this would be incredibly useful.
(http://s27.postimg.org/5yiksezab/needs.png)
Right now there's nothing indicating what your missing to craft something.
And swapping to/searching through the inventory tabs gets tedious real quick.
In my experience, as long as you collect everything that fell and don't build any non-essentials, like doors, you have just enough steel parts, mechanisms and spare parts build the 4 starting benches.
As for the electronic components, it can be a struggle for the first couple years until you get that production chain rolling smoothly. The trick is to use the "make until you have X" feature on the workbenches to at least match the minimum parts required on your most expensive thing in the production chain.
You can entirely automate it eventually....An autodrone to mark the wood for chopping, a smelter to make charcoal, steel and copper bars, a stone cutter to make sand, and an assembler to make wire, copper parts and spare parts.
Some balance feedback: fishing seems OP in my experience. I settled on the coast and setup a single pier near the kitchen. A single, dedicated fisher, at less than 10 skill, has been able to feed a colony of 10. I had to tell her to stop for a season because there was so much excess food.
She was using some nice gear though....a force field net or something. A raider dropped it. Though even with a harpoon, the yield was good.
Maybe I should post this on the fishing industry thread though. Perhaps the fish yield should change with the seasons.
Oh, unrelated issue I noticed, too: active vents seem to create substantial amounts of heat from nowhere. It was -20C outside, and my house's heater was disabled. The active vent was supposed to regulate the heat between two bedrooms and a hallway, but, those bedrooms were around 8C. Where'd that heat come from?
hi, is there a tech/research tree somewhere i could use? is there some way to see it using the debug tools i dont know about? i like the mod, been playing it a couple weeks trying to figure out what unlocks what, whats needed for what, but keep dying before i do...seems like some things overlap? was about to go through and write it out for myself, then i started looking for one online, and then i couldnt find one. anyone made one? theres one right under my nose isnt there...
Quote from: Owlchemist on October 06, 2015, 01:53:53 AM
Some balance feedback: fishing seems OP in my experience. I settled on the coast and setup a single pier near the kitchen. A single, dedicated fisher, at less than 10 skill, has been able to feed a colony of 10. I had to tell her to stop for a season because there was so much excess food.
She was using some nice gear though....a force field net or something. A raider dropped it. Though even with a harpoon, the yield was good.
Maybe I should post this on the fishing industry thread though. Perhaps the fish yield should change with the seasons.
How often would you get fish? The issue may be an improper skill check for failure or it could be a simple fix like changing how much work the fishing job requires. You can try modifying the work multipliers in ..\Mods\FishIndustry_SK\Defs\StatDefs\Stats_Pawns_WorkGeneral_FishIndustry.xml
Hmmm is tilled soil working as intended? In order to place it, you need mulch, nitre, and sulfur ammonia. But in order to make the mulch, you also need nitre, ash and sulfur ammonia. Double whammy? I thought mulch was supposed to just be made with logs.
This is an outstanding modpack! I cant believe how different Rimworld feels with this mods. Its a test of endurance and iron will, even when I play in the lowest difficulty with the easiest storyteller. It really gives rimworld a new feeling: while on vanilla game one of the first things I would do is to set up a solar panel and start building turrets, here I have to see how the heck am I gonna be able to survive another day. People dying of infections, heart-attacks, relying on cannibalism... hell, its a really hardcore expierence!.
Colonist dont clean either if assigned from work panel (both auto and manual) or if manually assign to clean a spot. This could seems a minor problem but all my colonist are runting for the uglyness.
you need to use the cleaning area under the zone panel !
[SUGGESTION]
Would it be possible to have a 10 point tech (like the info tech), explaining how the different materials are constructed? I spend quite some time figuring out that I needed a factory to produce electronics. Format could be something like: [product] - made via [table/factory] - requires [tech(s)]
Has anyone else having an issue where the animals just wont eat harvested hay, i have 5000 units but my alpacas would rather starve then eat it, they are more then happy to eat all my meals though.
Quote from: andbruu on October 07, 2015, 05:55:07 AM
[SUGGESTION]
Would it be possible to have a 10 point tech (like the info tech), explaining how the different materials are constructed? I spend quite some time figuring out that I needed a factory to produce electronics. Format could be something like: [product] - made via [table/factory] - requires [tech(s)]
as far as I know, there's a FAQ tab.
I noticed when looking through Trader_kinds.xml in Core_SK that pirates and exotic traders do not have a definition that allows them to buy Rum. Pirates that do not desire to purchase rum is not acceptable.
There is already a Thing_category for Alcohol and there are several trader entries for individual alcohol types. Would it be simpler to define traders purchase Alcohol by category rather than by SingleDef?
<li Class="StockGenerator_Category">
<categoryDef>Alcohol</categoryDef>
<totalPriceRange>
<min>-50</min>
<max>300</max>
</totalPriceRange>
</li>
For exotic traders.
<li Class="StockGenerator_Category">
<categoryDef>Alcohol</categoryDef>
<totalPriceRange>
<min>-300</min>
<max>300</max>
</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
<totalPriceRange>
<min>-300</min>
<max>300</max>
</totalPriceRange>
</li>
Adjustments for Pirate Merchants (numbers are duplicates of those existing) Thought it was kinda odd you couldn't sell your drugs to the Pirate Merchant. If playing FarCry 3 has taught me anything, pirates love drugs and alcohol.
EDIT: Discovered there was a Drugs category and updated to include that.
Updated to 2.2e
with next pack of fixes.
Freezing and lags should be gone.
Quote from: skyarkhangel on October 08, 2015, 01:48:23 AM
Updated to 2.2e
with next pack of fixes.
Freezing and lags should be gone.
After updating, I'm no longer able to assign cleaning zones, and home zones don't work either for cleaning tasks. So, I have new structures now that are dirty and cannot be cleaned D:
Also, did you remove the collect sand and rubble orders too?
I also can't seem to get anyone to use the petrochemical plant, like to make rubber and plastic. It looks like the tile they stand on to work is inside the machine now, so they can't reach it.
Когда перевод на русский? Помощь нужна?
Quote from: Owlchemist on October 08, 2015, 07:45:19 AM
Quote from: skyarkhangel on October 08, 2015, 01:48:23 AM
Updated to 2.2e
with next pack of fixes.
Freezing and lags should be gone.
After updating, I'm no longer able to assign cleaning zones, and home zones don't work either for cleaning tasks. So, I have new structures now that are dirty and cannot be cleaned D:
Also, did you remove the collect sand and rubble orders too?
I also can't seem to get anyone to use the petrochemical plant, like to make rubber and plastic. It looks like the tile they stand on to work is inside the machine now, so they can't reach it.
1. Using mod by Latta: No Clean Please. Separate cleaning function from home area to "cleaning area".
2. Nope. Please restart game. After changing language needs to restart Rimworld. Community Core Library require restart for Orders (Designators).
3. Ok. i'am check Petrochemical plant.
Quote from: Hague on October 07, 2015, 01:40:18 PM
I noticed when looking through Trader_kinds.xml in Core_SK that pirates and exotic traders do not have a definition that allows them to buy Rum. Pirates that do not desire to purchase rum is not acceptable.
There is already a Thing_category for Alcohol and there are several trader entries for individual alcohol types. Would it be simpler to define traders purchase Alcohol by category rather than by SingleDef?
<li Class="StockGenerator_Category">
<categoryDef>Alcohol</categoryDef>
<totalPriceRange>
<min>-50</min>
<max>300</max>
</totalPriceRange>
</li>
For exotic traders.
<li Class="StockGenerator_Category">
<categoryDef>Alcohol</categoryDef>
<totalPriceRange>
<min>-300</min>
<max>300</max>
</totalPriceRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Drugs</categoryDef>
<totalPriceRange>
<min>-300</min>
<max>300</max>
</totalPriceRange>
</li>
Adjustments for Pirate Merchants (numbers are duplicates of those existing) Thought it was kinda odd you couldn't sell your drugs to the Pirate Merchant. If playing FarCry 3 has taught me anything, pirates love drugs and alcohol.
EDIT: Discovered there was a Drugs category and updated to include that.
Ok. Thank for information.
Just played this mod for few hours and I love it
And maybe that tableware is too much? Or they really need to eat that clay plates? ;D, I guess its some kind of calcium deficiency :)
Quote from: Geroj on October 08, 2015, 02:23:00 PM
Just played this mod for few hours and I love it
And maybe that tableware is too much? Or they really need to eat that clay plates? ;D, I guess its some kind of calcium deficiency :)
I think for the a good meal should be good cost. they use disposable tableware, therefore, not yet learned to wash her :) I think you will agree that one thing is to eat an apple and the other, to cook food on a fire with different ingredients, that can not be done without tableware. Everything is logical. After eating they leave the dirt, you could be considered that its used disposable tableware.
Quote from: Geroj on October 08, 2015, 02:23:00 PM
Just played this mod for few hours and I love it
And maybe that tableware is too much? Or they really need to eat that clay plates? ;D, I guess its some kind of calcium deficiency :)
That's the only thing I change about this mod everytime I install it. I'm not a big fan of the tableware part so I just make it so one crafting is a full stack (75), instead of 15.
Although, now that my colony is all grown up and I have plenty of excess manpower, it wouldn't be a big deal...
Ok so I acknowledge I'm stupid but I can't get the mod pack to work. I extract the file, put all the mods in the mod folder (with it empty except the core file), load up the game, tick all the mods in order top to bottom with the core file of the game as number 1 and it doesn't work. It just gives me a bunch of errors. Can someone tell me what I'm doing wrong ?
You do not tick mods. You skipped the step where you copy ModsConfig.xml into your user config directory. They require a certain order to work right.
Okay, composting table presents a problem. You need it to acquire seeds but it requires electronic parts and power. I can get seeds from a potato by manually slicing the potato into chunks. I don't need a powered machine to pulverize it into mulch to get eyes from it. It seems a bit illogical that an agrarian community cannot exist without electricity. During the ship crash event, I had several different varieties of crops go to rot. My colonists could have grabbed the seeds from the rotting fruit and stored them but lacking electricity and electrical parts I was unable to make the table to save them. There's no reason refining seeds from fruit should require electricity.
Hi!
Can you help me?
Incendiary mortar can't shoot.
[attachment deleted due to age]
This modpack freezes game like a hell at warm biomes after 40 days of gameplay.
A small issue: Colonists whom eat food from glass jars get the "Ate Raw Food" bad thought afterwards. It wouldn't be so bad if colonists didn't compulsively ignore non-raw food to consume the prepared canned food. Easiest fix would be to simply remove the bad thought or whatever tag makes the jarred food raw. Also, you can jar and can haygrass, making it edible by humans.
Could something be done about the animal&zombie skeletons?
About 1/3'd of the map on my medium sized colony is full of animal bones. And there's no way id be able to keep up with cremating them all.
Just about every single border looks like this in my colony.
(http://s8.postimg.org/ec9eeh8ph/Untitled.png)
And that's with a crematorium being manned just shy of 24/7 burning corpses.
Quote from: xerma on October 09, 2015, 05:23:57 PM
Could something be done about the animal&zombie skeletons?
About 1/3'd of the map on my medium sized colony is full of animal bones. And there's no way id be able to keep up with cremating them all.
Just about every single border looks like this in my colony.
And that's with a crematorium being manned just shy of 24/7 burning corpses.
Yeah, I kinda just temporarily enable the dev tools to pop all the junk on the map every now and then (especially since I play on the largest sized map, so it would take all day to walk there and back).
is there a way to make the game not overrite and have 2 instences ? like one with hardcore mod pack and another with venila or your own set up ?
Quote from: Owlchemist on October 08, 2015, 07:45:19 AM
Quote from: skyarkhangel on October 08, 2015, 01:48:23 AM
Updated to 2.2e
with next pack of fixes.
Freezing and lags should be gone.
After updating, I'm no longer able to assign cleaning zones, and home zones don't work either for cleaning tasks. So, I have new structures now that are dirty and cannot be cleaned D:
Also, did you remove the collect sand and rubble orders too?
I also can't seem to get anyone to use the petrochemical plant, like to make rubber and plastic. It looks like the tile they stand on to work is inside the machine now, so they can't reach it.
To fix the petrochemical plant, changing interactionCellOffset to (0,0,-2) under <DefName>ChemicalLab</DefName> in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml should work.
The wood log texture is missing from my game is that just me doing something wrong or is that the pack can someone help me
it shows up as a red X on my screen
Quote from: FunGamer on October 10, 2015, 10:37:42 AM
The wood log texture is missing from my game is that just me doing something wrong or is that the pack can someone help me
it shows up as a red X on my screen
I'm not having this problem. If you deleted the old mods folder on updating and you didn't replace it with the original Rimworld installation folder for <Rimworld Folder>/Mods/Core then you'll have some issues. Put a separate copy of Rimworld, fresh, in another folder and install the mod files after that using the instructions in the first post.
You shouldn't have any issues unless the mod is having a hard time finding the path (for some reason?). Try putting the Rimworld folder a root drive like C:/
Any plans to include "Right tools for job"?
I have around 10 colonists and two dogs. I'm playing on a larger than default map and I'm getting huge lag spikes. I'm using the latest released version of the modpack. I have Harsher environments disabled, Do not Disturb enabled, Zombie Apocalypse disabled, and Skynet removed as well. It's clearly a pathing issue with pawns as when night time rolls around, the lag disappears. When I use the development tools and enable draw paths, the message box reads "PawnPathPool leak: More paths than pawns. Force Recovering" This leads me to believe that somewhere along the way there are too many paths that are being made at one time. Is it the animal hunting behavior that carnivores exhibit or do I just have too many tasks going on at once?
So Smooth Walls is listed as an included mod, but I don't see it in the mod folder and have no option to smooth walls when ingame. Is the mod included in a bundle somewhere or was it omitted and the front page not updated? the other mods by the same mod author seem to work fine, it's just this one that seems to be missing/not working for me.
Can anyone else confirm or deny that it's working for them?
Great mod pack!
I have a problem, not being able to build vents and small cooler, when i select them and try to put it on a wall or in an empty space, the icon is always red not permitting me to click.
Quote from: Hague on October 10, 2015, 05:24:22 PM
I have around 10 colonists and two dogs. I'm playing on a larger than default map and I'm getting huge lag spikes. I'm using the latest released version of the modpack. I have Harsher environments disabled, Do not Disturb enabled, Zombie Apocalypse disabled, and Skynet removed as well. It's clearly a pathing issue with pawns as when night time rolls around, the lag disappears. When I use the development tools and enable draw paths, the message box reads "PawnPathPool leak: More paths than pawns. Force Recovering" This leads me to believe that somewhere along the way there are too many paths that are being made at one time. Is it the animal hunting behavior that carnivores exhibit or do I just have too many tasks going on at once?
Have this issue too, but at very small map - PawnPathPool leak: More paths than pawns. Force Recovering.
Freezing extremly.
And i have only 4 colonists on a very small map with 16 Gb RAM and i7 CPU + clear install RimWorld and right installed 2.2e.
This modpack seems completely broken and unplayable at this moment.
Hi i want to ask if there is a possibility to get research tree and material tier picture of the things in the mod?
A few things that I wanted to add, that would be nice to have on this mod:
1- I found that you wrote a "production line" for this mod, sadly it is in russian and me, as many others, do not speak that language. Is there any chance you could translate it?. If you need help, I (and probably many other players who use your mod this days) would gladly help: I dont speak russian, but if I could get a text file with all the words, I could translate it simply by using google translate (and polishing some translations since google translator kinda sucks).
2- I found that most of the new stuff that this mods bring, doesnt have the option to "uninstall" them. I have built a lot of stuff in my colony, but I did it in a very un-organized way, and now I cant re-arrange them without having to completely deconstruct and rebuild everything, whcih would cost me A LOT of resources. It would be nice to be able to pack them and install them elsewhere, just like objects in vanilla Rimworld are.
Quote from: gattazzo on October 11, 2015, 04:44:21 AM
Great mod pack!
I have a problem, not being able to build vents and small cooler, when i select them and try to put it on a wall or in an empty space, the icon is always red not permitting me to click.
They have to be placed on built walls only. You cant attach them / put them through unmined walls.
It's glad to see you again skyarkh. This modpack is epic man! I have to admit it is definitely a lot of stuff on it. It's crazy but it's what makes it even more fun. Don't get me wrong, the core is alright, but this adds levels on top of levels of difficulty & in-depth.
Great modpack!
I love playing this modpack but the lag I'm currently experiencing is unbearable. I've been doing some further testing with the development tools in-game. When I remove all animals from the map with the No Animals toggle the lag disappears. This confirms that the lag people have been experiencing is related to a leak with animal AI. When the animals are all forced to rest at night, the lag disappears. I noticed a routine that checks for pawns nearby. Perhaps this is firing too quickly?
First time playing this modpack i started on a large map like always and experienced similar lag-issues after about an hour in.
What i noticed when turning on the drawpath option was a small cluster of animals (mosquitoes) entrapped in a hidden area on the edge of the map (destroying a single tile corridor resolved the whole issue). Maybe you're having a similar issue?
Make a copy of your save/world, open up dev mode and go ham with the "21x21 destroy tile" till the lag clears and try to remember the area you cleared.
It seems that the amount of animals that are active on a map (even the hidden ones) put quite some stress on the game. I noticed tarantulas "pinging" the map multiple times while switching targets all the way across the map.
As i mentioned it was my first time playing this pack, I have to mention that it might be nice to note in the initial info-screen that the spawned in starter-resources are quite essential to get started of (parts, steel part).
Since the the only way to make steel parts is with the Assembling workbench, which requires steel parts :)
I could be wrong, but i went through the XML's tracing ingredients needed to get started. So if i am and someone else has found another way, please do tell xD
One final note; the LT_Infusion used has an issue with the infusion bonusses not being calculated into the final calculated value (e.x. bonuses to movement, work, social, etc.)
It got fixed in LT_Infusion 31b.
Its a fix that is backwards compatible with saves/world with prior infusion versions the only downside being that any infused item would get reset (items on the ground re-roll and colonist get un-infused gear of what they were wearing).
Very nice collection of mods, but I seem to have a problem with conveyors. If the game is saved with uranium on a conveyor belt, it gets stuck after reloading. Looks like it's related to radiation damage checks.
Exception ticking A2BBelt2647709: System.NullReferenceException: Object reference not set to an instance of an object
at SK_Radiation.ItemRAD.CheckDamageRange () [0x00000] in <filename unknown>:0
at SK_Radiation.ItemRAD.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0
at A2B.BeltItemContainer.Tick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.DoBeltTick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at A2B.Building_ConveyorBelt.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
can hazard suits be crafted or just bought?
Hello,
Really fun mod. I just have a couple questions regarding some of the tools:
1) There is a Hammer, Hand axe, and Pick axe. They only do one damage; do they improve any skills while equipped?
2) Is there a plan to make them craftable from other materials, and viable for combat use?
3) There used to be Pneumatic Picks which seemed like something ripped from Red Faction. Were those from a mod that wasn't included? Futuristic, high impact tools would be cool for both improving gathering, as well as melee; anything that crushes a building, rock, or tree should be good enough for combat. :D
I think it'd be cool if they could be used as weapons, to add more variety to the selection of melee weapons; bad ass miners with hard hats and pick axes and all.
cheers,
Michael
I've been wondering if this is a good idea.
(http://i.imgur.com/n4NPJ1s.jpg)
It's manhunter pack of 250-300 enraged mosquitos. Colony is fairly fresh bit above 200 days with 6 people on board. I can understand raptors or some other dangerous beasts. But this up there makes the cpu cry and I can imagine how much more of these little nasty beasties can people get on bigger colonies.
Quote from: Cheshire on October 12, 2015, 06:47:41 PM
I've been wondering if this is a good idea.
(http://i.imgur.com/n4NPJ1s.jpg)
It's manhunter pack of 250-300 enraged mosquitos. Colony is fairly fresh bit above 200 days with 6 people on board. I can understand raptors or some other dangerous beasts. But this up there makes the cpu cry and I can imagine how much more of these little nasty beasties can people get on bigger colonies.
Solotion is simple, chuck a few Molotov on em' and they'll cease to exist.
So what I experienced so far and is kinda weird or just bug/unpolished/unbalanced
-Last stages of heat wave/cold snap are very high, even in my temperate climate I got -60C cold snap or +70C heat wave which pretty much wiped out anything
-Some weapons are great like heavy smg and some like survival rifle (which is bolt action rifle I guess) are horrible, even normal 9mm pistol is lot better than slow, 3 rounds in mag, inaccurate like hell survival rifle
-VSS sniper rifle is called thread cutter ...?
-electronic components need ridiculous amount of resources -15 copper parts, 50 wires, 15 spare parts (which are 30 metal bars each)
-Some animals have very little meat like deer/stag or boars, but on other hand flies and mosquitoes are meaty, or that large spider or wolf
-Antibiotics last very short time and add only 10%
Just tried this hardcore after ninefingers modpack. But this one is really bad and unplayable at all. Seems like mod pack creator do not test it at all. There is a lot of errors, mechanics are broken, and half of mod doesn't work properly, even force shields cannot block direct projectiles! :-\
Quote from: Shtuka on October 13, 2015, 09:18:45 AM
Just tried this hardcore after ninefingers modpack. But this one is really bad and unplayable at all. Seems like mod pack creator do not test it at all. There is a lot of errors, mechanics are broken, and half of mod doesn't work properly, even force shields cannot block direct projectiles! :-\
It is playable, there are some small errors but mechanics are not broken at all
And I must say that I like this one lot more than ninefingers modpack
Quote from: Shtuka on October 13, 2015, 09:18:45 AM
Just tried this hardcore after ninefingers modpack. But this one is really bad and unplayable at all. Seems like mod pack creator do not test it at all. There is a lot of errors, mechanics are broken, and half of mod doesn't work properly, even force shields cannot block direct projectiles! :-\
maybe you just didn't figure them out correctly? a lot of stuff in this modpack is very, very complex. I suggest you try experimenting using a freeplay colonie with dev mode and all, to figure everything out.
Quote from: Shtuka on October 13, 2015, 09:18:45 AM
Just tried this hardcore after ninefingers modpack. But this one is really bad and unplayable at all. Seems like mod pack creator do not test it at all. There is a lot of errors, mechanics are broken, and half of mod doesn't work properly, even force shields cannot block direct projectiles! :-\
Yeeeeeea.... I agree with the others. You're doing something wrong. I hopped in having never played this modpack, or even the game since version 8... So I was learning base game mechanics and mod mechanics all at once - First colony wiped before I could build a geothermal genny... Second colony wiped to a bunch of tribals right after I build my first geothermal genny... Third colony has just gotten it's first geothermal genny and is going strong. . .
I made a clean installation already and tested with dev mod. Force shields still did not work.
Quote from: Shtuka on October 13, 2015, 03:36:09 PM
I made a clean installation already and tested with dev mod. Force shields still did not work.
I am still in "how the hell I am supposed to create plastic" phase so I cant say
But seriously, I have machine that need crude oil to create basically everything I need to move on more advanced benches ....how to mine crude oil? Even biofuel plant need synthetic materials(which need plastic, rubber and all that crap made from crude oil) :D
EDIT
nevermind, found out myself
BUT after creating large stock of polymers that petrochemical plant is doing nothing, all recipes have enough resources but it seems that plant is bugged and its "entry point" is inside of plant and colonists cant reach it
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM
User guide for correct install.
1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
I have problem because in work I have XP and aparently I don't have there LocalLow folder.
Any sugestions how to abble to work this pack?
What research unlocks sugar for planting? Done with agri 2, veg, fruit, and candi crafting, but still not able to plant sugar.
to those having issues. not that this will fix every ones problem but it might fix some of it. 1 if you installed a mod pack before this one. you need to delete the core folder and reinstall it.... sadly mod packs add something into the core mod folder. i found installing this mod pack after uninstalling the other guys mod pack...... and not deleting the core folder and reinstalling it caused bad bad things to happen. on the same note after installing mods in game its best to close game and reopen it and make new worlds and colonies. any changes to the mods and i mean any at all no matter how small can and probably will mess with your worlds and colonies. this has been my experience. i hope this helps even a little.
Si it looks that I needed to open .xml file in browser and manually with Edb_ModOrder put mods with list order.
I have a problem, i`m new to the SK Modpack. I hope anybody can tell me how to make "integrated circuits". At my Electronics Table im only able to produce electronic components.
Ps: Im sorry for my bad english :-X :-\
Quote from: Geroj on October 13, 2015, 05:15:57 PM
I am still in "how the hell I am supposed to create plastic" phase so I cant say
But seriously, I have machine that need crude oil to create basically everything I need to move on more advanced benches ....how to mine crude oil? Even biofuel plant need synthetic materials(which need plastic, rubber and all that crap made from crude oil) :D
EDIT
nevermind, found out myself
BUT after creating large stock of polymers that petrochemical plant is doing nothing, all recipes have enough resources but it seems that plant is bugged and its "entry point" is inside of plant and colonists cant reach it
Yes the Petrochemical plant is broken, you can fix it by changing the interactionCellOffset to (0,0,-2) in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml for the Petrochemical plant.
For the lazy ppl i added the fixed file :)
[attachment deleted due to age]
Quote from: sangdrax on October 15, 2015, 09:12:53 AM
Quote from: Geroj on October 13, 2015, 05:15:57 PM
I am still in "how the hell I am supposed to create plastic" phase so I cant say
But seriously, I have machine that need crude oil to create basically everything I need to move on more advanced benches ....how to mine crude oil? Even biofuel plant need synthetic materials(which need plastic, rubber and all that crap made from crude oil) :D
EDIT
nevermind, found out myself
BUT after creating large stock of polymers that petrochemical plant is doing nothing, all recipes have enough resources but it seems that plant is bugged and its "entry point" is inside of plant and colonists cant reach it
Yes the Petrochemical plant is broken, you can fix it by changing the interactionCellOffset to (0,0,-2) in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml for the Petrochemical plant.
For the lazy ppl i added the fixed file :)
Yeah I done it myself after I spent some time searching where that file is located (of course it was almost in last folder :D )
But thanks, this will be helpful for others
Integrated Circuits are made at the Electronics Factory which is a different production building accessed later.
But nearly every production building i can build need theese circuits. Do i need circuits to build theese Elelctronics Factory? An which reaserch do i have to make?
I have a little but gamebreaking problem. I don't have work tab. It's just grey space for me. Here's ss : http://scr.hu/9egj/k9ntc u have any solutions on this?
XML says Electronics Factory requires Power II.
Hey guys, I just got the mod pack again after a long break, but things seem to have changed a bit- namely, can I not build benches out of the wooden planks any more? and where do I make mechanisms? I know I can make simple ones but my colonists don't appear to use them...
Is there some sort of guide written somewhere?
Tables and stuff are built from "Woody Parts" that you make from planks at the Assembling Table
Looks like vancidium refinery was removed in 2.0(?). Here's a patch to get it back if you want it.
[attachment deleted due to age]
Quote from: johncrition on October 15, 2015, 01:49:02 PM
Hey guys, I just got the mod pack again after a long break, but things seem to have changed a bit- namely, can I not build benches out of the wooden planks any more? and where do I make mechanisms? I know I can make simple ones but my colonists don't appear to use them...
Is there some sort of guide written somewhere?
Assembling bench -simple mechanism -60 steel bars+20 spare parts
Yes, only mechanism needed in all recipes, dont know why its called "simple"
Quote from: InsanityMoose on October 16, 2015, 02:02:48 PM
Looks like vancidium refinery was removed in 2.0(?). Here's a patch to get it back if you want it.
I was wondering how to create vancidium right now lol
There are lot of mechanoids and terminators to supply colony but they are all parts, no bars and many recipes need bars
BTW
Uranium is radioactive and all colonist in vicinity get "hurt" by it, what I am supposed to do with it? There are containers but they all store only weapons, armors and shells
Quote from: Geroj on October 16, 2015, 02:05:28 PM
BTW
Uranium is radioactive and all colonist in vicinity get "hurt" by it, what I am supposed to do with it? There are containers but they all store only weapons, armors and shells
Chemical protection suit and helmet protects from radiation for a while (suit will take damage). My solution is to make a separate room for urianium mine, centrifuge and reactor with conveyors to automate production, then forbid the doors.
Note: I have a bug with radioactive materials on conveyors, if you save the game with uranium on a conveyor it will be stuck when reloaded. Can be fixed by deconstructing and rebuilding the conveyor part or editing save file.
You can also remove the radioactivity from uranium in the xml, but that takes away from the "fun".
Quote from: InsanityMoose on October 16, 2015, 03:14:08 PM
Quote from: Geroj on October 16, 2015, 02:05:28 PM
BTW
Uranium is radioactive and all colonist in vicinity get "hurt" by it, what I am supposed to do with it? There are containers but they all store only weapons, armors and shells
well, you can still TREAT it as if it is radioactive if you wish.
Chemical protection suit and helmet protects from radiation for a while (suit will take damage). My solution is to make a separate room for urianium mine, centrifuge and reactor with conveyors to automate production, then forbid the doors.
Note: I have a bug with radioactive materials on conveyors, if you save the game with uranium on a conveyor it will be stuck when reloaded. Can be fixed by deconstructing and rebuilding the conveyor part or editing save file.
You can also remove the radioactivity from uranium in the xml, but that takes away from the "fun".
Quote from: InsanityMoose on October 16, 2015, 03:14:08 PM
Quote from: Geroj on October 16, 2015, 02:05:28 PM
BTW
Uranium is radioactive and all colonist in vicinity get "hurt" by it, what I am supposed to do with it? There are containers but they all store only weapons, armors and shells
Chemical protection suit and helmet protects from radiation for a while (suit will take damage). My solution is to make a separate room for urianium mine, centrifuge and reactor with conveyors to automate production, then forbid the doors.
Note: I have a bug with radioactive materials on conveyors, if you save the game with uranium on a conveyor it will be stuck when reloaded. Can be fixed by deconstructing and rebuilding the conveyor part or editing save file.
You can also remove the radioactivity from uranium in the xml, but that takes away from the "fun".
Confusing part for me was when I saw HazMat container
Anyway, done something similar, so far I am using only uranium for power armor (why armor need uranium ore? :D ) so i just stacked it into small room with closed doors
It's powered armor. The uranium is used for the power-source.
Quote from: Hague on October 16, 2015, 05:14:31 PM
It's powered armor. The uranium is used for the power-source.
ore? There is like less than 1% of fission material in it
There is even factory that enriches uranium in mod
Okay, I give up. I've been trying for 2 days now to find the tech/bench/whatever to build electronic parts. I've lost 2 colonies, and somewhere like 50 colonists trying to find the tech/bench/etc. i need to craft them with. Someone please help me.
Is it the electronics bench? If so, how do I build them?
All the info I've really seen has been on the 2nd page of this thread where it was discussed briefly as, in a nutshell, "a pain in the ass"
johncrition, it's the electronics table under high tech. I don't remember what tech you need for it, but it's not much. You will need a lot of copper to get it running though.
On another note, does anyone have any clue how to get the petrochemical plant to work? it looks like the place for my colonists to work it is clipped inside, and they all refuse to work there. Nothing pops up when I right click it. I have plenty of sulphur and polymers, so that's not the issue.
Power I - Electronics table , Power II - Electonics factory (Hi-tech category both). Table - Make electronics components
Factory+Feeder - Change resource button - Make circuits.....
Petrochemical plant is broken, you can fix it by changing the interactionCellOffset to
(0,0,-2) in Mods\Tech_SK\Defs\ThingDefs\Buildings_Production_Tech.xml for the Petrochemical plant.
Sangdrax corrected and attached this file.
[attachment deleted due to age]
Is it me or that weapon realism balance is balanced only for humans and animals(which are pretty much useless for combat now) but not for mechanoids? They are like sponges, they just keep soaking bullets, even smaller one (scyther?) need 20 hits from fuking 50. cal until it die
Quote from: Geroj on October 17, 2015, 04:41:12 AM
Is it me or that weapon realism balance is balanced only for humans and animals(which are pretty much useless for combat now) but not for mechanoids? They are like sponges, they just keep soaking bullets, even smaller one (scyther?) need 20 hits from fuking 50. cal until it die
CR is balanced for the mechs, the mod author INCREASED the strength of the mechs, so that they are more deadly and harder to defeat with 50 cal bullets...have to use a combined type assault of other weapons... mortars grenades....
Is it me or mod economy is completly and utterly fucked?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
Quote from: TLHeart on October 17, 2015, 02:12:28 PM
Quote from: Geroj on October 17, 2015, 04:41:12 AM
Is it me or that weapon realism balance is balanced only for humans and animals(which are pretty much useless for combat now) but not for mechanoids? They are like sponges, they just keep soaking bullets, even smaller one (scyther?) need 20 hits from fuking 50. cal until it die
CR is balanced for the mechs, the mod author INCREASED the strength of the mechs, so that they are more deadly and harder to defeat with 50 cal bullets...have to use a combined type assault of other weapons... mortars grenades....
So basically turrets are overpowered, so mechs are stronger to reflect that ...and then there are small weapons carried by your soldiers and they make almost zero damage to mechs AND have lot shorter range, well at least most of them
Problem is when terminators or mechs "pay you a visit" into living room and you have only small arms to defend it like smgs and pistols ...its pain in the ass, one terminator need truckload of bullets from pistol
I think best would be to take back changes on mechs and actually rebalance turrets, maybe add siege mechs to punish players who rely on static defenses, because at it is its about creating concrete fort with lots of cannons and rocket static launchers
P.S.
How to get carbon?
Hey, so I downloaded your modpack, and everything is working perfectly, but I was wondering if I want to play the Zombie Apocalypse with the modpack, do I just add it in, or do I have to do something else?
I noticed that to make Integrated Circuits i need Integrated Circuits. Is it intended or some kind of bug?
Quote from: ChaoticTabris on October 18, 2015, 12:22:11 AM
I noticed that to make Integrated Circuits i need Integrated Circuits. Is it intended or some kind of bug?
Electronics factory, there is no need for integrated circuits there, just electronic components
How do you first get electronic components for the first research bench?
Quote from: Encadi on October 17, 2015, 04:55:09 PM
Is it me or mod economy is completly and utterly fucked?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
Agreed, economy is broken. It's put me off from playing any further for now. Also ridiculous conversion ratios... 40 steel bars for 6 steel parts? Where'd the rest of the metal go, did it disintegrate into the air? And for some reason we need spare parts to make steel parts, even though every construction that requires steel parts also requires spare parts again?
Just tedious micro.
Also the tech info needs an overhaul since it's so opaque right now. Why can't you just say exactly what each tech opens up? Since this isn't a Civ-like tech tree where they have little icons with mouse-over popups, you really need to write it all out. I quickly grew tired of stumbling through the tech tree to figure out what opened up what techs, and then just to find once I built the workbench that it required yet further techs/items I didn't have.
I'm waiting for a far more refined mod version before playing any more. I'm just not masochistic enough for this right now, nor do I have the time to wade through the lack of easily accessible information. I like a lot of the content, but there's just so many rough edges.
Quote from: DNK on October 18, 2015, 11:45:09 AM
Quote from: Encadi on October 17, 2015, 04:55:09 PM
Is it me or mod economy is completly and utterly fucked?
You need spare parts for everything
You need melt metals to craft spare parts
You need spare parts to craft a melter also alot other non basic mats
If you run out of spare parts before u make a smelter you are screwed sicne you cant trade for them or do anything, why is a trade beacon even needed for land trade?
Anyway can we fix and be smart about game economy please?
Agreed, economy is broken. It's put me off from playing any further for now. Also ridiculous conversion ratios... 40 steel bars for 6 steel parts? Where'd the rest of the metal go, did it disintegrate into the air? And for some reason we need spare parts to make steel parts, even though every construction that requires steel parts also requires spare parts again?
Just tedious micro.
Also the tech info needs an overhaul since it's so opaque right now. Why can't you just say exactly what each tech opens up? Since this isn't a Civ-like tech tree where they have little icons with mouse-over popups, you really need to write it all out. I quickly grew tired of stumbling through the tech tree to figure out what opened up what techs, and then just to find once I built the workbench that it required yet further techs/items I didn't have.
I'm waiting for a far more refined mod version before playing any more. I'm just not masochistic enough for this right now, nor do I have the time to wade through the lack of easily accessible information. I like a lot of the content, but there's just so many rough edges.
Agreed, economy revamp should be top priority for the mod people atm its completly bonkers and has to many dead ends.
Hello,
I was wondering if someone could explain to me how to get rid of Radiation? My colonists keep constantly getting radiation and everytime I treat them by making them go to a medical bed, getting medicine, and then recovering.. but it keeps coming back over and over, and they've only been around the home area.
Is there any way I can disable the romance mod and delete it's traits while still using this modpack? I play this game with my son and would rather play a cool sci-fi story instead of "The Young and Restless in Space". LOL
Quote from: talesin on October 18, 2015, 10:47:15 PM
Is there any way I can disable the romance mod and delete it's traits while still using this modpack? I play this game with my son and would rather play a cool sci-fi story instead of "The Young and Restless in Space". LOL
You let him watch you incap/kill, disect and butcher people but don't want him to see the lovemaking job(Whitch doesn't do anything) and a few traits?
Priorities a tad off?You'll most likely have to go manually throu the files removing all references to the lovemaking mod. If lucky you might be able to just disable the mod.
I'm wondering now. How many electronic components does it take to produce microchip integrated circuits? Because my factory keeps working, burning through energy and components and nothing comes out for the longest time. I didn't have that problem with intergrated circuits.
Solved. Nevermind. I'm dumb that's it and yea economy need some fixing. Electronic factory needs unholy amount of resources.
Quote from: Foleus on October 18, 2015, 09:59:51 PM
Hello,
I was wondering if someone could explain to me how to get rid of Radiation? My colonists keep constantly getting radiation and everytime I treat them by making them go to a medical bed, getting medicine, and then recovering.. but it keeps coming back over and over, and they've only been around the home area.
Radiation should fall overtime and then absoluetly disappear. It takes a bit of waiting though. You might want to look around if you don't have crashed nuclear ship reactor or some uranium ore mined out and stacked on one of your stockpiles and get rid of them as fast as possible. If it's some unmined uranium ore just deny that zone to your colonists. If you want to make extra sure they won't run around it just build some wall.
1. As I can disable the mod "biodiversity"?
Wild dogs destroy the wildlife before I could take advantage
before managing to build a refrigerator
2. Because if I want to build a WOODEN bed I need STEEL parts and spare parts ?!
Spare-Parts for New Construction ?!
3. as I can make components?
It is a good package of mods
But the economy is too unbalanced
My guys strictly refuse to clean! No matter where I put the home zone and even though I put it as their only work assignment there isnt even an option to send them to clean up a pile of vomit in the kitchen.
As far as i've noticed everything else in the mod pack works fine, just this cleaning thingy. However it makes it kinda unplayable :p
Help please!
Edit: Ok, after about 2 hours of troubleshooting and searching the internet for clues I realized that I am an idiot. The home zone no longer includes cleaning chores with this mod, instead you have to use the "cleaning zone".
There is a Cleaning zone too. They are separated.
Quote from: infraud on October 19, 2015, 10:07:32 PM
2. Because if I want to build a WOODEN bed I need STEEL parts and spare parts ?!
Spare-Parts for New Construction ?!
I owned a wooden bed once. It had steel parts but it was mostly made of wood. Some brass too, which I guess could've been steel too, those were the spare parts.
I agree with the economic balance though. The numbers and figures for various things need a lot of balance. The cost of ingredients is not factored properly into the market values of many things. The market price for a television compared to the price of integrated circuits needed to make one is grossly out of proportion.
So I have no cleaning zone in my Zone/Area tab, just downloaded the mod tonight.
Ah so I found it. For anyone else who is having issues finding it, it is listed under the allowed area option, not its own option.
Sometimes the cleaning zone is unavailable. It's weird because a restart of the game will get it to appear.
Can I just install a few mods from this pack individually without having something implode?
Quote from: CrazyChris on October 22, 2015, 12:29:15 PM
Can I just install a few mods from this pack individually without having something implode?
If you use the download links provided by the authors, probably. the mods in the pack are heavily modified to be harder, more realistic, and play better together, so even removing a less important one may break the game, but if you use the normal version of the mod, and the authors don't say something else, it should work.
Most of the mods added to this pack have been altered to make use of an alternate crafting process. It needs a little more balance but there's a few mods that can be removed safely. I've taken out Skynet and Harsher Weather Conditions (Super heatwave when you can't even make electronic components for a considerably weaker-than-vanilla cooler is not very fair) I recommend you play this modpack on a rough or harder version of Phoebe instead of Cassandra as it can take a lot of effort to get your crafting up and running.
The Electronics Factory has an efficiency problem. It does not stay in an operating state if there are no electronics components in the hopper even after already consuming parts. For example, placing exactly 1 component in the machine will cause it to operate for 1 tick and then shut off. It doesn't have a state to keep it "fueled" while there aren't any electronics in the hopper. This means you will lose 1 set of components every time you use it. So it's best, currently to stockpile 8 components (you make With how much time it takes to make electronic components you end up using more than 10 components just to make 9 integrated circuits. The best way to deal with this is to turn the priority on the hopper to low and stockpile as many components as you can (you need at least 8 at once to make a full batch, it seems) and then change the priority to critical when you want to start the process. You could also install a switch (you can't toggle the factory off) to the power leg connected to it.
After few seconds of playing:
Exception drawing (name of colonist): System.IndexOutOfRangeException: Array index is out of range.
at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawnMode bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.RootMap:Update()
Basically, if one of my dudes go under roofed area, its model disappears. Doesnt do in vanilla.
A Bug?
Electric smelter need fule?
(https://goo.gl/photos/shvg7NZegVgMGRoJ6)
Hi!
After A10 , i'm played with the mod pack again(Hildegarde Extreme). I love the hardcore style(need defend every workbench ,
because there is a lot of work with them)
In my opinion:
-Parts system is good and logical,but please give a bit more parts at the end of crafting.(too slow and expensive)
-Same at the synthetic material crafting.(Rubber,plastic,fibers are ok) ,(petrochemical plant bugged interactionCellOffset)
-Mine extractor (+stone chunks would be good)
-Electronics factory( I,m missed the "until you have" option)
-After some testing cooler(corridor) + vents(room near corridor) made me wonder.(25C in Heat wave) Vents are usefull
-Radiation system and protection suit are fun
-Antis are neutral (they are in manhunter pack)
-Maybe more trader should barter with slaves too.(after 2 year ,meet only 1, and he had 0 slaves)(should be common,its a harsh land with fights,wars...)
-Prices and meat drops need fine tune
-After a year zombies just stay and do nothing(in the begginning they worked fine)(and should break doors,walls...)
-Painting cant rotate
-Poncho should be on shoulders (<bodyPartGroups>)
There are mods and could fitt in the pack (i like them):
Dermal Regenerator - https://ludeon.com/forums/index.php?topic=14177.0
EMP Guns - https://ludeon.com/forums/index.php?topic=13092.0
Enhanced Fire Fight - https://ludeon.com/forums/index.php?topic=11988.0
Hedges and smal walls - https://ludeon.com/forums/index.php?topic=2990.0
MAI - https://ludeon.com/forums/index.php?topic=3612.0
More Mechanoids - https://ludeon.com/forums/index.php?topic=9221.0
Modular Solars - https://ludeon.com/forums/index.php?topic=2512.0
Auto-Turrets Mod (with high power needs) - https://ludeon.com/forums/index.php?topic=6770.0
I realy like the pack!
Thanks for your hard work!!!
Hey guys, from reading some comments, I am seeing that many of you have already experimented manipulating both save files and mod files. As such, cant anyone edit the economy of this mod? most of you guys already agree that the economy is a nuinsance: everything requires too much work and all production lines give too little resources once each bill is finished, it takes years just to make one electronic component. Cant anyone improve the economy of this mod?.
Besides... does anyone speak russian and english? I found a jpg. with the production line for all resources and objects in this game, which would be quite helpfull, but its all in russian.
I do. Bring it on, I'll translate if the scheme is useful.
I'm eager to play next release.
The candy making is broken for now too, someone already posted about the issue. Here the quickfix, replace the file
\Mods\Enviro_SK\Defs\ThingDefs\Items_Resource_Crops.xml with the one attached to this post.
The broken part was
<ThingDef ParentName="PlantProductBase">
<defName>Rawsugarcane</defName>
<label>sugarcane</label>
<description>Harvested canes from the sugarcane plant. </description>
<graphicData>
<texPath>Things/Veg/sugarcane</texPath>
</graphicData>
<statBases>
<MarketValue>2.0</MarketValue>
</statBases>
<thingCategories>
<li>ResourcesRaw</li>
</thingCategories>
<comps>
<li Class="CompProperties_Rottable">
<daysToRotStart>25</daysToRotStart>
<rotDestroys>true</rotDestroys>
</li>
</comps>
</ThingDef>
The strings marked red were missing, making harvested sugar cane disappear from possible reaction ingredient lists as well as from stockpile lists.
(Can't figure out how to make color tags work inside the code tags, I'm sorry I'm not using the code frame for the actual code.)
[attachment deleted due to age]
Can I just delete any mod that I don't want without causing bugs? I like 99% of this mod pack but there are a few mods I'd like to remove, but don't want to run into bugs.
Thanks.
most likely not this mudpack was made to work together perfectly unless you remove a few mods to be honest I don't like the zombie apocalypse mod but I'm not sure if I can remove it without breaking the modpack
Quote from: popster99 on October 26, 2015, 02:03:13 AM
most likely not this mudpack was made to work together perfectly unless you remove a few mods to be honest I don't like the zombie apocalypse mod but I'm not sure if I can remove it without breaking the modpack
zombie apocalypse
crash landing
darkness_sk
It can be turned off without any consequences.
You need to create a new world if you disable some mods.
I'll be back, soon
Already doing next version. Started with bug-reports.
I like the idea of making it harder.
But it kinda fails, u need so many parts just for the basics, so u need like 4 days for just 1 thing, its alright later - but its pretty much bullshit in the beginn. + its pretty hard to figure out how to get what, becau we dont have any sheet or anything.
I always have to start building and search for a half hour the thing i need - and then my resources are empty and i cant make the workbench becaus i cant produce the items without the workbench... So if u used for example the steel parts in beginn, u are dead pretty much. Or Mechanics, or wire, or what ever.
u are right with that. but i really enjoy the amount of resources in the lategame. but still you need to tweak the mod a little to really survive at the end. I playing with Zombi Mod, so life is allready pretty tough
Quote from: Hargut on October 27, 2015, 02:21:19 AM
I like the idea of making it harder.
But it kinda fails, u need so many parts just for the basics, so u need like 4 days for just 1 thing, its alright later - but its pretty much bullshit in the beginn. + its pretty hard to figure out how to get what, becau we dont have any sheet or anything.
I always have to start building and search for a half hour the thing i need - and then my resources are empty and i cant make the workbench becaus i cant produce the items without the workbench... So if u used for example the steel parts in beginn, u are dead pretty much. Or Mechanics, or wire, or what ever.
i'am oldschool player. Previously in 90x, beginning of the two thousandth, nearly all the games were so hard to explore. And this adds the interest to the gameplay. In modern games all simplify.. it seems that easy difficulty level calculated for monkeys. You are a human, you are able to think and adapt. I know perfectly well that a new player in HCSK lose 2-4 times before be able to adapt. It's normal.
So, uhm ... not sure if someone reported this already but here it goes:
In every game I'm having this issue after a bit since I start the game, its always related to my dog that I bring into the game at the beginning.
I've removed the dog via dev console and spawned a new one, the issue seems to go away for a while, when it starts again. I don't know what causes this:
(http://s14.postimg.org/kfua178wh/ERRORHC.jpg)
EDIT: Oh and on another note, i do agree with the rest of the folks here that the economy needs some tweaking at the very least... i dont mind things being harder but some of the stuff here are just silly ...
Quotei'am oldschool player.
Yes,
skyarkhangel, but do you agree that current state of production chains is untidy? Things like production of wire from aluminium but not from aluminium bars, or wasting high-tech products for making mulch (which is very cheap if obtained from trader), or absense of reaction to produce ash from wood. If you aware of it, and recognize it as "not ok" state, just have no time for polishing/testing, or whatever, it's all right, one day the work will be done.
Do you need help, will you accept suggestions and contributions related to production reorganization? Since the thread reached 86th page you probably already answered similar questions, but I have not found anything related in the opening post.
I had 2 month toxic fallout
And before that i had a cold snap, which was really hard as well.
Not bad, but really hard >DDD
I had to kill my dogs, to survive. After the meat was gone from them, i had to go around the map and check for crypto thingies, and took the people sleeping inside and ate them........
Then again everything was gone, luckly raptors arrived. Half my team is laying in ther bed, half dead - but toxic just went away, finally.
Now half the summer is gone, i cant make food for the winter, nxt winter will be even more awesome >D
Do you guys start getting horrible lag with a big map when a toxic fallout happens? Is it because a lot of animals are getting sick at the same time? it seems to come in pulses, like small freezes.
getting these errors at the start of the game:
(http://i.imgur.com/GJQZ1QX.png)
turning off the mending table seems to have fixed it the lag spikes.
Hey i got this error with this mod
PawnPathPool leak: More paths than pawns
and game lags like hell, how to fix it? its unplayable now
Seeds in this modpack are too tedious. I have 22 colonists and no matter how many steel composers are making seeds there is no way to make this shit sustainable. Its not really needed anyway, manhunter packs fishing and animals provide more than enough meat to survive.
Not to mention food from merchants is cheap.
I just wanted to have a nice farm and spice up the food variety, but seeds are too much micro. Game mechanics are lacking to allow this to work well. You cant set quotas on resource use so that my cooks wouldn't use up all of it and leave some for reseeding.
Why are people bent on cramming shit in just for the sake of variety. Seeds mechanic is at best realistic at worst annoying and buggy.
I have countless problems with the production chains and ezmode in the modpack aswell, but that's for another post lol.
How does one get past the black screen when you start the game?
I can't even acess the menu.
You have deleted the Mods/Core folder, reinstall your Rimworld and don't touch that folder.
Quote from: Sukha on October 28, 2015, 11:59:33 PM
Seeds in this modpack are too tedious. I have 22 colonists and no matter how many steel composers are making seeds there is no way to make this shit sustainable. Its not really needed anyway, manhunter packs fishing and animals provide more than enough meat to survive.
Not to mention food from merchants is cheap.
I just wanted to have a nice farm and spice up the food variety, but seeds are too much micro. Game mechanics are lacking to allow this to work well. You cant set quotas on resource use so that my cooks wouldn't use up all of it and leave some for reseeding.
Why are people bent on cramming shit in just for the sake of variety. Seeds mechanic is at best realistic at worst annoying and buggy.
I have countless problems with the production chains and ezmode in the modpack aswell, but that's for another post lol.
I don't get it... Are they cooking the seeds? Afaik there is no way you can get less seeds than you used when planting, so even if you are not buying new seeds you should have an exponential grow on their numbers. Remember to keep them on a covered area when not planting them so they don't decay by being outside.
The more I play this modpack the more I am inclined to think its more tedious than Hardcore or what ever this is advertised to be.
Sieges provide you with free stationary weapons, get 2 medium missile systems and you are set for life. Anything but a Terminator raid gets obliterated the second it steps on the map.
Seeds are fucking annoying, production chains are just plain dumb. I understand the desire for complexity, but when a resource has 5 different production chains that end up in the same outcome resource I cannot but question the logic of the system.
Example:
(http://s3.postimg.org/wwtyyx4o3/Rimworld_wtf.jpg)
This chain should look like this: Crude Oil --> Plastic --> Plastic + 1 or 2 different resource from a different source (not crude oil) --> Synthetic Materials.
Same goes for Mechanism and Spare parts. Its the same fucking thing... Its made out of same material, might as well be combined into 1.
Yeah, I know what you guys mean. Personally I like increased resource count and complexity, but honestly some mechanics are just way off. Not to mention if you add zombies apocalypse to the mix, and start game in some unforgiving biome. For me I had 3x "Heat Wave" and 1x "Cold Snap" + 2 Raids + 6 Zombie Raids in 1st half of the year, on Phoebe Challenge. It took me actually 1,5 year (and brink of death many times) until i set up 1st wind turbine...you see the picture.
To me, those production chains feel like they're only there to slow you down, I mean half of the "operations" you have to do are unnecesery (some even not really logical). They only fill your workers time, so they can't do anything else but craft, craft, craft day and night until they're dead from exhaustion. Just "meddle" those items from left to right without much reason.
When it comes to seeds...I ... I.. alredy feel bad thinking about them.. To the next one.. :S
Why can I use charcoal to smelt titanium bar, but I can't use wood logs or charcoal to generate power in coal burner ?:( Are those non flammable or something? They sure burn good from lightning strike!
And worst of all, at least for me was too little info on technologies, and what they unlock, and too little documentation on some resources. For example electronics factory. I needed some "microchip integrated circuits" I knew how to produce them. But how do I know how many electronic components I need to start me off. It wasted me probably 2 stacks of those to finally get what I needed, just becouse I fed them in too little number to factory to actually give it enough time to finish production tick (You either get all, or nothing). I had to look up values in ".xml" file to have general idea about cycle time, becouse it doesn't give you any idea in tooltips or descriptions. Well, only trial and error was an option. (Needed about 32 (Good crafter can make 6 at best, per each craft, and it eats lots of raw meterial to even do 1 craft, especially in early-mid game)).
I mean if you need for example "10 electronic components" to get "1 microchip component", but you feed 12 of "electronic components" it will waste those "2" that sould be leftover from production cycle. It will eat them like coal burner eats coal, without any return for you. It will not use those "2" for next production cycle. Bigger problems start with bigger numbers. Some reasources are hard to come by, or take long to produce. It's bad to waste them like that. I really wish it was made as "bill" to avoid that.
Overall I like the modpack, and I do not bash it in any way. Just giving my observations in hope that one day it will turn out to be greater :D. Need to remember that we probably look on hundreds of hours of worktime as it is.
-Cheers
Quote from: notfood on October 29, 2015, 02:02:22 PM
You have deleted the Mods/Core folder, reinstall your Rimworld and don't touch that folder.
Thank You, it worked!
I'm having extreme lag that i'm almost sure is related to having too many animals on my map. It makes the game almost on playable unless it's at night (when the animals are sleeping).
Quote from: ChaoticTabris on October 30, 2015, 08:50:58 PM
I'm having extreme lag that i'm almost sure is related to having too many animals on my map. It makes the game almost on playable unless it's at night (when the animals are sleeping).
Agreed, same. It helped to play on a smaller map.
Quote from: RoughPebble on October 30, 2015, 10:06:35 PM
Quote from: ChaoticTabris on October 30, 2015, 08:50:58 PM
I'm having extreme lag that i'm almost sure is related to having too many animals on my map. It makes the game almost on playable unless it's at night (when the animals are sleeping).
Agreed, same. It helped to play on a smaller map.
The last thing on my console is this error: "PawnPathPool leak: More paths than pawns". I noticed there is a guy with the same problem some posts above. Guess it's somehow related to Pathfinding, probably coming from EnviroSK.
Never noticed any lagg due to animals. Mending tables tho, that shit fked me up. Decreased range on mending tables and was fine afterwards. Just a tip.
From my observations when it comes to lagging you can try to 1) minimize your tables range like someone suggested, set it to 50 or 80 max, the less the better, just haul your item to stockpile first so it will be in "50" range of the table. 2) If you play biome with little number of aggresive animals so they don't kill each other out then amount of pathfinding or whatever they do is high and indeed impact game speed. Just send your hunters to be on their way. Or throw few fire granades and let the work do by itself. 3) I also noticed problems with mods that add many factions, no matter if they are built-in or added by hand. I think that every time you have visitors or some events happen or both, game do some "checks" (relations checks or whatever) that is hard for the engine. Especially when you got many colonists, and lots of commotion on map from animals. 4) Avoid any items that are far from your base, and are set to "green" (allowed to haul). Colonists depending on the range often set path to pick item, and when circumstances like mood change, they drop their path and set path back to base, and when their mood is better they again set path for far away item. It decrese performance by noticable margin sometimes, causes some milisecond stutter lags usually few in a row. Avoid long distance trips.
-Cheers
I've done some searching and can't seem to find any references to the bug I'm currently encountering. An event occurred to send my colonists out to search a ship for 7 days (what mod is this? I couldn't pin it down by reading over the mod list). On their return they were shown as "missing" on the UI, then removed from the UI and colonist tabs all together. They are still walking around doing jobs as normal, I can recruit them to fight, etc. However, I can't manage their priorities and tracking them down is very cumbersome. Any ideas?
Quote from: bigb4486 on October 31, 2015, 12:22:48 PM
I've done some searching and can't seem to find any references to the bug I'm currently encountering. An event occurred to send my colonists out to search a ship for 7 days (what mod is this? I couldn't pin it down by reading over the mod list). On their return they were shown as "missing" on the UI, then removed from the UI and colonist tabs all together. They are still walking around doing jobs as normal, I can recruit them to fight, etc. However, I can't manage their priorities and tracking them down is very cumbersome. Any ideas?
The anomaly comes from Miscellaneous by Haplo. The problem you are having is between EdBInterface and Miscellaneous. I have had this issue before, but as soon as my Colonists came back I restarted the game and all was well.
You could also try creating an overall (all colonists) Squad and see if that helps?
Quote from: Gaest on October 25, 2015, 12:49:49 AM
I do. Bring it on, I'll translate if the scheme is useful.
http://hardcore-sk.ru/
Here is the link to the official page of this mod, all in russian. Second post shows a production line. I was able to translate the page with google translator, but wasnt able to translate the image itself.
Besides that, you might find some usefull information on that page since it looks like the creator of this mod is clearly more fluid in russian so he might post more info on that page than here.
Quote from: Shtuka on October 13, 2015, 03:36:09 PM
I made a clean installation already and tested with dev mod. Force shields still did not work.
Found incompatibility.. Force shield don't work with combat realism 1.3+
Ok I can not find Sulfur am I missing something??
Edit: Found it Ammo Crafting Table
But now I have it Petrochemical Plant is still not making Rubber and such...
Can create Bill just no one is working it and no option to Assign on right click
Edit 2:
Change offset on Plant to -2 Fixed Thanks..
Hello Sky,
Your not spoused to include CCL with the modpack files. The end user is soused to get the latest themslefs.
Also, the latest CCL merges Research Info (By fluffy) into CCL. So you'll have to remove all RI files from Core_SK
On a further note, EnviroSK is buggy:
http://pastebin.com/hBPNaGaa
--GENTZ
I am Curious is this Mod still being worked on?
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 04:29:57 PM
Hello Sky,
Your not spoused to include CCL with the modpack files. The end user is soused to get the latest themslefs.
Also, the latest CCL merges Research Info (By fluffy) into CCL. So you'll have to remove all RI files from Core_SK
On a further note, EnviroSK is buggy:
http://pastebin.com/hBPNaGaa
--GENTZ
Enviro updated.
HCSK using my modified version of Research Info. CCL version of RI is not needed and would be disabled.
Didn't understand about CCL... CCL was originally developed as expanding pack for modders, for help to all modders. What are you talking about? The end user can download CCL Vanilla tweaks for own mod pack.
Quote from: GazzaBolton on November 02, 2015, 09:54:34 AM
I am Curious is this Mod still being worked on?
Soon big update. Enviro SK main bugs today were fixed.
Quote from: skyarkhangel on November 02, 2015, 11:00:59 AM
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 01, 2015, 04:29:57 PM
Hello Sky,
Your not spoused to include CCL with the modpack files. The end user is soused to get the latest themslefs.
Also, the latest CCL merges Research Info (By fluffy) into CCL. So you'll have to remove all RI files from Core_SK
On a further note, EnviroSK is buggy:
http://pastebin.com/hBPNaGaa
--GENTZ
HCSK using my modified version of Research Info. CCL version of RI is not needed and would be disabled.
Didn't understand about CCL... CCL was originally developed as expanding pack for modders, for help to all modders. What are you talking about? The end user can download CCL Vanilla tweaks for own mod pack.
In E's words "Read The Fucking Manual"
Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PM
IMPORTANT NOTE TO MODDERS
- Do NOT include any of CCLs assets with your mod directly.
- Do NOT copy the dll to your mods assembly directory.
- Do NOT copy the xml, languages, textures, etc unless your are explicitly overriding them with new settings. Doing so WILL cause errors and will be the fault of the modder who copies files they shouldn't.
If your mod needs CCL, then it needs CCL to be properly installed and loaded before your mod as a separate download, not included with. This is true for all mods and "mod packs." The only place users should be getting CCL from is the official github releases, any other place not an official copy (although perfectly legitimate, see the unlicense (http://unlicense.org/)) or the modder using CCL has made a colossal mistake by packaging it directly with their mod.
Their is no reason you should be modifying RI. It works fine with the other mods in this pack.
You are not sopoused to include CCL.
RI has been integrated to CCL. Forever you should remove RI.
If i remove CCL, i remove it almost, without support any of its features in future. Because, some of mods don't work with CCL and tuned for a specific CCL version. It's crazy, forcing players to download it separately, further complicating the process of installing and updating.
I do not care, if E says remove. OK.
For example: HSCK 2.2e using CCL 12.3 and tuned for THIS version. If i made CCL separately, players going to download 12.4 .. and modpack would not work completely.
Understand? Also CCL 12.4 by default adds generic hoppers, which are also not needed. Furthermore, HSCK using specific Russian translation for CCL "Russian-SK", if end user would download CCL separately, modpack translation wouldn't complete.
May all mods for modpacks alter under license "download separately"? Stop talking nonsense. lol :)
I don't need CCL RI version, my C# rewrite RI version much better then in CCL.
You should stop talking nonsense.
Quote from: skyarkhangel on November 02, 2015, 03:53:33 PM
If i remove CCL, i remove it almost, without support any of its features in future. Because, some of mods don't work with CCL and tuned for a specific CCL version. It's crazy, forcing players to download it separately, further complicating the process of installing and updating.
I do not care, if E says remove. OK.
For example: HSCK 2.2e using CCL 12.3 and tuned for THIS version. If i made CCL separately, players going to download 12.4 .. and modpack would not work completely.
Understand? Also CCL 12.4 by default adds generic hoppers, which are also not needed. Furthermore, HSCK using specific Russian translation for CCL "Russian-SK", if end user would download CCL separately, modpack translation wouldn't complete.
May all mods for modpacks alter under license "download separately"? Stop talking nonsense. lol :)
I don't need CCL RI version, my C# rewrite RI version much better then in CCL.
You should stop talking nonsense.
Lets dissect and see who's talking nonsense and who isn't...
"If i remove CCL, i remove it almost, without support any of its features in future." False. Special case of non-sequitur.
Wat mate? Remove CCL from ze release. Then have the user download it. What functionality is lost? I do dat in TGP and it works fine.
"Because, some of mods don't work with CCL and tuned for a specific CCL version." False. Special case of non-sequitur.
Err, all CCL 0.12.X's are compatible with each other. 0.12.0 works with 0.12.1 which works with 0.12.2 and 0.12.3 and also 0.12.4 and if 0.12.5 is released it will be compatible too!
0.12.X mods ain't compatible with 0.11.X mods and 0.13.X mods. Happy 0.13.X only come out with Alpha 13, just like 0.11.X mods only came out with Alpha 11. A.k.a: the next incompatible version you get will be released after Alpha 13, and by then you have bigger fish to fry.
On a thurver not, we (me an Choas) tested it with 0.12.4, it worked fine, other than the RI issue, which you should fix.
"It's crazy, forcing players to download it separately, further complicating the process of installing and updating." Ignoratio elenchi. Opinion.
What complicated process? Drag this under mods/ and drag that under modconfig. DONE! I even made a .bat that sets the modconfig for you! its barely complicated.
"I do not care, if E says remove. OK." Ignoratio elenchi.
E doesn't say remove it. The CCL Team says remove it. Also, your using his stuff, if ya don't like it make your own library with CCL's functionality. Call it CCL-SK for all I care.
"For example: HSCK 2.2e using CCL 12.3 and tuned for THIS version. If i made CCL separately, players going to download 12.4 .. and modpack would not work completely." False statement, forever a special case of non-sequitur. Also argumentum ad ignorantiam as you did not try to test it out yourself, shifting the burden of proof onto me, to test it for you.
HAHAHA, you didn't test it, did you? We tested it like I previously stated. Other than RI issue it worked fine.
"Understand? Also CCL 12.4 by default adds generic hoppers, which are also not needed." Straw man. Ignoratio elenchi.
Hrm, is that your biggest concern? Make a mod called NoHopper-SK which just removes it. DONE! Now was dat hard? I never said don't disable some features in ANOTHER mod, I just said to not include CCL.
"Furthermore, HSCK using specific Russian translation for CCL "Russian-SK", if end user would download CCL separately, modpack translation wouldn't complete." Non-sequitur.
So your editing CCL directly? Could dat not go under CORE_SK? Doesn't sound maintainable.
Also Windows (And I'm sure Mac & Linux) have a mystical MERGE function. Distribute CCL/Translations folder that you added. Have the OS merge em'. Or better yet, ADD IT UNDER CORE_SK!
"May all mods for modpacks alter under license "download separately"? Stop talking nonsense. lol :)" Argument from incredulity & Reductio ad absurdum & non-sequitur.
Wat? All mods don't say dat. Only CCL.
"I don't need CCL RI version, my C# rewrite RI version much better then in CCL." Ignoratio elenchi. Opinion.
That your opinion. But if your going to use the latest CCL you must remove it.
"You should stop talking nonsense. "
You have failed to present proper arguments.
Well they do have the Unlicense attachment to their license. Which clearly states the following :
QuoteAnyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
Furthermore, Gent you are not CCL developer. By what right do you are entitled to claim? :o
Quote from: dismar on November 02, 2015, 08:14:13 PM
Well they do have the Unlicense attachment to their license. Which clearly states the following :
QuoteAnyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PM
IMPORTANT NOTE TO MODDERS
- Do NOT include any of CCLs assets with your mod directly.
- Do NOT copy the dll to your mods assembly directory.
- Do NOT copy the xml, languages, textures, etc unless your are explicitly overriding them with new settings. Doing so WILL cause errors and will be the fault of the modder who copies files they shouldn't.
If your mod needs CCL, then it needs CCL to be properly installed and loaded before your mod as a separate download, not included with. This is true for all mods and "mod packs." The only place users should be getting CCL from is the official github releases, any other place not an official copy (although perfectly legitimate, see the unlicense (http://unlicense.org/)) or the modder using CCL has made a colossal mistake by packaging it directly with their mod.
You
can but like it says, you've made a
colossal mistake if you do. Which is my point. Sky shouldn't be including CCL.
Quote from: skyarkhangel on November 02, 2015, 11:04:48 PM
Furthermore, Gent you are not CCL developer. By what right do you are entitled to claim? :o
Thats a mix between an appeal to accomplishment and an appeal to authority.
I'm informing you that you are not following the requirements of CCL, and that you have made a colossal mistake. Its clearly stated on the forum post, so you must've missed it.
Quote from: TheGentlmen (GENTZ /'jen(t)z/) on November 02, 2015, 11:59:53 PM
-SNIP-
Gent, it's my problem. But I don't consider that this a problem, i think your activity on trumped-up reasons - is a problem. get some air, lol. Relax 8)
oh, so you Skyark can demand nine fingers follows your license, but it is okay for you to not follow CCL's license? Remove CCL from your modpack, as you are in violation of the license, and the forum rules....
do you even read the CCL's license? look there
1. github https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases/tag/v0.12.4
2. link with a sourse https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/archive/v0.12.4.zip
3. license
Quote
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
And now read what TheGent is quoted. Not a license, but important note. these are two very-very different things.
Just stop insult the autor here.
Quote from: vetula on November 03, 2015, 03:40:09 AM
do you even read the CCL's license? look there
1. github https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases/tag/v0.12.4
2. link with a sourse https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/archive/v0.12.4.zip
3. license
Quote
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
And? Never the less it still says that he shouldn't include it.
Quote from: vetula on November 03, 2015, 03:40:09 AM
And now read what TheGent is quoted. Not a license, but important note. these are two very-very different things.
Ok:
- P1: I do not need to follow notes.
- P2: Important notes are notes.
- C1: I do not need to follow important notes. (P1 and P2)
- P3: A license is a important note.
- C2: I do not need to follow the license. (C1 and P3)
We know that C2 must be false, that meens one or more of the Parameters must be incorrect.
P3:
Ok. One of the definitions of note is "a short official document that certifies a particular thing"
The license is clearly an official document, it certifies how you can use his software. So it is a note.
Now, one of the definitions of important is "of great significance or value; likely to have a profound effect on success, survival, or well-being."
Totally, a license is significant, and will have profound effects on the success or survival of his program.
So we can clearly classify a license as an important note. It is one by definition.
We've proven P3 correct. P2:
'Important' is an adjective, it describes the noun in front of it (in this example: note), the the object we are referring to would stile be the noun.
A important clock is still a clock.
A important room is still a room.
A boring note is still a note.
A rainbow-colored note is still a note.
And so, we can conclude that P2 is correct.Well, now we know P1 must be false. Unless of course your arguing we are allowed to not follow licenses. Then sure, P1 is true.
Your flawed arguments are a waste of my time. Please, when you argue something, check for the logic behind it.
Quote from: TLHeart on November 03, 2015, 02:55:51 AM
oh, so you Skyark can demand nine fingers follows your license, but it is okay for you to not follow CCL's license? Remove CCL from your modpack, as you are in violation of the license, and the forum rules....
I'am not violate any licenses.
Gent isn't developer and has no relation to the CCL. This is the first that he himself violates the right here. I think the Gents main goal, to provoke me, not more.
Gent, do not harass a modder or modpacker about licenses in their mod topic. Go to the person whose license is being infringed and let them deal with it.
Sky, the reason why CCL should not be included in a modpack download is so that CCL can be updated independently of other mods. It is always backwards compatible (in the same major version of RimWorld) so there's no reason to package an older version with a modpack.
It can adversely affect compatibility with mods which need a higher (newer) version of CCL, so you would just be making work for yourself if it causes problems.
Quote from: MarvinKosh on November 03, 2015, 02:01:14 PM
Gent, do not harass a modder or modpacker about licenses in their mod topic. Go to the person whose license is being infringed and let them deal with it.
Sky, the reason why CCL should not be included in a modpack download is so that CCL can be updated independently of other mods. It is always backwards compatible (in the same major version of RimWorld) so there's no reason to package an older version with a modpack.
It can adversely affect compatibility with mods which need a higher (newer) version of CCL, so you would just be making work for yourself if it causes problems.
In next version, would be updated for 12.4.
Already done it. Thank you.
For stable work HSCK, people didn't need to update ANY mod by yourself, not only CCL. Each new HSCK version are usually with last updates of all mods. There was a long time update, bcs i came away to relax and collected bug-reports. All messages in this topic have been read.
Hope i can post here.
Your mod is continusly crashing on my Computers after 30 minutes of play.
a clean install of game and mod dont help.
without mods its run fine
sorry for bad english...
sooooo... what happened here?
https://drive.google.com/file/d/0B6HQGiCJqq7wT2EtOWtiSE41S00/view?usp=sharing
Off-topic posts removed.
Empty blaming the mod author for not reading notes is on-topic and defending him is offtopic, got it.
I ask honest people to report GENTZ's post lie claiming need to follow notes to be deleted as offtopic.
See above, it was dealt with. Then it was escalated again.
It falls to me to decide what to do when forum posters can't restrain the urge to get just +1 in for the sake of being right about something. I decided to remove the most recent offending posts. If that doesn't work, then I may have to resort to more punitive measures.
Believe it or not, people can decide for themselves what to believe. There's no need to light a fire and send smoke signals every time you think someone is lying in the internet. :)
Hey, I just got this mod pack for the first time and I got to say good job on this! But when i go to the work tab, I am met by a blank work tab screen until I go into another tab... Bug??
Well.. My problem is, when i trying to craft wires its says the required material is "high conductivity", that's means aluminium and copper, but its refuse to work with any of them, its just keep telling me "you don't have enough resources to do that" even though i have plenty of them.
Anyone know a solution on this?
did you make bars Rorgan because you need bars to make them
Most bionic parts in bionic workbench demands arteficial bones. I can't find a way to create, craft or buy them anywhere. Any tips?
Quote from: Cheshire on November 08, 2015, 12:29:17 PM
Most bionic parts in bionic workbench demands arteficial bones. I can't find a way to create, craft or buy them anywhere. Any tips?
If bionics works like how it does in normal EPOE, then you can make artificial bones in the Chemlab.
Quote from: NuclearStudent on November 08, 2015, 01:33:07 PM
If bionics works like how it does in normal EPOE, then you can make artificial bones in the Chemlab.
Yep they indeed are in Chemlab. I must've missed them. Thanks a lot. It was the only thing I couldn't figure out since some time.
Just so you know, a lot of these extraneous tables can be removed. For instance. The Vancidium refinery, while not enabled, can have its vancidium refining recipe hidden behind the Vancidium research with some of the comps in CCL. That way another table like the electric smelter can inherit the recipe that will be unlocked with research.
It's in the CCL docs under AdvancedResearchDef.xml
Hello i have a problem. When i start up rimworld it works fine and all. but then i went and downloaded this mod and i used it. i placed EVERYTHING that was in the SK pack into the mod folders including the XML doc. I noticed there was another core in the SK and it asked if i should replace or whatnot, naturally i thought it was just a modification to the core so i said replace. then i open rimworld it took a second to load but it opened. But i COULD NOT make a new world nor could i open the mods folder.so i used a old world that was already made and when i loaded in i had no colonist. what did the pack do to my game or did i do something wrong?!?!? i have a high powered windows 10 PC so performance is not a problem. is it that rimworld has conflict with windows 10? did i do something wrong with the installation? i did everything the install guide on the SK pack page told me. Dose anyone else have this problem? and i tried this on 2 different PC's both with optimal settings to run them. PLS answer me beacuse i really want to play this mod and rimworld. Thx you for reading!
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
How do I stop enriched uranium and uranium ore from damaging my colonists? What file do I need to edit?
Edit: Nm, got it. It's Mods\Tech_SK\Defs\ThingDefs\item_resources_rad.xml for anyone that might be wondering.
Are there no longer wooden structures? For example, there is no wooden door/tables/crafting furnitures etc.
The only wooden object i've found on cursory inspection is the wooden wall. Is that right?
Quote from: eeke1 on November 16, 2015, 10:19:32 PM
Are there no longer wooden structures? For example, there is no wooden door/tables/crafting furnitures etc.
The only wooden object i've found on cursory inspection is the wooden wall. Is that right?
Assembling workbench - Woody parts - "wooden door/tables/crafting furnitures etc."
Hi,
I ran into the same problem, but i figured it out. In this mod you have to have different kinds of parts to build stuff.
So, if you want to build a wooden table, you have to make wooden parts in the "smithing bench" After you have some wooden parts, it will show up in the menu for you to select. Hope it helps thanks
Hello everybody
How do you produce biomatter ? i've read you need the Organ vat, but can't find it in game. Can somoene tell me where could I find the Organ vat ?
thanx you !
Best
Night, you need to delete the modconfig folder search %appdata% go to locallow, find ludeon studios, click rimworld, configs, then the modconfig should be there, right click and delete, then re launch rimworld and tada done.
Quote from: Mechanoid Hivemind on November 21, 2015, 02:26:14 AM
Night, you need to delete the modconfig folder search %appdata% go to locallow, find ludeon studios, click rimworld, configs, then the modconfig should be there, right click and delete, then re launch rimworld and tada done.
it's an .xml file, not a folder.
Phew. Took me awhile, but I've finally finished translation of the crafting scheme. Meanwhile on the modpack standalone web page appeared new version, as well as new infographics, in Russian of course.
In addition to the translation I've added some info to the scheme, changed plenty of memos - some of them were inaccurate or outdated, some were too brief or vague from my point of view (as far as I managed to learn the modpack mechanics, sometimes I placed more clear tip instead of the original one). I also erased references to the unavailable external sheets, not presented on the scheme.
Now I would like to ask some native English-speaking gentleman to take responsibility to proof-read the given scheme, as I can not guarantee that some weirdness and grammatical inventions not slipped despite all my effort, probably something with articles... I still don't get them, sometimes I simply hate them, so sorry for my Engrish.
https://drive.google.com/file/d/0Bxc18ci5AzgqUXdnSEo5Wm1EWTA/view?usp=sharing (https://drive.google.com/file/d/0Bxc18ci5AzgqUXdnSEo5Wm1EWTA/view?usp=sharing)
I have the latest version of Rimworld and i downloaded the latest version of the mod pack but when i load the game up I get a black screen and nothing loads. Any fixes?
Sadly, there are quite some bugs in this mod-pack.
Minor (mostly pure visual bugs):
- There are empty resource categories. (like "Fruits" in vegetarian food)
Major (bugs that make parts of the game malfunction):
- Fishing isn't possible, so the entire fishing aspect including aquaculture basins is broken.
- It is not possible to store cocoa, it simply isn't in any resource category. Even if you create a stockpile where you allow "everything", it still isn't possible to move cocoa there and trying to let somebody haul it only returns that there is no defined place to haul it to.
Game-Breaking (bugs that make the mod literally unplayable from some point):
- The interaction square of the petrochemical plant is inside the plant, making it impossible to use it. (luckily easy to fix!)
Big double update, with more then 130+ changes, fixes, new features.
I am pleased to inform you, that is it the most stable version ever since A10.
(http://s017.radikal.ru/i443/1511/5f/cbe51c23b301.png)
Updated to 2.4a: SyndicateNew in 2.3: Solaris- End Table with Lamp (https://ludeon.com/forums/index.php?topic=16554.0) (Add nice table with lamp.) by TLHeart
- Storage Search (https://ludeon.com/forums/index.php?topic=16658.0) (Adds search UI mod for storage.) by meonester
- Recycle Apparel (https://ludeon.com/forums/index.php?topic=16626.0) (Add feature to recycle apparel into usable textiles.) by TLHeart
- Numbers! (https://ludeon.com/forums/index.php?topic=16558.0) (Adds customizable overview stat tab.) by koisama
- Dermal Regenerator (https://ludeon.com/forums/index.php?topic=14177.0) (Add a machine that allows the fixing of scars.) by skullywag
New in 2.4: Syndicate- Silage (https://ludeon.com/forums/index.php?topic=16549.0) (Add a meal for your animals.) by Loki88
- Stargate (https://ludeon.com/forums/index.php?topic=6636.0) (Adds a Stargate System, Allows for the Transport of Personnel and Supplies between Colonies.) by Jaxxa
- Hydroponic room (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449) (Allows you to modify the grown plant of all hydroponic basins of a same room with one button.) by Rikiki
- Throwing Knives (https://ludeon.com/forums/index.php?topic=15303.0) (Adds 3 throwing knives -each has its own specialization.) by CB_elite
- Realistic Gun Sounds (https://ludeon.com/forums/index.php?topic=16864.0) (Adds more realistic sounds to most of the vanilla guns) by eatKenny
- Mind Altering Device (https://ludeon.com/forums/index.php?topic=16743.0) (Adds special capsule which can change perks.) by IzzyHRC
- Stalker factions (Adds 7 new factions in Rimworld, with changing vanilla factions) by Skyarkhangel
- Colony manager (https://ludeon.com/forums/index.php?topic=16888.0) (Adds manager tab.) by Fluffy
Full changes only in Russian:
Changes from 2.2e to 2.3a:
1. Поправлено место выхода ресурсов для нефтестанции.
2. Исправлена категория для сахарного тростника и какао.
3. Проволока теперь не будет оставлять ресурсов после разрушения, но увеличена живучесть в 2.5 раза.
4. Добавлена добыча селитры и титана в шахте.
5. Картины теперь можно вращать.
6. Селитра будет чаще попадаться у торговцев.
7. Поправлены красные ошибки связанные с требованием CompPowerLowIdleDraw у плазменной геотермальной электростанцией, Военным ядерным реактором и АЭС.
8. Убран "халявный" выход тепла у большинства электростанций.
9. Сойлент теперь можно выделять из трупов животных.
10. В электро плавильне для производства слитков теперь не нужен уголь.
11. Текстуры карамельки и ириски поменялись друг с другом.
12. Небольшие правки в балансе живучести и получаемого кол-ва мяса с животных.
13. Исправлен баг с пистолетом электрошокером.
14. Уменьшен прирост скорости передвижения для большинства протезов (слишком высокие показатели скорости приводили к превышению максимально возможной скорости).
15. Сердца котов теперь имеют ограниченный срок.
16. Поправлен размер корабельного контейнера крипто-сна, был слишком большой.
17. Поправлен дебаф на скорость работы при ношении некоторых видов оружия (был слишком, 100% и более, т.е. бесконечность)
18. Плотоядные животные теперь могут питаться молоком.
19. Цветы шиповника, зверобоя, мяты теперь имеют срок годности.
20. Небольшие изменения в стоимости животных.
21. Антисы исключены из мэнхантпака.
22. Исправлен баг с дебафом "Silent Jaw".
23. Турельные лазерные, плазменные установки теперь в режиме ожидания не потребляют электричество.
24. Исправлено оружие Marine RPG.
25. Терминаторы теперь cмогут использовать новый 3х зарядный тяжелый гранатомет судного дня.
26. Фабрика электроники возвращена к типу стола для производства.
27. Значительно увеличены шансы появления сырого хлопка и дьяволотника у торговцев.
28. Увеличено в 3 раза кол-во консервируемых продуктов, но и увеличено в 3 раза время работы.
29. Фикс комаров и мух. Они теперь намного менее выносливее. Фикс скорости атаки мух, была слишком высокая.
30. Нанитовый щит теперь не доступен в продаже, значительно повышен износ.
31. Поправлен крафт телевизора,теперь требует адекватное кол-во ресурсов.
32. Все оружие ближнего боя при надевании использует новый звук. По умолчанию римворлд использует звук эквипировки пистолета.
33. У блоков предохранителей убраны множители урона от всех видов оружия. Их наличие приводило к взрыву предохранителя.
34. Поправлена 155мм гаубица, мортиры.
35. Траншеи убраны из проекта.
36. Поправлен рецепт экзоскелета.
37. Городская футболка теперь не надевается поверх других футболок. А на шапку с очками не смогут одеваться другие очки.
38. Поправлен размер скелета жука (crushbug), был слишком большой.
39. Могилы теперь не будут иметь атрибут качества.
40. Эффект скорости работы от инструментов повышен с 20 до 50%.
41. Дрова теперь можно делать из бамбука.
42. Восстановлена цепочка производства карбона. В нефтехим. станции отсутствовал рецепт производства карбона.
43. Поправлен крафт протезов. А также убрана зависимость навыков электроники для бионич. протезов.
44. Поправлена эффективность работы с электроникой, теперь не будет "космических" множителей при крафте.
45. Увеличена стоимость нано-принтера и сканера.
46. Поправлена кладка яиц Лакосдила. До этого из яиц Лакосдилов рождались игуаны.
47. LT_RedistHeat обновлен до последней версии.
48. Добавлен мод EndTableVG. Добавляет симпатичный столик с лампой.
49. Добавлен мод StorageSearch. Добавляет меню поиска в панель склада.
50. Добавлен мод Recycle Apparel. Добавляет стол, доступный почти с самого начала игры, на котором можно разбирать вещи.
51. Добавлен мод kNumbers, добавляет полезную статистику по всем вашим колонистам.
52. Добавлен мод ToolsForHaul.
53. Обновлен CCL до последней 12.4 версии.
54. Меню обзора приоритетов теперь работает на Enhanced tabs. Теперь можно регулировать приоритеты работ, копировать настройки и многое многое другое.
55. Система оповещения теперь требует электронные компоненты, вместо интегральных схем.
56. Синтетические волокна теперь не требуются для крафта синтетических матерьялов. Теперь только пластик и резина.
57. В добывающей установке добавлена возможность добычи камня.
58. Скорость регенерации персонального щита уменьшена 2.5 раза, на 10% уменьшен макс. заряд.
59. Уменьшено кол-во деталей при разборке мехов в ~3 раза.
60. Улучшение всех гранатоментов по точности, радиусу поражения, перезарядки. Фикс ПТРК - слишком медленная скорость полета снаряда.
61. Пиратский торговец и торговец экзотикой теперь будут торговать всем алкоголем, а также запрещенными веществами...
62. Переработчик ванцидиума теперь снова доступен для постройки.
63. Увеличена защита от радиации костюма радиоактивной защиты.
64. Увеличена мощность и дальность стрельбы рейлгана, теперь как у продвинутой снайперской винтовки.
65. Все турельные установки теперь нуждаются в более длительной перезарядке и времени на сведение.
66. Увеличено кол-во получаемых деталей, механизмов, запчастей при крафте на 20-30%
67. Добавлена капсула регенерации кожи, исследуется после улучшенной бионики.
68. Кол-во заряда нанит-щита снижена со 100 до 50.
69. Добавлена еще одна симпатичная настенная лампа.
70. Москиты убраны из мэнхант пака. На замену добавлены большие пауки.
71. Сильно увеличена вероятность атаки с диверсией.
72. Снижена эффективность системы обеспечения. Теперь это дешего, но как временное решение.
73. После нескольких тестов сейвов с лагами и фризами, был убран скрипт на поиск и ломание дверей. 99% он приводил к тормозам.
74. Фикс ошибки isGuest. Прирученное животное пыталось проверить фракцию колонистов на "гостя", что приводило к ошибке.
75. Добавлен мод ProductionManager. Теперь можно делать крафт почти всех ингредиентов из одного окна с возможностью поиска нужного рецепта.
76. Снижен шанс задеть дерево по пути полета снаряда, патрона.
77. Для каждого типа семени теперь есть своя текстурка. Около десятка ретекстуров предметов и несколько новых текстур столов.
78. Добавлено около десятка новых причесок.
79. Убран Русский язык из выбора языков. Теперь есть только English и Русский-СК.
80. Обновление перевода Русский-СК.
81. Поправлен размер контейнера крипто-сна и древного контейнера крипто-сна, были слишком большие.
82. Поправлена категория фруктов, была пустая.
83. Раскошные кровати теперь можно делать только на основе тканей.
84. Убран силикон и набор схем дроида и связанные с ним рецепты, до тех пор пока не обновиться модификация.
85. Убрано силовое поле, пока не будет решена совместимость с комбат-реализмом.
86. В недавновведеных новых случайных строениях убран спавн оружия (облегчало игру на ранних этапах).
Changes from 2.3 to 2.4:
1. Поправлен дроп при разборке механоидов и терминаторов. Теперь вместо деталей - слитки. Убраны запчасти из дропа, взамен добавлен слитки.обедненного урана.
2. Поправлена текстура настенного фонаря, который ставился боком.
3. Обычная кровать теперь требует шкуры или ткань + детали.
4. Эффект от взрыва вернулся к дефауту.
5. Удобная кровать теперь открывается раньше.
6. Добавлена автоматическая бронированная крупнокалиберная корабельная туррель, которая открывается после изучения всех технологий сентри турели.
7. В биопереработчик добавлен рецепт производства силоса. Это смесь сена с продуктами, как результат получаем высокопитательный силос.
8. Добавлены звездые врата.
9. Полностью убрана эффективность работы с электроникой, которая давала космические множители.
10. В шахте теперь добываются осколки камней, а не сам камень.
11. Добавлена модификация Hydroponic room, дает возможность одним щелчком мыши назначить посадку конкретного типа растения во всех клумбах одной комнаты.
12. Добавлено 3 вида метательных ножей. Первый- наиболее приспособленный к метанию с дистанции. Третий - наиболее эффективный в ближнем бою и наконец второй - сбалансированный вариант.
13. Ретекстур большинства растений от Manhattan, специально для Hardcore SK.
14. Добавлен станок электрической обработки дерева. Все рецепты с ускоренной обработкой дерева перенесены с верстака.
15. На верстак добавлены новые рецепты ускоренной обработки камня, песка и крафта железобетонных конструкций.
16. Балаклава теперь отдельный головной убор и не стыкуется со шлемами. Взамен увеличены характеристики.
17. Убрана фракция наркоторговцев.
18. Добавлен пакет фракций из Сталкера (Свобода, Долг, Монолит, Чистое Небо, Наемники. Стандартные пираты - теперь ренегаты. А чужеземцы теперь бандиты. Оптимизация подбора вещей и оружия для каждой из фракций. Полная переработка подбора вещей и оружия. Значительно оптимизирован и уменьшен массив подбора оружия и вещей для каждой из фракций. Ускорение генерации рейдов. Подбор оружия сделан так, что теперь будет гораздо сложнее найти топовое оружие.
19. Некоторые правки стоимости ресурсов, их макс. стаков, скорости порчи, максимального уровня хп.
20. Поправлен рецепт жареной рыбы. Теперь вместо обычного блюда, жареное мясо.
21. Подкорректированы рецепты разделки рыбы.
22. В стекольную добавлен крафт декоративного стекла.
23. Шапки из зверья (меха) добавлены в свою группу. Были без группы.
24. Фикс ремонтного стола от midaw.
25. Добавлено 6 новых уникальных вещей (нет в других офф. модификациях)
26. Добавлена возможность переноски поврежденной батареи в моде Крашленлинг.
27. Для вкусного и шикарного блюда по умолчанию снята галка с норбальского мяса.
28. Поправлен дублирование работы с верстаком (было два задания).
29. Для вяленое мяса и салата повышен приоритет использования.
30. Муффало и Альфало теперь имеют разные текстуры для мужского и женского пола.
31. Добавлены новые звуки выстрелов для двух десятков оружия. А также новые звуковые спецэффекты от взрывов. В целом, значительно повышено ощущение реализма.
33. Обновлена модификация на Обзор чисел. Настройки выбора теперь сохраняются.
34. Добавлена возможность постройки специальной капсулы, которая позволит в случайном порядке изменять перки колонистов.
35. Мод ToolForHaul убран из сборки.
36. Небольшой ребаланс в оружии. Значительно усилен "Солнцепек", но и повышена его стоимость.
37. Фикс сухофруктов.
38. Полностью переделана цепочка исследования мебели, теперь состоит из 6 уровней развития (tier 1-6). Некоторые изменения в требованиях исследований для открытия покрытий. А также еще около трех десятков изменений в дереве исследований.
39. Убрано декоративное стекло. Изменен крафт бронированного стекла, в сторону реалистичности, теперь для производства требуются кроме самого стекла, синтетические вещества.
40. Изменена текстура бетона. Значительно увеличена скорость порчи.
41. Улучшена цепочка исследований напольных покрытий.
42. Улучшена цепочка исследований медицины, приготовления пищи.
43. Множество мелких изменений в цепочке исследований, теперь она будет более последовательная.
44. Большинство вещей норбалов и туземцев, а также часть оружия не будут продаваться у торговцев.
45. Фикс лазеров. При тестировании,не было замечено зависаний луча.
46. Добавлен ProductionManagerV2.
47. Апдейт перевода до 2.4-Full.
50. Изменение в цепочке исследований конвейерных лент.
51. Увеличен базовый приоритет работы на стекольном и электронных верстаках.
52. Убран AutoHuntBeacon. Возможности уже заложены в менеджере.
So I come here to post about the ridiculous cold at my ice sheet colony (-95C, wtf) and there is a new update...
Guess the heater down below froze up...
skyarkhangel,
Not sure if this was discussed before, but what do you think about including the mod TOOLS FOR HAUL in this modpack? With a few tweaks i think the gameplay would be greatly improved. And if we think about it, it makes sense to do so. Whti the great list of mods you have in this pack, you get tons of new stuff, so you get to carry more things around. I think the mod could help with that. Thanks a lot for the great job.
Quote from: gustavoghe on November 23, 2015, 06:53:37 PM
skyarkhangel,
Not sure if this was discussed before, but what do you think about including the mod TOOLS FOR HAUL in this modpack? With a few tweaks i think the gameplay would be greatly improved. And if we think about it, it makes sense to do so. Whti the great list of mods you have in this pack, you get tons of new stuff, so you get to carry more things around. I think the mod could help with that. Thanks a lot for the great job.
in close test 2.3, tools for haul already tested. Unfortunately, the mod with lots of bugs :(
Hi,
This mod offers a really deep gaming experience. Thank you!
However, I have some troubles with the mortars, which didn't seem to work. Even if the shell are loaded, and there is someone operating them, they won't shoot. I tried with the incendiary mortars. Even during a siege, the attackers were not able to use them.
I saw that some people had the same problem earlier in this trend. Anybody can offer a solution?
Thank you!
Quote from: wijabe on November 24, 2015, 12:12:07 PM
Hi,
This mod offers a really deep gaming experience. Thank you!
However, I have some troubles with the mortars, which didn't seem to work. Even if the shell are loaded, and there is someone operating them, they won't shoot. I tried with the incendiary mortars. Even during a siege, the attackers were not able to use them.
I saw that some people had the same problem earlier in this trend. Anybody can offer a solution?
Thank you!
in 2.4 all works fine. tested again.
Colonist with no patience to violence can't use turrets too.
I'm very mixed on this mod. On the one hand, I like the complexity. On the other, it's made some things almost tedious. The number of steps you have to go through now to build a simple bed can mean half of my people will have suffered multiple mental breakdowns before the first house is built.
And the requirements to build basic power and move to hydroponics are that high that a desert or tundra biome is pretty much impossible without 'preparing carefully' by adding lots of extra resources to your start. Going for temperate woodland feels like wussing out, though, so I'll keep struggling in the desert. Don't know what I'll do when some idiot finally decides to add water as a necessity.
I like the modpack, sky. It's a lot of good work. And it'll make it much more satisfying when I've finally got my colony built.
So starting out now you have a short table, but no stools. If you place a table your pawns will sometimes use and most of the time not use it, because there's nothing to sit on to eat with. So I've got a table and they are eating off of the ground and getting uncomfortable from the lack of chairs. Kind of defeats the point in starting with a table if they won't use it.
I like the use of cloth/leather for beds instead of wood. Helps give those materials a use for starting out and less demand on wood/steel, which there is already plenty of.
The spare part default material selection should probably only have steel enabled instead of all metals. I didn't notice that at first and was wondering where all my copper was going - getting wasted on spare parts. Mechanisms on the other hand only allow steel, which I'm fine with. Uranium going into spare parts would seem odd as well.
Without the seed mod (dislike how tedious seed count is/unable to plant seeds you have not researched yet), starting out you can plant all tree types except cactus. Seems a bit strange to be trying to grow oak or other trees in a desert when there are plenty of cactus growing, but you're unable to plant any of your own.
In the interface options the edB.MainTabs.Prefs is displaying a list of the options, except they all say the same thing (this is for hiding the bottom menu bars). They should be listing what the bars are instead of Edb.MainTabs.Prefs.HideTabs.Option.
EdB.TabReplacement.Prefs is doing a similar thing, but at least it tells you what it's doing at the end of it. Still should get fixed as well.
When viewing an equipped infused item that a pawn has from their gear menu, the infused stats are displayed multiple times for the same thing. Like a doctor's pincers of heat resistance has the stats of "provides basic heat resistance" listed three identical times. Looking at the same item's details when not equipped and on the ground has it listed correctly with just one time.
A hungry animal event alert says "letterlabelhungryanimal" instead of "hungry animal".
The coal hopper for the coal power plant should allow charcoal to be used as fuel. It currently only allows coal ore and peat. As charcoal can be used as a substitute for coal in making bars, it should be the same as a fuel source in the coal power plant. Otherwise you need to start forbidding coal as you mine it so they don't use it on bars, leaving your power plants unfed as your charcoal pile grows.
While you do have it as an optional mod, the crash landing feels a bit overwhelming if you leave it at the default 10-20 crashes on game start. I enjoyed it much more when I reduced down to 5-10 at the start. Didn't touch the random events as those felt fine as is. Just a suggestion to modify that one down if you intend to leave it in as an optional mod, people would enjoy it more that way.
That's all that I've noticed so far that has bothered me.
Hmm following the mood of masquerine. I did notice that some of the resarch topics are showing two levels of the same technology. Ie. Medicine (II) and Medicine (III). Is this meant to be?
It's correct? installed modpack and have 52 mods in the list of active mods in the game (Just to know)
I ran into a nasty that causes big lag spikes every few seconds.
-The save file starts just before the bug first starts happening. Everything is fine, until the sunrise and it gets to exactly 85% light level outside.
-This lag always starts on this exact moment on the calendar date in the game, even after going back 5 autosaves history.
-Once the lag starts, it doesn't appear to ever end. It only (sort of) goes away during the night.
Caveat: Crash Landing is activated as the last item on the mod order list. In addition, I also have "Mad Skills" mod in this game, but I know it's not causing the problem.
[attachment deleted due to age]
Great Pack ! I really want to try. Unfortunately, I followed the installation and I have a black screen when I start the game I have not touched the Core folder .... :/
Quote from: kohkae on November 28, 2015, 09:10:17 AM
Great Pack ! I really want to try. Unfortunately, I followed the installation and I have a black screen when I start the game I have not touched the Core folder .... :/
Hmm... Did you copy over the config file? To the correct place? Did you override the core folder files with the ones from the mod? Did you wait for a few minutes at black-screen (the game can take a while to start up with all those mods)? Did you put in on a clean install?
Also the system requirements would go up from this pack. It adds a lot of stuff.
Yes, that is a checklist.
Just a wuick chek. Is anyone having problems with the eletricsawmill in this latest version? It wont allow me to prioritize the job, and my colonist seem to be ignoring the bill over there. I already checked workscreen and i have plenty crafting people
Greath Thank Karloss ! I play on mac.
- Did you copy over the config file? To the correct place?
Yes and yes ! I also deleted all the files before copying the new modsconfig.xml
- Did you override the core folder files with the ones from the mod?
Yes !
- Did you wait for a few minutes at black-screen (the game can take a while to start up with all those mods)?
1-2 minutes Before, 10 minutes now ;D
-Did you put in on a clean install?
Yes !
SO ! And again i have the black screen and i waiting 10 minutes (2011 mac).
I tried a mac option when i was copying core folder : fusion. It's working now and i have some troubles in the debug window (This does not always appears). However i can start a game and can play several hours without problems.
Thank you, next 2.4b update already in test.
https://yadi.sk/d/bMi7s15fkpUgQ
One of the great feature: Realised compatibility Combat Realism + WeaponEffects.
I don't make CR+WeaponEffects for vanilla version. Only for Hardcore SK. Author of WE can make compatibility for vanilla.
Please, full reinstall on clear rimworld version.
Question, what storage options are there with this mod? I saw the nano-storage and I've saw a few specialty containers like medical storage crate. The nano-storage has the problem that it doesn't seem to add the items to the global resource list, so I'm not a huge fan. I saw on the mod list that there is a "containers for stuff" mod, but I've yet to see the containers it has or at least one that is just a general container. In the screenshot on that mod's thread it shows a container with weapons and steel ore in it (two completely different item types).
Also, I think there needs to be some balance addressed when it comes to tableware being required for eating. Maybe make it so tableware is required to build a table. That way it's only a one time thing or at least once per table. It makes no sense that we constantly have to build tableware to make meals. It's like my colonist eat their forks at the end of the meal. :(
Other than that, I love the modpack. Keep up the good works guys.
Quote from: kohkae on November 29, 2015, 03:09:40 AM
Greath Thank Karloss ! I play on mac.
- Did you copy over the config file? To the correct place?
Yes and yes ! I also deleted all the files before copying the new modsconfig.xml
- Did you override the core folder files with the ones from the mod?
Yes !
- Did you wait for a few minutes at black-screen (the game can take a while to start up with all those mods)?
1-2 minutes Before, 10 minutes now ;D
-Did you put in on a clean install?
Yes !
SO ! And again i have the black screen and i waiting 10 minutes (2011 mac).
I tried a mac option when i was copying core folder : fusion. It's working now and i have some troubles in the debug window (This does not always appears). However i can start a game and can play several hours without problems.
Honestly have no idea about mac inner workings, but sounds like it should be fine now. As for the debug window sometimes popping up, happens for me too (win8.1) so I put it up as a compatibility between mods/small bug thing. Haven't met any game-killing bugs yet, so yea.
Sky,
Can you take a look at the eletric saw mill table? I think there might be a bug there. Im not able to rightclick it to prioritize tasks. I know its not your mod, but maybe there is a tweak in the configurations to adjust that.
You removed the 14.5mm turret from the starting items, but didn't remove the 14.5mm ammo that goes with it. I like the starting shotgun much better. Useful right from the start.
The tech Base Structures II has no description of what it gives. Base Structures III has a pre-requirement of Base Structures I, not II. Is this intentional? Agriculture III is the same way. Requires I instead of II.
Xerigium seems to have 3 techs that can unlock it, which is redundant. Vegetables I, Medicine I and Medical Agriculture I all say they unlock it, but only one of the three is needed to get it.
That's it for now. Love the modpack.
I did everything you wrote and im still need wait about 10mins to launch Rimwold. Ofc i do that on fresh install, deleting everything in folder LudeonStudion/Rimworld. Debug? window do not appear. I have win7. Without any mods i got black screen too but then i wait 5 to 10sec. Any ideas?
@pieronskihahar
There are many reasons that you have black screen but maybe I could help. First of all open as administrator is the most problem solver. I have many problems when I start Rimworld from Desktop or any localization that is somehow to deep in the system. So usually go to C: and create folder Rimworld, or something like that and copy/paste your game. I recommend for everyone to create in folder where you have .exe file folder SaveDate and in this folder another Config and there just copy config XML file from Hardcore SK. This way You have separate instance of Rimworld with different set of configuration and mods install. The last thing you should do is to create shortcut and change properties adding -savedatafolder SaveData just like you can read in Readme doc.
Nice nick pieronie ;)
Unable to turn logs into mulch in the composer , recipe seems to be wrong.
Just suggestion/wanna know of there is any mod out there that counts the amount of working speed % / movement speed % and allows us to prioritize wearing outfits in skills , for example I want my colonist to prioritize wearing outfits that increases movement speed thus they will go and wear the best outfit what gives them the best movement speed instead of just randomly choosing the best.
- LT_Infusion (Adds ability to enchant weapon & apparel.) by Latta
Thank you for making this modpack , enjoyed it so far :) cheers
So installed the pack like described, and everything seems to work fine except for the work tab. Any ideas as to how to fix it? I've played around with some in game settings and nothing worked.
[attachment deleted due to age]
So I've played a couple of versions to this and the syndicate edition and I've noticed a weird thing with plants. They kinda vanish after I get deeper into the tech tree, I think it's then when it happens or it could be that I'm not looking at my farms for hours when building new tech and it happens after a while. They dissappear like how when frost kills them, only there's no cold, or heat for that matter. Only perfect enclosed hydroponic rooms. Still plants die as if from frost damage. This also happens with the best hydroponic basins, I've cheated in a few to test this out, as well as plain soil. I thought it was a seeds please bug, so I removed it in the syndicate version and I just noticed the bug happened nevertheless.
Is this maybe intentional, kinda like and upgrade to the crops plague, and if yes, is there a process to avoid it? Crafting pesticide or something. Btw I noticed the crops plague never happens now. Any thoughts to this?
Quote from: Kais23 on December 03, 2015, 01:28:41 PM
So installed the pack like described, and everything seems to work fine except for the work tab. Any ideas as to how to fix it? I've played around with some in game settings and nothing worked.
Strange... You can try to switch off EnhancedTabs and test.
Quote from: Jo The Veteran on December 03, 2015, 01:44:01 PM
So I've played a couple of versions to this and the syndicate edition and I've noticed a weird thing with plants. They kinda vanish after I get deeper into the tech tree, I think it's then when it happens or it could be that I'm not looking at my farms for hours when building new tech and it happens after a while. They dissappear like how when frost kills them, only there's no cold, or heat for that matter. Only perfect enclosed hydroponic rooms. Still plants die as if from frost damage. This also happens with the best hydroponic basins, I've cheated in a few to test this out, as well as plain soil. I thought it was a seeds please bug, so I removed it in the syndicate version and I just noticed the bug happened nevertheless.
Is this maybe intentional, kinda like and upgrade to the crops plague, and if yes, is there a process to avoid it? Crafting pesticide or something. Btw I noticed the crops plague never happens now. Any thoughts to this?
Already testing. Test-3
https://yadi.sk/d/KgtCH9__kwa7p
There are reworked plants research with fix this bug + updated Vegetable Garden.
And new unique idea for food crafting :0
Quote from: gustavoghe on December 01, 2015, 08:37:10 PM
Sky,
Can you take a look at the eletric saw mill table? I think there might be a bug there. Im not able to rightclick it to prioritize tasks. I know its not your mod, but maybe there is a tweak in the configurations to adjust that.
It's a my bug, already fixed in test 2.4b. It's a last test.
Quote from: Masquerine on December 02, 2015, 08:51:20 AM
You removed the 14.5mm turret from the starting items, but didn't remove the 14.5mm ammo that goes with it. I like the starting shotgun much better. Useful right from the start.
The tech Base Structures II has no description of what it gives. Base Structures III has a pre-requirement of Base Structures I, not II. Is this intentional? Agriculture III is the same way. Requires I instead of II.
Xerigium seems to have 3 techs that can unlock it, which is redundant. Vegetables I, Medicine I and Medical Agriculture I all say they unlock it, but only one of the three is needed to get it.
That's it for now. Love the modpack.
Ok. Ammo removed. Tree research is still not completed, still working.
Quote from: Kais23 on December 03, 2015, 01:28:41 PM
So installed the pack like described, and everything seems to work fine except for the work tab. Any ideas as to how to fix it? I've played around with some in game settings and nothing worked.
Strange... You can try to switch off EnhancedTabs and test.
Removed Enhanced Tabs, remade a world, and it still shows up as if it is running. I then physically removed the mod from the mod folder and the tabs show up as if it is installed and the work tab does not work. Any other fixes?
EDIT: Fixed my issue be removing Edb Interface. Don't know what it did but the cause was that mod.
how do i do the get this working.. iv'e been running that %appdata% thingy but it dosent able me to check the mods ingame it keeps telling me its not working etc etc
Nice mod pack! Any plans on adding the factions from Rimsenal or Glittertech to it though? And how exactly do I create Droids(Could also add MAI while at it :3?)
Hey guys! Could someone tell me how do I make mechanism? I can't move forward anymore. I want to start making electricity, but I just don't have mechanism part... :(
EDIT. I got another question. Do I need anything specific to clean up the mess or I am witnessing a bug where I can't clean anything?
This mod truly hardcore. I am at loss what I should do first. Try to set up security first> Raid come 2 minute after that and demolish everything. Try to make a makeshift bed, boomrat on rampage suddenly. I mean wth. Longest i survive is like 1 hour something. Is either idk how to play or the ai is got better of me. Tell me what should I prioritize first to avoid early annilihation.
Hey everyone, just thought I would pop in and wish you luck on your next colony. If you are lost or stuck I have a Let's Play series that might be able to help out.
https://www.youtube.com/watch?v=OR1Pl4DB5Nc
Quote from: TheScriptan on December 04, 2015, 02:15:14 PM
Hey guys! Could someone tell me how do I make mechanism? I can't move forward anymore. I want to start making electricity, but I just don't have mechanism part... :(
EDIT. I got another question. Do I need anything specific to clean up the mess or I am witnessing a bug where I can't clean anything?
Mechanisms are made from the assembly bench. It takes 30 copper or aluminum bars as well as 10 spare parts. You get 5 mechanisms from it. Spare parts can be made from a few metal types, usually you just set it to steel bars. Other bars are too valuable. Copper comes from mining copper ore, Aluminum comes from Bauxite ore.
As for cleaning, the one mod called "No Cleaning Please" separates cleaning from home zone. Cleaning has it's own zone order in the Architect>Zones/areas>Expand Cleaning Area.
Quote from: polis27 on December 04, 2015, 03:04:16 PM
This mod truly hardcore. I am at loss what I should do first. Try to set up security first> Raid come 2 minute after that and demolish everything. Try to make a makeshift bed, boomrat on rampage suddenly. I mean wth. Longest i survive is like 1 hour something. Is either idk how to play or the ai is got better of me. Tell me what should I prioritize first to avoid early annilihation.
Ok I´ll whisper some advice:
1 - Rampup your initial stuff and colonists: This mod is tough, complex and extremely fun, if you are getting a hard time surviving your first hour, dont exitate to load up with, a couple more colonists, some extra food and medicine, and of course, some nice guns. This will give you the edge you need to get through your first year.
2 - World Selection: Get your self a nice and cozy all year around farming maps. Don´t go Boreal freezing like hell, all the animals go away in the winter kind of map. Size matters. Choose small. But this "guide" will also work on harsher climates.
3 - Getting started: Nice kitchen, storage areas, barracks, farming and a cemetery. Yes, a cemetery you will be needing it. Colonists like to hang out sometimes at the graves of friends. Sometimes foes,who can understand human mind.
(Pause): Is it me or we really should be getting some allien races landing and colonizing with us. Hell i want to do rimworld with a race of antman as my workers.
4 - Battles: Remember those guns? Yeah, even if you got a couple of MP4s and some nice gunnery, dont forget to be alert, pause, strategise your moves, kill quickly and swift. You know how to do it.
5 - Happiness: This is hard man... Life is unfair. Make the place look tidy, get some alcaholl going, throw partys at campsites, knock the hell out of who is annoying and behaving like a puss. Thats why i brought that extra medicine.
6 - Farming: Farm various kinds of crops, i forgot to tell you, load up on seeds. You got to farm.
7 - Watch some gamplay on youtube, there are tons, a good ones too. Look the post above me ;)
Thanks guys, im stoned as hell and gonna stop writing. Maybe even do some actually playing. Can i say stoned as hell? Are we under anykind of jurament here that im not aware off? Well. See you soon.
Quote from: Masquerine on December 04, 2015, 08:15:59 PM
Quote from: TheScriptan on December 04, 2015, 02:15:14 PM
Hey guys! Could someone tell me how do I make mechanism? I can't move forward anymore. I want to start making electricity, but I just don't have mechanism part... :(
EDIT. I got another question. Do I need anything specific to clean up the mess or I am witnessing a bug where I can't clean anything?
Mechanisms are made from the assembly bench. It takes 30 copper or aluminum bars as well as 10 spare parts. You get 5 mechanisms from it. Spare parts can be made from a few metal types, usually you just set it to steel bars. Other bars are too valuable. Copper comes from mining copper ore, Aluminum comes from Bauxite ore.
As for cleaning, the one mod called "No Cleaning Please" separates cleaning from home zone. Cleaning has it's own zone order in the Architect>Zones/areas>Expand Cleaning Area.
Thank you for your answer, but one thing still bothers me, why in Assembly bench it says craft "Simple Mechanism" and not just "Mechanism" Is simple mechanism = mechanism ?
(http://s017.radikal.ru/i443/1511/5f/cbe51c23b301.png)
Updated to 2.4b: SyndicateNew video logo: https://www.youtube.com/watch?v=EuyCx_fOJ_0
Full changes only in Russian:
1. Добавлено несколько новых вещей.
2. Из терминаторов при разборке теперь можно снять плащ скайнета. Но убран дроп электронных компонентов.
3. Обновлен Realistic Gun Sounds. Добавлены новые звуковые спецэффекты.
4. Добавлена два новых типа погодных условий Ураган и белая мгла.
5. Улучшена текстура тактического шлема.
6. Все лазерное, плазменное оружие включая рейлган выделены в отдельную категорию оружия будущего и теперь будут доступны для крафта на отдельном столе на лейт игре. Добавлена импульсная лазерная винтовка.
7. Увеличена на одну линейка исследований отдыха (теперь 4 уровня). Телевизор, современный телевизор и телескоп теперь доступны для строительства в "развлечении". Убран крафт телевизоров из электронного стола.
8. Помпа теперь доступна для строительства в "разном". Убран крафт помпы на столе электроники.
9. Поправлен эффект "потрясения" у поселенцев. Теперь они не должны раздеваться и разгуливать голыми.
10. Табуретка теперь вместе с маленьким столом доступны с самого старта.
11. Улучшена точность ручного гранатомета. Увеличена дальность плазменных и лазерных винтовок до 50 и 55 соответственно. Ручные ракетные комплексы (ПТРК итд) стреляют на 65-70.
12. Возвращен силовой щит. Настроена совместимость с комбат реализмом.
13. Фикс гидропоники. Устанавливающая кнопка на всю комнату теперь работает корректно для всей гидропоники.
14. Поправлены звуки выстрелов для некоторого оружия.
15. Поправлена работа электрич. станка по дереву.
16. Самки альфало теперь дают молоко.
17. Изменен тренажер медика, теперь колонисты будут тренироваться на трупах :)
18. Изменена текстура хим. лаборатории.
19. Добавлена альтернатива груше для тренировки ближнего боя.
20. Паровой генератор теперь делается из металич. деталей а не из камня.
21. Все фракции теперь будут появлятся постепенно с развитием игры. Начиная со слабых фракций, заканчивая продвинутыми.
22. Все металлы (руда, слитки, детали) разделены на типы: высокопроводимые, драгоценные, прочные или радиоактивные.
23. Запчасти теперь можно делать только из прочных видов металлов. А механизмы теперь требуют частично высопроводимых металлов.
24. Электронные компоненты вместо проводов, требуют серебряных деталей. А интегральные схемы - золотые. А микросхемы - углеродные наноматериалы. Проводка теперь требует слитки, а не руду.
25. Угольная электростанция теперь еще может работать на древесных углях.
26. Добавлен новый тип силового щита, который распространяет свое действие на некоторые виды стен (почти все, не считая заборов, землебитной стены, снега итд).
27. Деревья теперь нельзя садить без изучения агрикультуры. (были доступны к посадке на самом старте игры).
28. Модификация StorageSearch теперь является частью Core_SK + русифицирована.
29. Титановая руда - теперь Ильменит и залежи ильменитов. Алюминиевая руда - Боксит и залежи бокситов.
30. В тестовом режиме добавлен новый рассказчик - Рей.
31. Изменены рецепты выплавки многих металлов.
32. Кирпич теперь можно использовать для постройки стен.
33. Добавлена анимация гильз при стрельбе из огнестрельного оружия.
34. Добавлена анимация трасеров от ракет.
35. Объединение Core_SK, Tech_SK и Enviro_SK в одну глобальную модификацию. Улучшена оптимизация и общий размер сборки снизился на 5%.
36. Еще одна пачка новых звуков от EatKenny. А также несколько новых.
37. Повышена скорость выработки иммунитета для большинства животных.
38. Для англ. версии изменены названия для большинства оружия, вместе с крафтом.
39. Вместо ящика с оружием, теперь будет выпадать третие оружие - дробовик. Боеприпасы к пулеметы убраны.
40. Большие изменения в приготовлении пищи, выращиванию растений. Разделил все плоды растений на 4 типа. Которые и участвуют теперь в крафте. Первый тип - основной, продукты типа картофеля итд, которые обладают высокой питательностью. Второй тип- Экстра. Это растения типа томатов,
капусты, морковки, которые не обладают высокой питательностью, но которые можно кушать сырыми без дебафа. 3ий тип - фрукты. Тоже можно кушать
сырыми, но еще и добавляют удовольствие.. :) 4ый - специи. Теперь, мята, зверобойчик, шиповник который можно выращивать в гидропонике, можно использовать в пищу.. для нового 4го типа блюда с большим бонусом удовольствия чем у шикарного блюда. Т.е. например теперь для крафта шикарного блюда потребуется что-то типа картофеля, немного томатов, какого-нибудь мяска или фруктов.
41. Добавлен отдельный тип зажигательных снарядов для миномета.
42. Модифицирован и добавлен в состав Core_SK мобильный сонар. Теперь он умеет определять ВСЕ залежи.
43. Убран спам некоторых логов (ticks, switch off, логи со стрельбой в дебаг меню.
44. Модификация на шахтерскую каску включена в состав Core_SK с модификацией на отключение логов.
45. Модификация AdditionalJoyObjects включена в Core_SK.
46. Нерф всей шерсти, теперь не будет заоблачных множетелей.
47. Еще один ребаланс в линейке крафта электроники.
48. Ослаблен урон от бронебойных боеприпасов из анти-материи. Т.к. они по умолчанию фактически игнорируют защиту цели.
49. Убрали песок из возможности выбора добычи в шахте. Песок ведь можно получать от добычи осколков в шахте...
50. Убран крафт медицинской марихуаны. Переработан крафт улучшенной аптечки из трав.
51. Отключена авто-агрессия у некоторых плотоядных животных по отношению к другим животным на близком расстоянии. Посмотрим как это повлияет на игру, но эта одна из причина появления трупов животных без крестика. Посмотрим, будут ли еще...
52. Улучшение навигации по складу.
53. Появились 2 новые расы. Нова - как ходят легенды они выходцы из далекой планеты.. X-Nova, на которой температура едва ли раз в год поднимается выше нуля. Хорошо переносят отрицательные температуры, но крайне не устойчивы к теплу, а их главный враг - огонь, который действует на них словно
их тела обмазаны горючими веществами. Но их рефлексы и скорость, а также общая комплекция, врожденный иммунитет компенсируют эти недостатки. Нарны - С виду не отличить от человека, но в теле нарнов течет кровь их далеких предков - рептилий. По комплекции и силе, как минимум на половину превосходят человека, имеют повышенный иммунитет. Их кожа сравни шкуре рептилии, сама по себе обладает повышенной прочностью, но целом это сказывается на их скорости и реакции... Они хорошо приспособлены к жизни в теплом или даже жарком климате, плохо переносят низкие температуры.
54. Убран RW-Manager, до фикса багов (приводил к сбоям установленных домашних областей а также снимал запреты на перенос трупов животных.
55. Фикс осколочных гранат и АГС (после установки Weapons Effects не работали).
56. Фикс крафта и разборки метательных ножей.
57. Изменена текстура дробовика (Ремингтон 870).
Heyho,
love the mod so far. =D
I'd like to adjust a litte thing for myself.
How do i get rid of the minimum distance between geothermal powerplants?
Thanks in advance for any help!
It seems that in the newest version 2.4b cleaning zone tool disappeared altogether, is this an intended change or a bug?
Edit: Seems that after restarting cleaning zone tools appeared again, must to be some kind of bug.
What technology I need to reasearch to be able to get Geothermal Power? I researched so many technologies that I got lost and didn't get Geothermal power :(
I have seen some buildings/items require copper alloy, or steel alloy to be made. But i can't figure out how to make these alloys.
Anyone know how to make these?
You can make steel alloy in the smelting furnance, it is named wrong though: steel bars but it yields steel alloy.
is droid even still available to craft? cant seems to find it
Quote from: TheScriptan on December 05, 2015, 11:44:25 AM
What technology I need to reasearch to be able to get Geothermal Power? I researched so many technologies that I got lost and didn't get Geothermal power :(
Need Power IV tech
Quote from: Traper on December 05, 2015, 08:26:33 PM
You can make steel alloy in the smelting furnance, it is named wrong though: steel bars but it yields steel alloy.
ohh yep, sorry, you are right. Forgot to change some recipes.
Quote from: Chestnutcute on December 06, 2015, 07:12:24 AM
is droid even still available to craft? cant seems to find it
Droids not updated to A12 yet.
Quote from: Traper on December 05, 2015, 11:01:54 AM
It seems that in the newest version 2.4b cleaning zone tool disappeared altogether, is this an intended change or a bug?
Edit: Seems that after restarting cleaning zone tools appeared again, must to be some kind of bug.
Everything should work fine with designators. Check running rimworld copies, or reboot pc.
Quote from: polis27 on December 05, 2015, 11:43:07 AM
All the land turn green. Is this possible known bug? The only mod activated is Hardcore SK only. I include the pic -SNIP-[/img]
wow! how do you do it? :)
Nvm, found the problem. I forgot to delete two mod which is LT soiling and Grow Goods. Removing both mod and reinstall Hardcore SK solve the problem.
edit:
The green land is there again and when I scroll map to green area, Rimworld suddenly lag . There are no red or yellow warning.. Should i play with small map or disable some of mod?
Key Sky thanks for the update.
I noticed that the household animals are having somekind of a bug. Whenever you place them in a animal area for a while, they dissapear. They still appear in the animal list, and you can double click to select it on the map, but Im not able to see the sprite anymore. Well, they are acting weird.
Didn't encounter the animal bug the others have described just yet, but I did find one with the seed mod. Blueberry bushes are unable to be planted, gives a yellow error in log. Didn't try all the other types of seeds yet. There's another yellow log about "computer", but didn't try to build anything related to that. I figure you'll know what it means more than I do.
Edit: Tried starting off with all seed types/research unlocked to plant them all. I did not see any zone planting for hemp or mint. Blueberry, beans, tomato, carrots, lettuce, eggplant, pumpkin, gooseberry, cloudberry, champignon, peach tree, orange tree and apple tree did not plant. The seeds just sat in the stockpile waiting. I'll do another run with the seed mod disabled, see what gets planted.
Still didn't plant without seed mod. Trying again after fresh reinstall.
Fresh install/everything. Problem plants still won't plant. I'll simply avoid them for now.
[attachment deleted due to age]
Quote from: Masquerine on December 07, 2015, 03:00:44 PM
Didn't encounter the animal bug the others have described just yet, but I did find one with the seed mod. Blueberry bushes are unable to be planted, gives a yellow error in log. Didn't try all the other types of seeds yet. There's another yellow log about "computer", but didn't try to build anything related to that. I figure you'll know what it means more than I do.
Hey Masq, thats wierd. I got a couplke of blueberry farms going and all seemed fine.
One more thing. Can anyone tell me where is wee in the stockpile settings?
i am kinda new to fidgeding with mods does this
Quote
4. Check mods in the game. Play!
mean i can savely turn of individual mods and it wont break my game by making some funking stuff like things unavailable or crashing the game out of nowhere?
Quote from: Gralad on December 07, 2015, 04:01:59 PM
i am kinda new to fidgeding with mods does this
Quote
4. Check mods in the game. Play!
mean i can savely turn of individual mods and it wont break my game by making some funking stuff like things unavailable or crashing the game out of nowhere?
As far as I know you can only turn off a few of them properly (the ones that are already turned off). I think those four include the darkness mod, crash landing mod, zombie mod, and one other to do with locked doors and privacy.
New to the whole modpack thing, but this one looks nice so i thought i'd give it a go. :)
I have one question though. Seeing as this modpack appears to be modular (separate mod folders), does that mean i can choose to not use some of the mods or are they dependant on each other?
Edit: Should probably have read the above post first. Nm, i'm an idiot. :D
I can't generate a world. I click 'generate' and the button depresses, then goes back to normal, and nothing happens. Can click again but does the same thing.
EDIT: Nevermind I'm dumb.
Quote from: Chestnutcute on December 06, 2015, 07:12:24 AM
is droid even still available to craft? cant seems to find it
Quote from: skyarkhangel on December 06, 2015, 01:02:08 PM
Droids not updated to A12 yet.
Just want to say thank you for the reply , cleared my doubts , been looking through the forum and searching for an answer. ;)
Ok, this is gonna sound really stupid, but what do I need in order to build doors? Each time I log into my world its either a titanium door or a carbon alloy door, and I cannot change the type. Tried right and left clicking the door icon, each time it just says that I don't have enough materials to build it and won't show me other types. Got a few structure researches done too.
And how do you make carbon alloy? Can't seem to find it anywhere.
Quote from: Kais23 on December 08, 2015, 09:28:43 AM
Ok, this is gonna sound really stupid, but what do I need in order to build doors? Each time I log into my world its either a titanium door or a carbon alloy door, and I cannot change the type. Tried right and left clicking the door icon, each time it just says that I don't have enough materials to build it and won't show me other types. Got a few structure researches done too.
And how do you make carbon alloy? Can't seem to find it anywhere.
You can change material types on structures and such once you acquire materials to do so (left or right click, depending on your settings). In the case of doors, you'd either need wooden planks from the sawmill or metal bars from the smelting furnace. Wooden logs from trees can't be used for doors, has to be refined to planks first. 10 logs gets turned into 15 planks. You may need to set some stockpiles for it to find the materials first.
Carbon is made at the petrochemical plant with coal, rubber and polymers. Rubber is also made there with sulfur and polymers. Polymer comes from refining crude oil at the oil refinery. Crude oil is one of the possible resources from the mine extractor. In order to place a mine extractor, you must first build a drilling rig and set it to create a large fissure. Once the progress hits 0% (countdown from 100%), it'll leave a fissure. Build the extractor on top of it and you can get a steady source of resources of your choosing as long as the building has power. Extractor lasts for 150 days. Rigs/extractors needs to be placed about 20 tiles from each other when you plan to make more, so keep that in mind for base layout. Extractors give you materials like rocks, iron, copper, uranium, crude oil and other related things. Only one resource type at a time. So if you want coal, it'll only produce coal until you switch it.
Edit: Just got the missing animal bug a couple others described, happened to a rimdog in my case. Picture attached shows an error on its info card. Gamelog shows the error as well rapidly rising in the multiple thousands of counts.
Edit2: When pawns haul seeds, they take large amounts like any other item. Seeds get stacked in large piles too. When they go to plant however, they only take 5 seeds at a time. This makes planting extremely tedious even with close stockpiles. Not to mention that every single growing zone would need its own unique seed stockpile that is protected from sun damage/decay. No wonder people disable this seed mod. >.<
[attachment deleted due to age]
Quote from: Masquerine on December 08, 2015, 10:13:20 AM
Quote from: Kais23 on December 08, 2015, 09:28:43 AM
Ok, this is gonna sound really stupid, but what do I need in order to build doors? Each time I log into my world its either a titanium door or a carbon alloy door, and I cannot change the type. Tried right and left clicking the door icon, each time it just says that I don't have enough materials to build it and won't show me other types. Got a few structure researches done too.
And how do you make carbon alloy? Can't seem to find it anywhere.
You can change material types on structures and such once you acquire materials to do so (left or right click, depending on your settings). In the case of doors, you'd either need wooden planks from the sawmill or metal bars from the smelting furnace. Wooden logs from trees can't be used for doors, has to be refined to planks first. 10 logs gets turned into 15 planks. You may need to set some stockpiles for it to find the materials first.
Carbon is made at the petrochemical plant with coal, rubber and polymers. Rubber is also made there with sulfur and polymers. Polymer comes from refining crude oil at the oil refinery. Crude oil is one of the possible resources from the mine extractor. In order to place a mine extractor, you must first build a drilling rig and set it to create a large fissure. Once the progress hits 0% (countdown from 100%), it'll leave a fissure. Build the extractor on top of it and you can get a steady source of resources of your choosing as long as the building has power. Extractor lasts for 150 days. Rigs/extractors needs to be placed about 20 tiles from each other when you plan to make more, so keep that in mind for base layout. Extractors give you materials like rocks, iron, copper, uranium, crude oil and other related things. Only one resource type at a time. So if you want coal, it'll only produce coal until you switch it.
Edit: Just got the missing animal bug a couple others described, happened to a rimdog in my case. Picture attached shows an error on its info card. Gamelog shows the error as well rapidly rising in the multiple thousands of counts.
Edit2: When pawns haul seeds, they take large amounts like any other item. Seeds get stacked in large piles too. When they go to plant however, they only take 5 seeds at a time. This makes planting extremely tedious even with close stockpiles.
Sweet, thanks for the help! Guess I'm not far enough to get the carbon alloy yet.
I've had several animals go invisible on me now since using this pack. I've grabbed the exception you get when you select the animal in the status box:
(http://i.imgur.com/iwiNNJA.jpg)
I'm hoping someone might have an idea which individual mod this could come from. I'm thinking maybe the extended animal behaviour thing?
Now this time it was an animal I was hunting that was sleeping at the time. It got shot, went invisible, the hunter stopped in his tracks but the hunting icon remained in place allowing me to select it.
(http://i.imgur.com/hd8q42E.jpg)
Before this it was usually the starting pets and only the dogs where I noticed this bug. The first time I noticed it was a rimwolf which fell unconcious because of malnutrition. I told a colonist to rescue it and it poofed out of existence when he got to it. The next two times I just suddenly noticed they were gone. Focussing them through the tamed animal menu didn't even show the outline.
Edit: And another animal disappeared, this time a maddened megascarab. Interestingly enough right next to the lacosdile from above, I only noticed because of the icon:
(http://i.imgur.com/a18qBmA.jpg)
Edit2:
Tried a new world with some changes, everything worked fine at first but when loading my save my dog was gone again. This time I checked the logfile and there seem to be three possibly related exceptions:
ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.SourceAndSelector (System.Object source, System.Object selector) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Select[StatModifier,StatDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.HelpForBuildable (Verse.BuildableDef buildableDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.ResolveThingDefList (System.Collections.Generic.List`1 thingDefs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.ResolveApparel () [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.Initialize () [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.ModController.Start () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
was thrown first, then
Exception in LookDictionary: System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.ResearchProjectDef,System.Single].Add (Verse.ResearchProjectDef key, Single value) [0x00000] in <filename unknown>:0
at Verse.Scribe_Collections.LookDictionary[ResearchProjectDef,Single] (System.Collections.Generic.Dictionary`2& dict, System.String label, LookMode keyLookMode, LookMode valueLookMode) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
was thrown about 30 times and finally
Exception drawing LabradorRetriever52894: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0
at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
gets thrown constantly, probably with every draw cycle.
At first glance it looks to me like some form of null-pointer reference which is not properly contained. It is used as an attribute somewhere which is given to LookDictionary as an argument. I'm guessing LookDictionary is part of loading up the savefile. Finally during the drawcycles the animal basically contains that same wrong reference?
Pure guesswork with the errors as generic as they are and no knowledge of rimworld code. I was thinking of disabling some parts of the pack to see what changes but noticed that the additional dogs are actually included in the Core_SK mod. The Biodiversity mod which I originally suspected seems to not be actualy in the latest pack? Either way, seems like not using the modpack for now is the only option.
Picked up this mod after seeing Blitzkriegsler give it a shot (minus the crash landing parts).
Can create grow zones and everything. But the colonists refuse to grow anything but haygrass. They clear the grass as if they're going to plant things, yet they never plant anything despite having Agriculture 1 already researched.
Quote from: Windsong on December 09, 2015, 12:18:57 PM
Picked up this mod after seeing Blitzkriegsler give it a shot (minus the crash landing parts).
Can create grow zones and everything. But the colonists refuse to grow anything but haygrass. They clear the grass as if they're going to plant things, yet they never plant anything despite having Agriculture 1 already researched.
you need seeds for each individual plant
Quote from: TLHeart on December 09, 2015, 12:19:41 PM
Quote from: Windsong on December 09, 2015, 12:18:57 PM
Picked up this mod after seeing Blitzkriegsler give it a shot (minus the crash landing parts).
Can create grow zones and everything. But the colonists refuse to grow anything but haygrass. They clear the grass as if they're going to plant things, yet they never plant anything despite having Agriculture 1 already researched.
you need seeds for each individual plant
That easy, huh?
Shame on me. Thank you!
Also, screw tarantulas. Lost 2 colonists to random spider attacks.
Odd bug with prisoners. If you capture a prisoner, patch them up and set to release them while they are still "in shock", then they won't heal and nobody will interact with them. No food delivery, nobody can warden to release. Nothing. Had to set them back to "friendly chat" instead of "release" to get them to be fed and healed up. I thought it was strange how someone could still have minor gunshot wound injuries for a week, with them having been bandaged.
They didn't get any infections, it's as if their health was put on hold for injuries. They still got malnourished from no food though. Strange but fixable. Just don't try to release until they are up and moving.
Played this modpack with Crash landing and Zombie Apocolypse,foumd some odd bugs:
1.Burning zombies will be ignored.Once a zombie was cought on fire,you pawns wont shoot at them anymore.You must shoot them manually like they were neutral.Mechanoid and pirates ignored burning zombies too,if all zombies were burning they will stuck,keep "standing"until zombies attacked them in meele.
2.Zombies hate my turrets.If you protect the turrets with walls and fence so zombies cant reach them,the main zombie horde will keep waiting,even someone is firing at them at point-blank range.
3.Sometimes an unfinished bionic will be titlied as"mechanisim"and stuck when work amounts reaches 0...
Oh and another bug I noticed, the butcher table seems to be missing an option to butcher fish even though campfire and grill both allow the fish meat to be used for cooking.
I have a Problem when trying to load a World , I can't see what mod causes the crash but After pressing the load button it does nothing.
Is it possible to disable some of the mods included in this pack?
There are much mods I want to have, but there are a few mods I don't need/I don't want to have.
Hello, i tried this modpack for the first time today and there seems to be a bug with the starting potato seeds. Every time i use "Prepare carefully" i spwan without potato seeds. I tried to just start with some strawberry seeds via prepare carefully instead and just ignore the potato seeds bug, but it turns out i can not grow any strawberry either. The growing zone will only allow haygrass, dandelion and potato, even with agricultur I research completed.
Is there a known fix for this bug?
hey guys great mod, i really like the huge amount of stuff thats been added, however i seem to run into a problem when im trying to mine copper, when i try to mine it says "copper ore forbidden".. at first i thought it would be due to not having a pickaxe, but i made one and that didnt change anything.. now im kinda stuck as there doesnt seem to be any other logical upgrades/research that would change this, does anyone know how to mine copper?
Quote from: Malacai on December 10, 2015, 03:14:29 PM
Hello, i tried this modpack for the first time today and there seems to be a bug with the starting potato seeds. Every time i use "Prepare carefully" i spwan without potato seeds. I tried to just start with some strawberry seeds via prepare carefully instead and just ignore the potato seeds bug, but it turns out i can not grow any strawberry either. The growing zone will only allow haygrass, dandelion and potato, even with agricultur I research completed.
Is there a known fix for this bug?
I dont think the strawberries are bugged, you need Fruit research to plant those, which comes after Agriculture II.. however i did have the same issue once with the potatoseeds, however it shouldnt be standard when you use prepare carefully.. ive only had it happen once in a few tries
Is my install borked or am I missing something?
Can't build some benches without things like carbon alloy, aluminium, vanadium.
But how am I met to build them when I need those benches to make things like metal parts. Or am I just unlucky that in the map I have no visible aluminium, vanadium, copper etc.
Ok Im stuck.
Can anyone tell me how to make silicon? and How to make synthetic materials for integrated circuits? thanks
[EDIT]
I found out that you can use the assembling workbench, and raw materials from petrochemical. But Im not able to find silicon.. Help please.
Quote from: Glaucus on December 10, 2015, 05:14:41 PM
Is my install borked or am I missing something?
Can't build some benches without things like carbon alloy, aluminium, vanadium.
But how am I met to build them when I need those benches to make things like metal parts. Or am I just unlucky that in the map I have no visible aluminium, vanadium, copper etc.
You can change materials on benches and such by left/right clicking (depending on your settings) in the architect menu. In order to have that option appear, you first need to acquire a use-able material. So in the case of benches, it's usually woody parts or steel parts that dictates what the material will be. You are given enough materials and parts starting out to make your first benches, you just have to unforbid them on the map. They'll be located around your starting area.
For things like walls and doors you need either metal bars, wooden planks or rock blocks to get the option of changing materials.
Quote from: gustavoghe on December 10, 2015, 08:29:46 PM
Ok Im stuck.
Can anyone tell me how to make silicon? and How to make synthetic materials for integrated circuits? thanks
[EDIT]
I found out that you can use the assembling workbench, and raw materials from petrochemical. But Im not able to find silicon.. Help please.
Architect>Hi-tech>Electric Smelter. Needs power to run. A bill called "make silicone" is what you're looking for. Requires 50 sand each time.
Quote from: Adreno on December 10, 2015, 04:03:01 PM
hey guys great mod, i really like the huge amount of stuff thats been added, however i seem to run into a problem when im trying to mine copper, when i try to mine it says "copper ore forbidden".. at first i thought it would be due to not having a pickaxe, but i made one and that didnt change anything.. now im kinda stuck as there doesnt seem to be any other logical upgrades/research that would change this, does anyone know how to mine copper?
Copper ore forbidden sounds like you have your pawns set into a zone and the copper ore is outside of the zone. So instead of "mine" or "prioritize hauling" you're only seeing forbidden, because they are restricted from entering that area. Check your zoning. Pickaxes are only used as a 20% bonus to mining. You can research pneumatic pickaxes to increase the bonus from 20% to 40%.
Quote
I dont think the strawberries are bugged, you need Fruit research to plant those, which comes after Agriculture II.. however i did have the same issue once with the potatoseeds, however it shouldnt be standard when you use prepare carefully.. ive only had it happen once in a few tries
It happend on like 8/10 tries for me today. It only worked if i used the standart 3 colonists without changing anything.
How do i research or treat to cure radiation ? 10/10 it would help so much.
Quote from: Glaucus on December 10, 2015, 05:14:41 PM
Is my install borked or am I missing something?
Can't build some benches without things like carbon alloy, aluminium, vanadium.
But how am I met to build them when I need those benches to make things like metal parts. Or am I just unlucky that in the map I have no visible aluminium, vanadium, copper etc.
at least aluminium and copper spawn randomly.
I probably found another bug, wether it's from the mods or the game itself... I dunno. But this is what happens to my Colonist Fluffy.
http://img.prntscr.com/img?url=http://i.imgur.com/NOqC1nH.png
This is what it looks like in the game. (The dot inside the door is her position)
http://img.prntscr.com/img?url=http://i.imgur.com/dzHxfXA.png
Maybe it's the whole equipment, because... this might be the reason.
http://img.prntscr.com/img?url=http://i.imgur.com/awQOcZm.png
See that movespeed? Everytime I step on a 130% speed tile, this whole thing starts. Interestingly enough it doesn't ALWAYS happen, I managed to enter certain doors with metal tiels beneath them without this happening, but that's a very rare occasion and it usually still bugs out after I move around a bit. Also, it never happens if I just take off one of the gravitational equipment stuff (haven't tried removing the boots though) or the weapon (which gives 113% move speed in this case), which is obvious as the movespeed then bumps back to 5-7 or sow.
I also excluded the possability of it beeing the tile itself by swapping them around, it only happens on 130% speed tiles. And it also happens if I stand on one, equipt that stuff and try to move, so it's not a problem of leaving dirt or stepping ON the tile, just moving around would be my guess. I didn't try equipping more speed yet but I'm going to assume that it's... rather obviously not gonna fix it.
Quote from: lazerlogic on December 11, 2015, 09:39:10 AM
How do i research or treat to cure radiation ? 10/10 it would help so much.
There are two types of radiation that I've seen. One goes away over time and the other has to be healed at a bed like any typical injury. Standard medicine is probably required (I think that is what mine did last time I had it). There isn't a radiation-specific thing, just any medicine works.
The radiation over time one comes from the crash mod with the crashed reactor. Exposure to the radiation area around the reactor slowly builds up over time on a scale of 0 to 100%, with 100% being death. You can resist up to 80% of the effect with full covering clothing (it explains it by looking at the reactor's information sheet).
The other radiation source is more deadly with uranium/enriched uranium and is usually on a point scale of about 15. You'll be notified immediately that a colonist needs treatment if they get radiation exposure from uranium and can even get downed if they get a radiation burn on their brain or other sensitive areas. Enriched uranium in particular adds radiation count to colonists within a few tiles of it every few seconds. Quite dangerous.
Hey, i've been playing this mod a few hours, (nice job btw ^^)
then big spike lag happens, i try re install all, but after few hours the lag still happens.
anything i could do ?
thanks!
Quote from: cari on December 11, 2015, 02:27:58 PM
Hey, i've been playing this mod a few hours, (nice job btw ^^)
then big spike lag happens, i try re install all, but after few hours the lag still happens.
anything i could do ?
thanks!
in map with mountains?
with moutains indeed .
Quote from: Masquerine on December 11, 2015, 12:45:46 PM
Quote from: lazerlogic on December 11, 2015, 09:39:10 AM
How do i research or treat to cure radiation ? 10/10 it would help so much.
There are two types of radiation that I've seen. One goes away over time and the other has to be healed at a bed like any typical injury. Standard medicine is probably required (I think that is what mine did last time I had it). There isn't a radiation-specific thing, just any medicine works.
The radiation over time one comes from the crash mod with the crashed reactor. Exposure to the radiation area around the reactor slowly builds up over time on a scale of 0 to 100%, with 100% being death. You can resist up to 80% of the effect with full covering clothing (it explains it by looking at the reactor's information sheet).
The other radiation source is more deadly with uranium/enriched uranium and is usually on a point scale of about 15. You'll be notified immediately that a colonist needs treatment if they get radiation exposure from uranium and can even get downed if they get a radiation burn on their brain or other sensitive areas. Enriched uranium in particular adds radiation count to colonists within a few tiles of it every few seconds. Quite dangerous.
So i should build a mudpacked wall around the reactor ? because when lookling at the health it only says radiation and what stage it is in.
Quote from: cari on December 11, 2015, 03:02:30 PM
with moutains indeed .
i suppose it's lags with hungry animals in closed area. Not so long ago found that the problem hasn't been solved completely.
Already in test new version with Enviro-AI fix, which should solve problems with "hungry" lags. Added special event, which restrict constant reference to script.
Working test version is available on git: https://github.com/skyarkhangel/Hardcore-SK
Next version would without "parts", but with new alloy system.
Quote from: skyarkhangel on December 11, 2015, 03:59:32 PM
Quote from: cari on December 11, 2015, 03:02:30 PM
Working test version is available on git: https://github.com/skyarkhangel/Hardcore-SK
What do i do with source sk folder ?
Quote from: lazerlogic on December 11, 2015, 03:41:02 PM
So i should build a mudpacked wall around the reactor ? because when lookling at the health it only says radiation and what stage it is in.
For the crashed reactor from the crash landing mod walls around the reactor won't work. There's a button on the reactor that lets you create an allowed/restricted area. This basically just adds a restriction zone like a home zone, with the entire map allowed except for the dangerous area within the reactor's danger zone. I'll get a picture to show this. Anything within the giant circle will add radiation % over time to any living thing, be it animals or pawns until they eventually die at 100% radiation. You could wall off the outside edges of the giant circle to prevent animals and friendly visitors from wandering in if you wanted.
The idea of keeping the reactor intact is to tap into it as a power source. It gives out a constant 4k power, but it has the giant radiation death circle as a negative. Tiles within the circle slowly get turned into wasteland tiles, which is probably bad for future growing should the reactor get dismantled/destroyed. 4k power is great early game as a bonus to skip some wind/solars. Really just comes down to where the reactor happens to land.
There is a nuclear reactor you can create late game that has a similar idea, though to lesser effect. The nuclear reactor should have walls around it to prevent radiation leaks if it meltdowns. Crash mod one just stay away from the death circle.
[attachment deleted due to age]
Quote from: utl on December 09, 2015, 10:09:29 AM
*snip*
can't test it(as i don't have the game yet) but a theory i have is the removal of the "hungry" behavior for wild animals (attacking colonists that wander past them) is the cause of the errors?
How i can produce or get sulfur?
Greetings guys, I am currently enjoying this modpack (as there are no other solid modpacks around I would know about..) but the research system looks so confusing. Is there a research tree for Hardcore SK available in English please? Thanks!
Quote from: cst89 on December 12, 2015, 12:46:17 PM
Greetings guys, I am currently enjoying this modpack (as there are no other solid modpacks around I would know about..) but the research system looks so confusing. Is there a research tree for Hardcore SK available in English please? Thanks!
the last time I checked, there was only one in russian. somebody might have translated it by now tho, it's been a while.
I can't seem to figure out how to get the Colony Manager tab to show up. I'm using a new save. I deleted all the config .xml files in AppData/LocalLow/Ludeon Studios/Rimworld/Config and copied over the modsconfig.xml from the zip file. I copied all the mods into the Rimworld Mods folder. But when I start, I don't see the Manager tab at the bottom of the screen, and I can't find any way to turn it on.
Anyone know how to manage with this problem?
(https://i.imgur.com/DvaSKOl.png)
Getting this on newest Rimworld with this mod.
Hey, I'm a little bit new to this modpack and I'm wondering if the fact that I can't seem to attach a prosthetic limb is a glitch, or am I just doing something wrong?
Also Rimdogs taming is somehow bugged. Once you tame a Rimdog, it will get stuck (pawn icon will disappear), even if its still listed in the animal tab for your colony and invisibly placed on the map. You can even sell it to the trader, receive the silver, but the animal will not disappear (which is exploitable by each click). :(
Having the same problem with no "Colony Manager" tab.
Quote from: Jaszczur on December 13, 2015, 04:17:31 AM
Anyone know how to manage with this problem?
...
Getting this on newest Rimworld with this mod.
IDK I've got this bug occasionally. When I had similar error I tried to find that body/item/something and delete it with dev tools but it didn't work so I load autosave. If you have output log from when this error showed up it would be nice to attached it. Maybe someone will find source of that bug.
Can someone help me please?
With Mod the Game crashs every 20 minutes.
Don't know what you need to help me.
I tried a clean install from game and mod, new version or old version of the mod, nothing worked.
It crash every 20 minutes
Quote from: Grogfeld on December 13, 2015, 08:09:00 AM
Quote from: Jaszczur on December 13, 2015, 04:17:31 AM
Anyone know how to manage with this problem?
...
Getting this on newest Rimworld with this mod.
Added stack trace as an attachment.
IDK I've got this bug occasionally. When I had similar error I tried to find that body/item/something and delete it with dev tools but it didn't work so I load autosave. If you have output log from when this error showed up it would be nice to attached it. Maybe someone will find source of that bug.
[attachment deleted due to age]
Can't seem to grow stuff like rice or carrots for some reason. I have the seeds and they do show up in the growing list due to completed research, but they just won't ever plant it. I'm in a region with year-round growing too.
I can grow potatoes and fruit trees etc. and cotton.
Edit: ok suddenly they started planting carrots, but only on the growing zone with rich soil. still wont work with rice though.
In regards to EdB Prepare Carefully; I am having a problem where I set the amounts of the different items I want to start with and they are spawning in drastically lower amounts. I have points turned off and I am trying to get large amounts of a few items (10,000) but the game generally only spawns between ~2000 and 5000. I am using this as part of the latest Hardcore SK 2.4b if that makes any difference. Thank you for any help you can give me.
P.S. I also posted on the EdB Prepare Carefully thread but I wasn't sure if there were any changes made to the mod as part of the Hardcore SK modpack.
Is there a happy medium between this mod and nines old modpack? I like the depth and complexity, it's just... it takes so long to get anything done. So, so long. I just don't have enough time to sit here and wait for the colonists to do stuff. Maybe if there were an option to speed up game time beyond what we've already got (speedhack function in cheatengine doesn't work anymore, which is odd. speeds up clock but not movement and action).
Can we get some great big industrial workbenches that can crank stuff out faster? Should I start a map with at least 6 colonists each having 20 in crafting?
Quote from: silverskin on December 14, 2015, 11:47:28 AM
Is there a happy medium between this mod and nines old modpack? I like the depth and complexity, it's just... it takes so long to get anything done. So, so long. I just don't have enough time to sit here and wait for the colonists to do stuff. Maybe if there were an option to speed up game time beyond what we've already got (speedhack function in cheatengine doesn't work anymore, which is odd. speeds up clock but not movement and action).
Can we get some great big industrial workbenches that can crank stuff out faster? Should I start a map with at least 6 colonists each having 20 in crafting?
There is the ModVariety Pack. That is the only two supported modpacks.
I was directed here from the fishing industry mod thread since it came with this modpack. I am having a problem with the fishing mod in particular. I can build the dock and have my colonists fish but none of the recipes for butchering and cooking the fish show up for me.
I am also having an issue with pets. Every time I get a pet after a few days the pet will disappear in the last spot that it slept with only it's name still showing up. When I click on the name and look in the description I see nothing but code. The pet will eventually disappear completely as if it never existed.
I installed the game exactly as described so unless I could really use some help here. I guess I should also add that I downloaded the version from megaupload because I didn't notice the nexus download link xD.
So how exactly do i use the Romance mod? all i have is the traits and there is nothing under the work tab or anywhere else that i can find. do i need a special item or research?
Quote from: Jaszczur on December 13, 2015, 04:17:31 AM
Anyone know how to manage with this problem?
Getting this on newest Rimworld with this mod.
see if the "test version" sky linked a few replies above yours still has the issue? i can't say from experience, lack of game and all that.(i just made this account cause i had a thought on the error)
Quote from: nightarix on December 14, 2015, 07:30:53 PM
see if the "test version" sky linked a few replies above yours still has the issue?
Yup, the "test" version works (for now ;)). But... I had to make a new colony :(. Anyway, thanks ;).
Hi
I have a problem running fashion. I am doing everything as it should, in accordance with the guides ... and nothing ... MOD does not work, I don't have any change, there is no reaction. Anyone can help?
Sry for my Eng...
My version is 12 d 0.12.914
Hi all, Could any one enlighten me as to how I can manufacture clay bricks?
Hey folks!
I'm running a twitch stream with this modpack, just lost our latest Colony and are about to make a new one. I love how this mod turns the game into a sadistic monster with a taste for scrub blood! :D
http://www.twitch.tv/nukeacitrus (http://www.twitch.tv/nukeacitrus)
Great work on the pack Sky. Really enjoying all that your pack has to offer. I was wondering if you had an updated production line image or if this is the most up to date one?
(http://s020.radikal.ru/i704/1510/28/54607293c509.jpg)
Even if it's in Russian, I can translate fairly easily. Thanks!
Does anyone else have a problem with Sound in game.It just randomly stops and i have to restart the game.It happends every 15 to 20 minutes..
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
You can use windows variables. Could you please update the location above with:
C:\Users\%USERPROFILE%\AppData\LocalLow\Ludeon Studios\RimWorld\Config
Which research is required for mending items?
Just picked this mod pack up to go with A12. I followed the mod installation/download instructions properly, but when I fire up my game, it just hangs, never fully loading up to the main menu. I know that having a bundle of mods can definitely increase the time it takes the game to initially load, but this is way, way longer than I've seen from other modpacks and it hasn't once successfully started. Am I doing something wrong, or do I simply need to be very patient for this modpack?
Is anyone else having this issue?
*EDIT*
Okay, found out it was mostly just a sit and wait issue. I have the game up and running now. That said, I'm curious about a few things based on what I've seen from the Prepared mod.
First, does this mod discard most of the weapons and armor from the Rimsenal mod? >.> I'm hoping that I'm simply not seeing what could be there, because those weapons we hands down my absolute favorite mod weapons in the game.
Second, does apparal still have variable stats and effects, bolstering things such as work speed, movement speed, aiming, social skills, medical skills, etc? I ask again based on Rimsenal. I was very fond of the utility and varied nature of what the top end powered armors could give to you, should you survive long enough to be able to afford and create the technology.
Third, are there domestic cats? o.o I saw the cat mod is in, and that there is food for cats, but the game would only let me start with Feenixes and the ice version. No maine coons? =(
Finally, I'm merely curious as to what texture packs this mod uses.
Having an issue with it not being able to find the textures for a husky after a few in game days. Seems to crash on the get posture method. Null pointer exception. Pretty much unplayable because of this. I guess i could start over without a husky but 3 times now clean install each time, each time my husky disappears.
EDIT: found out it happens when they get super hungry. Seems to happen to rimdogs as well as i am getting random errors about them as well if i let it go long enough. Lots of give job errors all over the place actually.
Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)
Quote from: VendeTTa on December 16, 2015, 02:43:33 PM
Does anyone else have a problem with Sound in game.It just randomly stops and i have to restart the game.It happends every 15 to 20 minutes..
I've had that happen, though usually it takes an hour or more. Restarting the game fixes it, and you can hear a sort of popping sound as the game closes. It's like right as you close the game the sound tries to turn back on, but it's too late.
Quote from: piratesupr on December 18, 2015, 05:05:37 AM
Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)
You're right. Looks like it is impossible to be able to make silicone if you don't already have 6 integrated circuits. The Electric Smelter recipe should be changed to Electric Components instead of Integrated Circuits. Bug needing fix (I'm using the test/github version and it has that issue). Deconstructing personal shields says it gives ICs but that's still not a reliable way of progression (do it at the electronics table - temp workaround to keep you going. Melee raiders tend to wear personal shields). Trading for IC isn't reliable either. Should change the recipe to make progression flow.
Quote from: Kailen_ on December 17, 2015, 09:40:55 PM
Having an issue with it not being able to find the textures for a husky after a few in game days.
If you use the test version linked by Sky a few pages back that bug has been fixed. My rimdogs got hungry and tried to break down doors to get food. Wild wolves attempted the same. No more null exceptions on hungry animals. This test version also ditches metal-type parts (steel, copper, ect) and instead uses metal bars for recipes. Spare parts and Mechanisms remain but everything flows so much more smoothly without having to make steel parts forever. It's not an official update release but at least it makes animals playable again.
Quote from: skyarkhangel on December 11, 2015, 05:39:54 PMWorking test version is available on git: https://github.com/skyarkhangel/Hardcore-SK
Quote from: Xeldrakka on December 17, 2015, 06:45:43 PM
I know that having a bundle of mods can definitely increase the time it takes the game to initially load
Is anyone else having this issue?
First, does this mod discard most of the weapons and armor from the Rimsenal mod?
Second, does apparal still have variable stats and effects?
Third, are there domestic cats?
Game can be slow loading, especially for the very first time as it loads up all the mods and such. Gets a bit faster after that but you still just need to wait it out, as you found out.
Not exactly familiar with rimsenal's weapons and such, but I can comment that weapons/clothing can be infused with random bonuses. Some specific items have built in bonuses, like an oven mitt always prevents food poisoning for cooking. The infused random bonuses can be a wide variety of things from faster shooting, more heat tolerant, better negotiating and so on. Hope that helps.
I noticed cats were in the official release with the animal disappearing bug, but they do not seem to be in the test/github version. The one that fixes said animal bug. Maybe the cats were causing an issue?
Quote from: Tankh on December 17, 2015, 06:04:07 PM
Which research is required for mending items?
Crafting III gives you the smithing table and mending table in Architect>Production.
hi everyone,
i can't find how to cook eggs, someone know ?
Quote from: Masquerine on December 18, 2015, 10:44:16 AM
Quote from: VendeTTa on December 16, 2015, 02:43:33 PM
Does anyone else have a problem with Sound in game.It just randomly stops and i have to restart the game.It happends every 15 to 20 minutes..
I've had that happen, though usually it takes an hour or more. Restarting the game fixes it, and you can hear a sort of popping sound as the game closes. It's like right as you close the game the sound tries to turn back on, but it's too late.
I normally just save then load my save. Fixes it everytime. No need to restart the whole game.
Also thanks Masquerine for the suggestion of the github version, ill try it when i get home.
Hey there! Looking for electric components! I ran out and everything needs them, can't figure out where to make them Thank you!
Hint:
If you can't see bills for processing fish or making mushroom stew etc. in butchery or kitchen, enable God Mode (by clicking skull icon at top of the screen after enabling Development Tools). It will unblock all the recipes. Afterwards, disable God Mode and added production bills will stay. :)
Quote from: piratesupr on December 18, 2015, 05:05:37 AM
Umm... How do I make electric smelter? You need integrated circuit to build them, but to craft integrated circuit (in electronic factory), you need silicon, and silicon can only be made by electric smelter , but to make electric smelter you need integrated circuit, and so on.. and on, and on.... Anything I should know? Is my version is outdated? Thanks for the help. =)
As said above, disassemble personal shields. Furthermore, explore your map for ancient rooms with Cryptosleep Caskets and deconstruct them - they'll yield circuits among other things.
Quote from: dude2043099 on December 19, 2015, 12:18:10 AM
Hey there! Looking for electric components! I ran out and everything needs them, can't figure out where to make them Thank you!
Electronic components: Architect -> High-tech -> Electronic Table. You'll need glass frame (from Glasswork Table, needs researching), sterling silver and copper (both from melter).
is there anyway to make the tarantulas less aggressive towards colonists.
they keep murdering my hunters randomly when they run out. they are way to op to handle since you dont handle it manually when the hunter is auto hunting.
or just some way to remove them from the game would be nice.
any easy edit i can make to a file ?
Seems like there is something going on with rimdogs. I've noticed they tend to bug out and disappear. So if I have one targeted to hunt, and come back later sometimes the hunt icon will still be in place, but there is no animal there. If I select it I see the error instead of their information:
JobDriver.GetReport() exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Verse.Pawn.GetInspectString () [0x000000] in <filename unknown>:0
Sometimes when loading a save I also see:
Exception drawing RimDog834446: System.NullReferenceException: Object reference not set to an isntance of an object at RimWorld PawnUtility.GetPosture (Verse.Pawm ) [0x000000] in <filename unknown> :0
Does anybody knows how to allow weed in the stockpiles? I cant find the section for it. The search wont give results for weed also.
Quote from: gustavoghe on December 20, 2015, 04:10:51 PM
Does anybody knows how to allow weed in the stockpiles? I cant find the section for it. The search wont give results for weed also.
If I remember correctly its under Food > Drugs
Hey Sky,
Loving the new test build. The removal of parts is a huge improvement IMO and I love the changes to the mines being infinite but needing a mineral deposit. Thanks for yours & everyone else's work.
Quote from: Epson on December 20, 2015, 04:58:21 PM
Hey Sky,
Loving the new test build. The removal of parts is a huge improvement IMO and I love the changes to the mines being infinite but needing a mineral deposit. Thanks for yours & everyone else's work.
Thank you, we made new alloy system :)
So, soon release. We made a lot of interesting things and in latest test 2.4c-12 new mining system with using sonar scanner to find hidden deposits (now they are invisible), found a way to forbid animals drink alcogol and etc.
Quote from: Bolt693 on December 16, 2015, 02:39:22 PM
Great work on the pack Sky. Really enjoying all that your pack has to offer. I was wondering if you had an updated production line image or if this is the most up to date one?
Even if it's in Russian, I can translate fairly easily. Thanks!
Thank you, I already had talk with the author of this craft table about translation into English. I am not the author of this work :) I try to get the source for translation.
P.S. Latest version for 2.4b with pics!
https://yadi.sk/i/8C7VUxGmkEexf
I am looking for an assistant, which helps to correct descriptions for items, buildings, researches etc.
hey guys, is the most recent version from git playable? as i do not seem to be able to craft spare parts. i wanted to get one of the test versions because the animals are working in the git versions of the modpack.
Quote from: skyarkhangel on December 20, 2015, 10:11:39 PM
I am looking for an assistant, which helps to correct descriptions for items, buildings, researches etc.
I can help you with doing that. Let me know how you want me to go about it and I'll get right on it.
Is the CrashLanding DLL included in this pack modified from the standalone mod? I'd quite like to customise it from the source in Katavrik's thread.
I asked a question about storage of weed, and someone wrote that it was under foods, and then drugs. I checked that and its not there.
I cant seem to find a way to storage weed. Can anyone help?
Quote from: gustavoghe on December 21, 2015, 09:24:20 PM
I asked a question about storage of weed, and someone wrote that it was under foods, and then drugs. I checked that and its not there.
I cant seem to find a way to storage weed. Can anyone help?
ohh, yes in 2.4b bug with this. in test github version already fixed.
Quote from: Nice save on December 21, 2015, 07:40:28 PM
Is the CrashLanding DLL included in this pack modified from the standalone mod? I'd quite like to customise it from the source in Katavrik's thread.
As I remember, yes. Added translation.
Love the mod! Exactly what I'm looking for in a Rimworld mod :)
I do have some quibbles however. Mostly pertaining to meals.
My guys are not vegetarian. Why can't I make meat based meals? I just had a colony starve to death surrounded by nice butchered meat that they wouldn't cook because my potatoes weren't ready yet.
Related; tableware. Really? Call me crazy but IRL I'm not willing to starve to death because I don't have a fork.
Many good decisions went into this mod but these two issues seem really... please forgive me, stupid.
Quote from: Moo on December 22, 2015, 11:30:42 AM
Love the mod! Exactly what I'm looking for in a Rimworld mod :)
I do have some quibbles however. Mostly pertaining to meals.
My guys are not vegetarian. Why can't I make meat based meals? I just had a colony starve to death surrounded by nice butchered meat that they wouldn't cook because my potatoes weren't ready yet.
Related; tableware. Really? Call me crazy but IRL I'm not willing to starve to death because I don't have a fork.
Many good decisions went into this mod but these two issues seem really... please forgive me, stupid.
Grill makes roasts and jerky. I almost always start with hunt-grill-jerky option until a fridge can be set up (they last for ~30 days!). For tableware.. well yea. But you can use clay from shallow water or glass from sand (that you will have plenty from making stone blocks) instead of metal.
Ah right the grill. Forgot about that. Isn't jerky hugely inefficient though? It's been a long time since I last played so please forgive my possibly outdated or completely erroneous knowledge :D
Hey, I've been using your latest version on the git and I've been having a blast, the fact you don't have to make parts anymore is really useful and I like how much more important silver is than just being money (as its in all of your electronic parts).
I've gotten all the way up to the mining drill at this point and have been having trouble with placing it down. It looks like no matter where I try to place it it gives the "You cannot place that here!" message on the screen. Does it have to be placed on certain terrain or do I have to do something else first?
Hi ive been having a pretty bad problem with this mod for whatever reason when my characters go onto a faster floor and they have bionic parts that make them faster they completely disappear they are still there though because you can click on them but they are completely gone if i need to post a picture let me know because this problem is super annoying. any help would be appreciated
Quote from: Moo on December 22, 2015, 02:29:59 PM
Ah right the grill. Forgot about that. Isn't jerky hugely inefficient though? It's been a long time since I last played so please forgive my possibly outdated or completely erroneous knowledge :D
Well, it IS extremely basic food, so yea. I treat it as a "in case of emergency" option. Beats eating raw meat.
Quote from: Blastmcpt on December 23, 2015, 12:26:55 AM
Hi ive been having a pretty bad problem with this mod for whatever reason when my characters go onto a faster floor and they have bionic parts that make them faster they completely disappear they are still there though because you can click on them but they are completely gone if i need to post a picture let me know because this problem is super annoying. any help would be appreciated
Known bug with the game. Pawns have a max speed of i think 12 cells a seconds if they go to fast this happens. Theres some seriously rediculous stuff if this pack lets you go this fast. Shouldnt happen.
Quote from: TheWelp on December 22, 2015, 11:45:18 PM
I've gotten all the way up to the mining drill at this point and have been having trouble with placing it down. It looks like no matter where I try to place it it gives the "You cannot place that here!" message on the screen. Does it have to be placed on certain terrain or do I have to do something else first?
New github version is changing how that process works. Now there is the mine extractor, hi tech mine extractor, drilling rig and oil extractor. In order to make use of these now, you need to first use a mobile mineral sonar. The sonar uses power to scan the ground and rock walls. It will find hidden mineral deposits, rare hidden mineral deposits, deposits of crude oil and specific ores (iron, copper, bauxite, ect in rock walls). Hidden deposits show up on the scanner as a green dot, and if you click on that spot you can see what type it is.
Hidden mineral deposits can have a mine extractor placed on top of it to retrieve rock chunks, iron ore, copper ore, bauxite ore, pyrolusite ore, coal ore, nitre, silver ore and gold ore. Rare hidden mineral deposits can have a hi tech mineral extractor placed on top of it. This gives you titanium ore, uranium ore, wolframite ore and nickel ore. Deposits of crude oil need to have the drilling rig placed on top of it. You will then use the rig to drill an oil fissure. When the oil fissure is made, an oil extractor can be placed on top of it to give you crude oil.
Drilling rig requires 1.5k power. Mine extractor requires 2.5k power. Hi tech mineral extractor requires 4k power. Oil extractor requires 2.5k power. Mobile mineral scanner requires 1k power, but can hasten the scanning rate with additional power.
[attachment deleted due to age]
For those wondering (as I was) why certain crops aren't planted by the colonists, remember that certain seeds have a soil fertility requirement (you can check how much in the info box of the plant when setting up the growing zone). If the soil is not fertilized the colonists will only clear grass and keep it empty until the fertility minimum is reached.
Since I took days to figure this out and saw other people talking about it, here's my heads up to everyone related to this subject.
Also, and not wanting to interfer in the development process or compare mod packs, but doing it anyway... I prefer HSK to MVP but I have to say MVP research tech descriptions are much, much more helpful; you know exactly what you're going to unlock each step of the way: what recipes, what structures and what superior techs. I think it would be a good idea to detail it a bit better in this pack since it would help the players to figure out what they need to build or have what they want without having to look at anything else or asking here.
Cheers and KUTGW!
Quote from: aenariel on December 23, 2015, 11:00:17 AM
Also, and not wanting to interfer in the development process or compare mod packs, but doing it anyway... I prefer HSK to MVP but I have to say MVP research tech descriptions are much, much more helpful; you know exactly what you're going to unlock each step of the way: what recipes, what structures and what superior techs. I think it would be a good idea to detail it a bit better in this pack since it would help the players to figure out what they need to build or have what they want without having to look at anything else or asking here.
Cheers and KUTGW!
That's actually what I'm going to be helping with as soon as I get the github/sourcetree thing sorted out for managing edits to the modpack. I'll be editing any of the text you read in game. So anything from item descriptions, bench recipes descriptions, extra information, research tech information, ect. The modpack is originally in Russian and translated to English. Russian to English translates okay. There are obvious errors and things that don't quite make sense to anyone who only knows English. I get the task of cleaning up the English translations to be more user friendly. I'll also add in or change descriptions that are not helpful. For example polymers: "polymers is used in many things" or crude oil's description is "crude oil" and that's it. Not helpful at all.
Sky only asked a couple days ago for someone to help with this stuff, so it'll take me some time. I'll clear up all of the English text. So no worries, it'll start to get done soon.
Quote from: Masquerine on December 23, 2015, 11:33:28 AM
That's actually what I'm going to be helping with as soon as I get the github/sourcetree thing sorted out for managing edits to the modpack. I'll be editing any of the text you read in game. So anything from item descriptions, bench recipes descriptions, extra information, research tech information, ect. The modpack is originally in Russian and translated to English. Russian to English translates okay. There are obvious errors and things that don't quite make sense to anyone who only knows English. I get the task of cleaning up the English translations to be more user friendly. I'll also add in or change descriptions that are not helpful. For example polymers: "polymers is used in many things" or crude oil's description is "crude oil" and that's it. Not helpful at all.
Sky only asked a couple days ago for someone to help with this stuff, so it'll take me some time. I'll clear up all of the English text. So no worries, it'll start to get done soon.
Cool, I think it'll be extremely helpful to us mere mortals, this modpack is truly complex in some parts and it's a pain to understand what unlocks what. It's been a lot of trial and error for me, I think I got the grasp of it now but I found the learning curve pretty steep when I started out, mainly because of the poor descriptions. Since I have since tested MVP too and found it much easier mostly because the descriptions are clearer, I thought it was my duty to inform you of it. :)
Once again, keep up the good work and thanks for replying!
Quote from: aenariel on December 23, 2015, 11:37:26 AM
Cool, I think it'll be extremely helpful to us mere mortals, this modpack is truly complex in some parts and it's a pain to understand what unlocks what. It's been a lot of trial and error for me, I think I got the grasp of it now but I found the learning curve pretty steep when I started out, mainly because of the poor descriptions. Since I have since tested MVP too and found it much easier mostly because the descriptions are clearer, I thought it was my duty to inform you of it. :)
Once again, keep up the good work and thanks for replying!
I feel the same way about it. When I first picked it up it was such a massive change from vanilla. I had started and restarted colonies slowly testing and figuring out what I needed and what lead to what. There's been several big changes since I started playing HSK that really improved the pack, like the removal of metal-parts (steel/copper/ect). It was overly complicated and way too craft demanding.
Someone mentioned earlier about the drill and extractor. I knew how it worked previously and checked the new way and it didn't work how I expected. So I turned on god mode and started playing around with it until I figured out exactly how it all works, then posted here to describe the process. Obviously it's not the official update release yet, but I still like to help out with understanding things if I can. I hate the feeling of not knowing how things work and I certainly don't want to leave anyone in the dark when I know what the problem is and how to fix it.
I know there's a Russian picture tech-tree to show what leads to what that someone was thinking about translating. I can't read Russian. The best that I can do if it was in text form is google translate but alas, that tech tree is a picture and that doesn't help me there. Maybe a sort of user-guide to explain the expected progression of the modpack could be more helpful. It would give you a better understanding of what exactly you're supposed to be planning for. I could do that, I suppose. Could do it in the FAQ file.
I've been using the latest git version, and it's been great. One thing I am getting a little stuck on though is the requirements for mechanisms. It asks for 'alpaca alloy', not sure if that is a typo or not. Digging in that is actually 'CupronickelAlloy', and can be made from the electric smelter. Mechanism are pretty essential for most things so this seems like it blocks progression pretty hard. Am I just missing something?
Ok, nevermind, it seems like the list expands as I mine more things, so can use copper etc.
I think I may have found a bug. The professional cook stove wont cook fine meals. Is this meant to be? I have all the ingredients, meat, potatos and tableware. If any one could help that be great :)
Quote from: gustavoghe on December 23, 2015, 05:58:24 PM
I think I may have found a bug. The professional cook stove wont cook fine meals. Is this meant to be? I have all the ingredients, meat, potatos and tableware. If any one could help that be great :)
already fixed in 2.4c.
Updated to 2.4с: Syndicate
New alloy craft system! No more parts :)
+Bonus:
in 2.4c you meet Beantek Blast doors and ThermoElectric generator from A10, which i rewrite for A12 for Hardcore SK.
Many changes and fixes. Need start new game with new map.
Full changes only in Russian:
1. Переделан крафт и установка всех протезов. Бионические протезы теперь намного дешевле. Все протезы теперь открываются постепенно.
2. Со стола патологоанатома убрана возможность "вскрывать" рыбу. А возможность потрошить рыбу на столе появляется теперь с агрикультуры 1.
3. Добавлено несколько новых головных уборов.
4. Добавлена новая ветка кибернетических протезов, которые производятся в хим. лаборатории.
5. Несколько видов дури были вне группы - добавлены на свое место.
6. Фикс получения каменных блоков на электрическом верстаке - теперь тоже выпадает песок и щебень.
7. Добавлено две новые электростанции будущего.
8. Расширено и изменено дерево исследований, в основном по ветке технологий связанных с манипуляцией материей.
9. Фикс турелей (14.5мм, Вулкан, .50 АМ) - перестали работать после апдейта на гильзы.
10. Добавлено 7 новых видов оружия. В основном винтовки, которых было меньшинство. Небольшой ребаланс в оружии.
11. Добавлена новая система крафта сплавов. Добавлены новые виды ресурсов, цепочки крафта, новые возможности. Детали убраны из-за ненадобности.
12. Добавлен новый вид улучшенных батарей и проводки.
13. Добавлена возможность производства в технологиях будущего: антивещества, биосинтетики супермагнитов, альфа и бета полимеров.
14. Большинство огнестрельного оружия переименовано на русском и английских языках.
15. Убран дебаф сырой пищи от консервов с овощами.
16. Электроплавильня будет требовать компоненты, а не интегральные схемы.
17. Крафт углеволокна (изменен крафт, теперь нет металлосодержащих составляющих) перекинут из электроплавильни в хим. лабораторию.
18. Фикс ИИ животных (поставлена блокировка на срабатывание скрипта на поиск пищи).
19. Изменены названия фракций.
20. Добавлен спавн подземных залежей ресурсов. Теперь ресурсы, такие как металлы, каменные осколки, итд, можно добывать только в определенных
местах. Для добычи полезных ископаемых достаточно построить шахту. Количество месторождений ограничено.
21. Бумалуп и бумкрыса теперь дают биодизель, но к сожалению мясо их стало несъедобно :)
22. Добавлен спавн месторождений нефти. Теперь необходимо бурить скважины, а следом устанавливать нефтекачалку. Количество месторождений нефти ограничено.
23. В шахте поправлена добыча каменных осколков - до этого сыпалось неадекватное кол-во.
24. Большинство строений теперь можно создавать из разных видов ресурсов.
25. Добавлен рецепт сжигания тканей, древесины, кожи, деревянный изделий.
26. Изменена текстура исикэта (ледяного кота).
27. Добавлено 3 вида насекомых, 2 из них будут появляться даже в холодном климате. Обновлен менхант-пак.
28. Скрытые залежи теперь не видны на карте, их можно обнаружить случайным образом, наткнувшись на них, или с помощью мобильного сканера. Сканер теперь открывается вместе с шахтами.
29. Нашли способ отучить животных пить и курить (баг римворлда).
30. Обновлен Infusion. Исправлен баг с некоторыми зачарованиями, из-за которых багалось оружие. +новшества.
31. Для лейт игры добавлена бомба направленного действия, способная образовывать геотермальную скважину.
32. На старте игры будет выпадать 3 комплекта первой помощи.
33. Фикс плиты шеф-повара.
34. Убрано задвоение рецептов карамели и ирисок.
35. Фунгопоника теперь имеет срок годности (отмена).
36. Большинство рецептов на приготовление пищи теперь требует навыка кулинарии.
37. Для всех рассказчиков увеличен кап на кол-во колонистов до 50.
38. Полностью переписана работа мобильного сонара. Теперь будет работать только при подключении электричества. При выключении все данные сбрасываются.
39. Добавлено несколько погодных условий: При -20 и ниже может начаться буран. При +25 и выше может начаться сильная гроза. А также правки в существующих погодных условиях, делая их более значимыми.
40. Уменьшили прирост скорости для всех покрытий.
41. Скорость прокачки навыка крафта значительно снижена.
42. Почти все производственные рецепты теперь требуют определенного навыка крафта.
43. С насекомых теперь можно получать хитин.
44. Поправлено множество рецептов крафта, которые использовали неправильные зависимости от эффективности работы.
45. Отключено случайное бешенство у животных.
46. Полный ребаланс кол-ва мяса и кожи у всех живых существ.
47. Поправлена разделка рыбы на разделочном столе.
48. На столе патологоанатома поставлен фильтр.
49. Полная переработка ксенон-ионного реактора. Ставится на скважину и генерирует электричество в зависимости от температуры в помещении. Начинает работать только от 100 градусов и выше. Чем выше температура, тем больше энергии генерируется. Действует система коэффициентов: при очень высокой температуре может выдавать больше 10-12к электроэнергии. Чем больше электричества генерируется, тем больше ксенон-ионный реактор поглощает тепла.
50. Добавлен новый термоэлектрический с генератор. Обновил с А10 + дописал. Термоэлектрич. генератор ставится на стенку. На разнице температур с двух помещений генерирует электричество. При разнице температур в 600-700 и выше выдает очень вкусные значения.
51. Добавлены мощные ворота - обновлено с А10.
52. Переделана работа тесла и реактора на антиматерии.
53. Обновлен Miscellanious до последней версии.
54. Добавлен Miscellanious Trainers. Взамен убрано поле для стрельбы и чучело.
55. Переделан рецепт мульчи, а также грядок. Теперь нету задвоения требований по ресурсам.
56. Новая выпечка (2.4b) теперь рассматривается колонистами в качестве хорошей пищи.
57. Ребаланс протезов и имплантантов.
Thank you, for this christmas present 8)
Would the update work with a game started with the github version from few days ago?
Guess I'll find out.
EDIT:No. :( Well it was getting to the point of failure !fun! anyway...
2.4с: Syndicate English changelogFull changes for English. I used google translate and then went through it manually to try to reword it to be more understandable.
1. Changed all crafting and installation of prostheses. Bionic implants are now much cheaper. All dentures implants now open gradually.
2. The opportunity to gut fish now appears on the table with the agriculture (aquaculture?) one.
3. Added a few new headgear.
4. A new branch of cybernetic prostheses can be manufactured in the chemical laboratory.
5. Several types of dope (weed) have been correctly grouped for stockpiling.
6. Fixed obtaining stone blocks on the electrical workbench. Also fixed falling sand and rubble.
7. Added two new power plants of the future.
8. Expanding and changing the tech tree research, mainly in the branch of technology related to the manipulation of matter.
9. Fixed turrets (14.5mm, Volcano, .50 AM) that had stopped working after the update.
10. Added 7 new weapons. Mostly rifles that were in the minority. Not a big re-adjustment in arms.
11. Added new crafting system alloys. Added new types of resources and crafting opportunities. Details removed because of uselessness.
12. A new type of improved batteries and wiring.
13. Added the ability to produce in the technologies of the future: antimatter bio-synthetic super magnets, alpha and beta polymers.
14. The majority of firearms renamed in Russian and English languages.
15. Removed the debuff of raw food from consuming canned vegetables.
16. Electrofusion components will not require integrated circuits.
17. Carbon crafting now has no metal components. It now in the electric smelting chemical lab.
18. Fix the AI of hungry animals (lock set to trigger a script to search for food).
19. Changed the names of the factions.
20. Added spawns of underground deposits of resources. Now resources such as metals, stone chips, etc., may be produced only in certain places. For mining it is sufficient to construct the mine. The number of possible fields is limited.
21. Boomalopes and Boomrats now give biodiesel, but unfortunately their meat is not edible.
22. Added oil spawn locations. Now you need to drill oil wells, and should be installed neftekachalku (unknown translation). The amount of oil is limited.
23. Fixed mining stone fragments that were in inadequate number.
24. Most of the buildings can now be created from the different kinds of resources.
25. Added a recipe for burning fabrics, wood, leather and wood products. Produces ash.
26. Changed the texture of the Icicat animal.
27. Added 3 kinds of insects. Two of them can appear even in cold climates. Updated manhunting pack.
28. Hidden reservoir is no longer visible on the map, they are found randomly stumbling on them or by using a mobile sonar scanner. The scanner is now open along with the mines.
29. Found a way to wean the animals that try to drink and smoke (Rimworld bug).
30. Updated Infusion mod. Fixed a bug with some of the enchantments with Bagan weapons and innovation.
31. Leith games added a directional bomb capable of forming a geothermal well.
32. At the start of the game you will automatically get 3 first aid kits.
33. Fix the plate chef.
34. Removed zadvoenie (unknown) recipe of caramel and toffee.
35. Fungiponics now has a shelf life.
36. Most of the recipes for cooking now requires cooking skill levels.
37. For all storytellers increased cap on the number of colonists to 50.
38. Completely rewritten mobile sonar work. Now it will only work when connected to electricity. If you turn off all the data will be cleared.
39. Added some weather conditions: At -20 or lower it can begin to storm. At 25 and above can develop a strong thunderstorm. As well as changes in the existing weather conditions by making them more relevant.
40. Reduce the growth rate for all coats on animals.
41. The rate of skill leveling on crafting significantly reduced.
42. Almost all production recipes now require a certain crafting skill level.
43. On insects it is now possible to obtain chitin.
44. Fixed many recipes for crafting.
45. Disabled random rabies in animals.
46. Full re-balance count of meat and skin on all living beings.
47. Fixed cutting of fish on a cutting table.
48. On the table pathologist put the filter.
49. Full processing of xenon ion reactor. A xenon ion is placed on a well and generates electricity based on the room temperature. It needs a very high temperature. It starts to work only at 100 degrees or higher. The higher the temperature, the more energy that is generated. The system of coefficients at very high temperatures can produce more than 10-12k of power. The more that electricity is generated the more that the xenon ion absorbs the heat of the reactor.
50. Added new thermoelectric generator. Updated with the finished A10 thermoelectric generator that is placed on walls. Then it checks the temperature difference with two rooms and generates electricity. A temperature difference of 600-700 and above gives a lot of electricity.
51. Added a powerful gate, updated with the A10.
52. Reworked the tesla and antimatter reactor.
53. Miscellaneous updated to the latest version.
54. Added miscellaneous trainers instead of using buildings like the shooting range.
55. Changed the recipe for mulch as well as beds. Now there is now no double demand on resources.
56. New pastries (2.4b) is now regarded by the colonists as good food.
57. Rebalancing of implanted prostheses.
Quote from: karloss99 on December 24, 2015, 07:34:19 AM
Would the update work with a game started with the github version from few days ago?
Guess I'll find out.
EDIT:No. :( Well it was getting to the point of failure !fun! anyway...
Github versions are the ones that get changed and modified often. So some things may be one way today and then changed differently tomorrow. It was only suggested before for people to use the current github version due to the hungry animal bug completely breaking animals, which a lot of people enjoy using. It's a sort of "use at your own risk" when testing out the current github build. It's not a bad thing in a way, as you can report newly created bugs long before an official update is released like 2.4c Syndicate.
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
love the mod but i have one question if i spawn on a dessert or arid environment i am unable to place a growing zone on marginal or dusty soil. is it a bug or am i missing something?
was EPOE removed in 2.4c or merged with another mod because i can't see in the zip file and will i need to start another colony and delete my 2.4b one?
Its time to start over again :) !!!
Thanks Sky for the great xmas gift.
Im going Tundra again, with less crap on loadout. But still gonna take some good weapons with the team of 6 im taking.
Quote from: Masquerine on December 24, 2015, 10:19:32 AM
Quote from: karloss99 on December 24, 2015, 07:34:19 AM
Would the update work with a game started with the github version from few days ago?
Guess I'll find out.
EDIT:No. :( Well it was getting to the point of failure !fun! anyway...
Github versions are the ones that get changed and modified often. So some things may be one way today and then changed differently tomorrow. It was only suggested before for people to use the current github version due to the hungry animal bug completely breaking animals, which a lot of people enjoy using. It's a sort of "use at your own risk" when testing out the current github build. It's not a bad thing in a way, as you can report newly created bugs long before an official update is released like 2.4c Syndicate.
I figured it wouldn't work anyway, just thought to give it a shot. The colony I was running was just about dead anyway (whole bunch of mechtoids coming over and only 3 combatants)... A (hopefully) bug free-ish main release just means getting to try new approaches.
Also, the walls of my new cave-settlement are lined in uranium. How am I supposed to do anything when everybody is sick from radiation!
My new living site happened to get parked in a spot flanked by two uranium veins. And an oil deposit. And a mineral one... now to not die (yea, yea I just walled it off). Gave me a scare to discover that my temporary barracks have all-natural green-lit wall. Or that my permanent-bedroom wing plan is blocked by another one. Can we make nukes yet?
Quote from: karloss99 on December 24, 2015, 03:20:10 PM
Also, the walls of my new cave-settlement are lined in uranium. How am I supposed to do anything when everybody is sick from radiation!
My new living site happened to get parked in a spot flanked by two uranium veins. And an oil deposit. And a mineral one... now to not die (yea, yea I just walled it off). Gave me a scare to discover that my temporary barracks have all-natural green-lit wall. Or that my permanent-bedroom wing plan is blocked by another one. Can we make nukes yet?
While fixing typos I did see a recipe for a nuclear warhead, so that is probably a yes to that question. You can't really do anything with uranium initially except try to stay away from it. A chemical protection suit (2 pieces - head and body) had a description that mentioned it being able to protect the user from hazards such as radiation and chemicals. You would have to be careful about storing it too (the uranium, that is should/when you mine it). Chemical protection suits for everyone!
Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)
Quote from: gustavoghe on December 24, 2015, 06:20:54 PM
Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)
Same here, looks like they want to break free if they are starving, even if the doors are held open.
[attachment deleted due to age]
Is there something wrong with the drill? I cant place it anywhere even though i got all the materials needed. Is there a specific place where you can drill?
[Edit]
Ok, I re-read the change log and found out that the mine now has to be positioned in a especific resource field. I dont like that, due to it leading to base unsimetry and aestetic. Is there a way to disable it?
thnks
Merry Christmas to all :)
Quote from: Der Failer on December 24, 2015, 07:29:32 PM
Quote from: gustavoghe on December 24, 2015, 06:20:54 PM
Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)
Same here, looks like they want to break free if they are starving, even if the doors are held open.
ohh yes, need to add condition for open or closed door :)
Quote from: gustavoghe on December 24, 2015, 08:58:24 PM
Is there something wrong with the drill? I cant place it anywhere even though i got all the materials needed. Is there a specific place where you can drill?
[Edit]
Ok, I re-read the change log and found out that the mine now has to be positioned in a especific resource field. I dont like that, due to it leading to base unsimetry and aestetic. Is there a way to disable it?
thnks
Scan terrain and search hidden deposits, its new part of gameplay. In next, i plan to add event for random finding new deposits of resources ::)
Quote from: Der Failer on December 24, 2015, 11:55:06 AM
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10 :D
Quote from: skyarkhangel on December 24, 2015, 11:07:19 PM
-snip-
Quote from: Der Failer on December 24, 2015, 11:55:06 AM
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10 :D
Well that explains it, I noticed that a few times and I was curious, also, if I update, will my save game still work?
EDIT: nevermind, read the update post again. ah well, guess its destruction time... hmm, tactical nukes or being overrun by raiders? that is the question...
Quote from: skyarkhangel on December 24, 2015, 11:07:19 PM
-snip-
It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10 :D
So much for "new" bug ... :)
How ever i'm still running to to all sorts of problems. I had my
victims colonists plant a few potatos and got this error on selecting them:
GetInspectString exception on Plantcocoa12330:
System.NullReferenceException: Object reference not set to an instance of an object
at SeedsPlease.PlantWithSeeds.GetInspectString () [0x00000] in <filename unknown>:0
at EdB.Interface.InspectPaneFiller.DrawInspectStringFor (ISelectable t, System.Single& y) [0x00000] in <filename unknown>:0
After a bit of searching in the save file and compering to to a old one (2.4b), i found what seems to be the cause:
<thing Class="SeedsPlease.PlantWithSeeds">
<def>Plantcocoa</def>
<id>Plantcocoa12330</id>
<pos>(129, 0, 130)</pos>
<health>85</health>
<growth>0.05</growth>
<genome IsNull="True" />
</thing>
In the old save file the genome looks like this:
<genome>
<growSpeedMult>0.8873211</growSpeedMult>
<harvestAmountMult>0.8409819</harvestAmountMult>
<baseSeedChance>0.968754</baseSeedChance>
<addSeedChance>0.6067519</addSeedChance>
<canSurviveFrost>True</canSurviveFrost>
<canGrowAtNight>True</canGrowAtNight>
</genome>
Inserting this genome in to the new save fixed the probem this plant (not for new ones ofc).
I play around with the xml file in the hope to find the cause of this problem, but (not really surprisingly) found nothing.
What i found though is this in the outputlog (it did not show up ingame):
ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.SourceAndSelector (System.Object source, System.Object selector) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Select[StatModifier,StatDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.HelpForBuildable (Verse.BuildableDef buildableDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.ResolveThingDefList (System.Collections.Generic.List`1 thingDefs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.ResolveApparel () [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.HelpController.Initialize () [0x00000] in <filename unknown>:0
at CommunityCoreLibrary.ModController.Start () [0x00000] in <filename unknown>:0
Although i'm not sure if this is related to this plants problem.
I had this problem with plants in 2.4b as well, but after reinstalling the games as well as the modpack i got it working then. I've tried this now as well but ran in to problem again.
I've attached a test world/save and the outputlog.
[attachment deleted due to age]
I may be blind, but I cannot find how to make Silicon - can anybody point it out to me?
Also: Great update, enjoying it a lot :)
Quote from: Riun on December 25, 2015, 01:53:38 PM
I may be blind, but I cannot find how to make Silicon - can anybody point it out to me?
Also: Great update, enjoying it a lot :)
Architect>Hi-tech>Electric Smelter, then Add bill>Make silicon. Uses 50 sand to produce 5 silicon. Needs a power source to operate.
Thanks!
Also something i noticed after the update, colonists cannot shoot through sandbags anymore. Makes them pretty pointless and any sort of defensive setup very hard!
Is it possible to add RT storage to this mod? I havent fully explored this mod yet but I haven't seen any ways to store many things in a small space like RT storage. Is there something like this in here?
My growing field, allows me to select pumpkin, and i have pimpkin seeds, and the field is set to allow plowing. I have growers, but the wont plant pumpkins. Got to have pumpkins.
Ilso had the same "bug" with colonist unable to shoot past stone chunks, sand bags and etc.
Quote from: twisted067 on December 25, 2015, 06:02:40 PM
Is it possible to add RT storage to this mod? I havent fully explored this mod yet but I haven't seen any ways to store many things in a small space like RT storage. Is there something like this in here?
There are actually a few items to store things, depending on what/how you want to store. For general mass storage you can use a nano storage. I'm not sure how much capacity it has but it can hold a variety of item types all at once. I'll attach a picture. Cee-oh was still moving items into it when I took the picture.
Other storage units are the locker, cabinet and clothing locker. These can be assigned ownership to a colonist who can then store a complete set of clothing in them. You can easily swap entire sets of clothing as needed, without having to manually pick up all the items one by one.
The equipment rack, fabric hamper, apparel cabinet and medicine cabinet look like they hold 2 items and it says that the durability of the items won't deteriorate, even when outside. There are a few more that hold specific sets of items as well.
Quote from: gustavoghe on December 25, 2015, 06:28:31 PM
My growing field, allows me to select pumpkin, and i have pimpkin seeds, and the field is set to allow plowing. I have growers, but the wont plant pumpkins. Got to have pumpkins.
Pumpkins need at least fertilized soil to grow. Normal soil won't cut it. I placed Rich soil and Tilled soil and they immediately planted pumpkins. In the growing zone menu there is an "i" icon for information. It'll tell you the requirements there. I'll attach a picture to show.
Have to wait for Sky for the sandbags. I'm not sure where to look for that.
[attachment deleted due to age]
Goodstuff!
Is a pitty with the sandbag bug. But hey, We will get there right?
This may sound like a noob question, and maybe it is, but is there a way to see a message log that im unaware of?
Quote from: gustavoghe on December 25, 2015, 08:34:14 PM
Goodstuff!
Is a pitty with the sandbag bug. But hey, We will get there right?
This may sound like a noob question, and maybe it is, but is there a way to see a message log that im unaware of?
Yes there is. Go to Menu>Game Options. Click on Development mode. This will give you 8 little white icons near the top right of your screen. In order from left to right, these are Debug log, Package editor, Debug visuals, Debug action menu, Debug logging menu, Inspector, God mode and Pause when error is logged (toggle). The debug log will show you the error log, like the picture I'm going to attach of one I just encountered.
The shelf from Architect>Accessories>Shelf, which requires it to be beside a wall has an error with it. When you click on the shelf after it is placed, the game goes crazy colors until you click off of it. Attached picture shows the error.
[attachment deleted due to age]
Hey. Just popping in to say I love this mod pack, and good job on it!
To everyone about the cover issue, I found this and after a bunch of tinkering figured it out; in the Core_SK defs folder, in Races_Humanlike.xml, for some reason humans' <baseBodySize> was set to 0.61 (or something). I noticed this because when I checked the to-hit chance against a colonist, the body size factor was around 60% weirdly.
The reason you can't shoot over sandbags is because sandbags have a fill of 0.70, meaning it's bigger than a human.
Make it back into "<baseBodySize>1</baseBodySize>" (Mods\Core_SK\Defs\ThingDefs\Races_Humanlike.xml) and this will fix the problem.
Edit: This also applies to Novas and Narns, so change them all if you so desire.
Quote from: Masquerine on December 25, 2015, 09:21:07 PM
Quote from: gustavoghe on December 25, 2015, 08:34:14 PM
Goodstuff!
Is a pitty with the sandbag bug. But hey, We will get there right?
This may sound like a noob question, and maybe it is, but is there a way to see a message log that im unaware of?
Yes there is. Go to Menu>Game Options. Click on Development mode. This will give you 8 little white icons near the top right of your screen. In order from left to right, these are Debug log, Package editor, Debug visuals, Debug action menu, Debug logging menu, Inspector, God mode and Pause when error is logged (toggle). The debug log will show you the error log, like the picture I'm going to attach of one I just encountered.
The shelf from Architect>Accessories>Shelf, which requires it to be beside a wall has an error with it. When you click on the shelf after it is placed, the game goes crazy colors until you click off of it. Attached picture shows the error.
Hey Masq, thanks for the answer, it was helpfull. But I was refering to the events log, i cant seem to find that. Havy any clues?
Quote from: Stufferino on December 26, 2015, 07:10:41 AM
Hey. Just popping in to say I love this mod pack, and good job on it!
To everyone about the cover issue, I found this and after a bunch of tinkering figured it out; in the Core_SK defs folder, in Races_Humanlike.xml, for some reason humans' <baseBodySize> was set to 0.61 (or something). I noticed this because when I checked the to-hit chance against a colonist, the body size factor was around 60% weirdly.
The reason you can't shoot over sandbags is because sandbags have a fill of 0.70, meaning it's bigger than a human.
Make it back into "<baseBodySize>1</baseBodySize>" (Mods\Core_SK\Defs\ThingDefs\Races_Humanlike.xml) and this will fix the problem.
Edit: This also applies to Novas and Narns, so change them all if you so desire.
Stufferino,
So should i put 1 in the sandbag def, or should i put 0.7 in the humandef file? It was confusing, can you explain it again please?
Does anyone know how to make the embrasures not waist high, so it can be used as a wall? Should just be able to edit a .xml for this right? Thanks!
Quote from: twisted067 on December 26, 2015, 04:39:44 PM
Does anyone know how to make the embrasures not waist high, so it can be used as a wall? Should just be able to edit a .xml for this right? Thanks!
Yup. It'll be easier to read in a notepad program that supports coding, like notepad++. That way things like <texthere> get displayed in different colors, making reading the file super easy. The file you're looking for should be in hardcore-sk/mods/core_sk/def/thingdefs/buildings_security_sk.xml. This file has all of the security-related things like sandbags, parapets, embrasures. Walls have a <fillPercent> of 1, <altitudeLayer>BuildingTall, <passability>Impassable . Embrasures are <fillPercent> 0.8,<passability>PassThroughOnly, <altitudeLayer>Waist.
From what I understand, fillpercent is how solid the thing is, with 1 being 100% solid. Altitudelayer is how tall the thing is. Wall are buildingtall, which lets them support a roof. Passability is whether people can walk through the thing. Walls are impassable so you can't walk through it, but embrasures you can.
The real fix seems to be what Stufferino suggested, by changing the basebodysize of human types (narn, nova, human, ect) from .61 to 1. This will make them larger than things like the embrasure and sandbags so that they can shoot over them like they previously could.
Thank you so much, i got the embrasures how I want them now!
hello,
in the mod-list i count over 100 mods but in the latest verion (2.4c) i only have 50 mods.
do i something wrong?
Quote from: sebas79 on December 27, 2015, 04:32:21 AM
hello,
in the mod-list i count over 100 mods but in the latest verion (2.4c) i only have 50 mods.
do i something wrong?
no, many of the mods are merged into a central file for compatibility.
Quote from: TLHeart on December 27, 2015, 12:09:41 PM
Quote from: sebas79 on December 27, 2015, 04:32:21 AM
hello,
in the mod-list i count over 100 mods but in the latest verion (2.4c) i only have 50 mods.
do i something wrong?
no, many of the mods are merged into a central file for compatibility.
This is correct. Many mods are merged into one to avoid conflicts, and to make editing easier by grouping similar things together. Every time you update with a new version of HSK, you should also be replacing the modsconfig.xml file in your user file. Modsconfig.xml for HSK is in the /mods folder at the very bottom. It needs to get copied or moved to a different location in order to Rimworld to detect it so that your mod list in game is automatically sorted.
This will help prevent errors or references from an old modsconfig.xml that no longer exist, as well as possible mod ordering rearrangements.
By default the appdata folder is hidden, so you may have to do a search for it/enable hidden folders. You user file can be found here: (copying this from the first page of this thread):
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
or alternatively: windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!
thank for the info.
going to like this modpack more and more.
Im really having harda time with the new mining system. I am still not able to find a place to drill. Can anyone post a picture of a suitable place for drilling please?
Quote from: gustavoghe on December 27, 2015, 12:50:16 PM
Im really having harda time with the new mining system. I am still not able to find a place to drill. Can anyone post a picture of a suitable place for drilling please?
The drilling rig is now used to make an oil fissure, by placing the rig on a deposit of oil. Mine extractors (advanced and basic) can be placed directly on hidden deposits of minerals (rare or normal). In order to find these deposits, you need to build a mineral scanner sonar. The sonar will scan a wide area nearby, and when it detects a deposit it'll show up as a green dot (if you have the sonar currently selected you can see it's scanning pulses). The deposit will then also be click-able in game, though it may be hard to see the spot without looking at the sonar's dot location. I had a post about all this at the start of page 100 on this thread. There's a picture there that shows this stuff a bit.
I gotta run now so I can't be of any more help then this atm.
Do things deteriorate and food go bad in nano storage?
I can't place a drilling rig anywhere in the map (I've tried moving the thing all over my map) and got this text "you cannot place that here". Perhaps anyone here know the solution? Btw, this mods pack is hard core indeed :)
Quote from: 7nationarmy on December 28, 2015, 06:15:02 AM
I can't place a drilling rig anywhere in the map (I've tried moving the thing all over my map) and got this text "you cannot place that here". Perhaps anyone here know the solution? Btw, this mods pack is hard core indeed :)
Second post before yours. Same question. Read answer. Next time, read last page or two before asking. Saves a lot of time.
Quote from: gustavoghe on December 26, 2015, 02:10:30 PM
Stufferino,
So should i put 1 in the sandbag def, or should i put 0.7 in the humandef file? It was confusing, can you explain it again please?
from the sound of his post i'd guess the solution is to change the humandef's "basebodysize" entry from .6 to 1
Quote from: twisted067 on December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
Does anyone know if this happens?
How to get clay bricks?
Quote from: Jaszczur on December 28, 2015, 12:28:47 PM
How to get clay bricks?
Gather soft clay using Architect>Orders>Collect clay. You can do this on shallow water or mud tiles. Once you have some soft clay, bake it into bricks at the Electric Smelter (Architect>Hi-tech>Electric Smelter, then Add bill>Bake clay bricks. Takes 15 soft clay to make 5 clay bricks.
Quote from: twisted067 on December 28, 2015, 10:55:09 AM
Quote from: twisted067 on December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
Does anyone know if this happens?
It looks like things
do not deteriorate while in a nano storage, even when the top item is exposed outside (deterioration via exposure). Items that are sensitive to temperature, like foods can spoil but only if it is the topmost item. For example, I made a nano storage outside that had some jerky inside of it and medicine was the top item. The medicine did not decay at all. When I cycled to the jerky after a day or two, the jerky said not refrigerated (spoils in 30 days). So while the jerky was buried in the nano storage the jerky did not attempt to expire. It as still 50/50 hp and as fresh as the day it was put in.
Quote from: Masquerine on December 28, 2015, 02:44:29 PM
Quote from: Jaszczur on December 28, 2015, 12:28:47 PM
How to get clay bricks?
Gather soft clay using Architect>Orders>Collect clay. You can do this on shallow water or mud tiles. Once you have some soft clay, bake it into bricks at the Electric Smelter (Architect>Hi-tech>Electric Smelter, then Add bill>Bake clay bricks. Takes 15 soft clay to make 5 clay bricks.
Quote from: twisted067 on December 28, 2015, 10:55:09 AM
Quote from: twisted067 on December 27, 2015, 09:41:16 PM
Do things deteriorate and food go bad in nano storage?
Does anyone know if this happens?
It looks like things do not deteriorate while in a nano storage, even when the top item is exposed outside (deterioration via exposure). Items that are sensitive to temperature, like foods can spoil but only if it is the topmost item. For example, I made a nano storage outside that had some jerky inside of it and medicine was the top item. The medicine did not decay at all. When I cycled to the jerky after a day or two, the jerky said not refrigerated (spoils in 30 days). So while the jerky was buried in the nano storage the jerky did not attempt to expire. It as still 50/50 hp and as fresh as the day it was put in.
Thanks!
Hey guys,
I really need to know if there is a event log, and how can I acess it. I often miss the events message by clicking to fast, and some events are very quick to disappear on the left top side of the screen. So, is there a event log that i can acess some how? Besides, de debug screen.
I also would like to know how to make weed oil, if anyone can point me in the right direction Ill be glad.
Anyone know what bench i need to make advanced mechanisms? Thanks
Quote from: twisted067 on December 28, 2015, 06:25:44 PM
Anyone know what bench i need to make advanced mechanisms? Thanks
The architect>hi-tech>lathe allows you to make advanced mechanisms. This bench is the electric upgrade to the assembly bench. This bench is getting renamed so it'll be more obvious, and to stick with the naming conventions of other benches (sawmill, electric sawmill). It'll also get a better description.
Quote from: gustavoghe on December 28, 2015, 05:03:09 PM
Hey guys,
I really need to know if there is a event log, and how can I acess it. I often miss the events message by clicking to fast, and some events are very quick to disappear on the left top side of the screen. So, is there a event log that i can acess some how? Besides, de debug screen.
I also would like to know how to make weed oil, if anyone can point me in the right direction Ill be glad.
Weed oil and rolling cigarillos/cigars is done at the architect>production>entertainment table. Again it is not a very helpful table name. When I hear entertainment I certainly don't think of rolling cigars. I get what you're referring to as the event log now, totally slipped my mind about that. I don't know where it would be in the files though. Maybe a way to increase the text delay before it fades out. I'll fiddle around and see what happens.
Quote from: Masquerine on December 28, 2015, 09:30:53 PM
Quote from: twisted067 on December 28, 2015, 06:25:44 PM
Anyone know what bench i need to make advanced mechanisms? Thanks
The architect>hi-tech>lathe allows you to make advanced mechanisms. This bench is the electric upgrade to the assembly bench. This bench is getting renamed so it'll be more obvious, and to stick with the naming conventions of other benches (sawmill, electric sawmill). It'll also get a better description.
Quote from: gustavoghe on December 28, 2015, 05:03:09 PM
Hey guys,
I really need to know if there is a event log, and how can I acess it. I often miss the events message by clicking to fast, and some events are very quick to disappear on the left top side of the screen. So, is there a event log that i can acess some how? Besides, de debug screen.
I also would like to know how to make weed oil, if anyone can point me in the right direction Ill be glad.
Weed oil and rolling cigarillos/cigars is done at the architect>production>entertainment table. Again it is not a very helpful table name. When I hear entertainment I certainly don't think of rolling cigars. I get what you're referring to as the event log now, totally slipped my mind about that. I don't know where it would be in the files though. Maybe a way to increase the text delay before it fades out. I'll fiddle around and see what happens.
Thanks! The Lathe is the last thing I would have tried, you saved me alot of trouble!
Every single time after naming my colony, about 10 or 15 minutes later, the game crashes and all of my saves become glitched. I get a black screen and a debug screen upon loading. I have all modules except for a few enabled, and I haven't touched it since installing the modpack.
Debug Screen:
(http://i.imgur.com/KaehXzy.png)
The Object Reference keeps rapidly increasing to over tens of thousands of instances.
Disabled Modules:
(http://i.imgur.com/A85cisf.png)
I'll attach the relevant save and world files (I'm not sure which world file is being used)
Any help would be amazing. Note that I used God mode with Unlimited Power active, cause I wanted to build a big, badass base in the middle of the Tundra. Game is up to date, so is the modpack (2.4c)
EDIT: I also included a few crash reports from different saves, however this has happened dozens of times to me, so I doubt there'll be a substantial difference between all of them.
EDIT 2: I also forgot to mention that there was nothing specific that triggered the crashes, as far as I can see. Sometimes it happened when I was making bills, sometimes when placing walls or carpets, sometimes even when I was idling. The only thing that's consistent is that it happens shortly after naming the colony.
EDIT 3: After looking into the latest crash log, the crashes seem to be memory related, as Rimworld is using >90% of my RAM. So, it's a memory leak, or just a problem with my laptop having too little RAM although I don't see a reason Rimworld would need more than 4 GB of RAM. Doesn't explain why I can't load any of my saves that I made before the crash, though.
[attachment deleted due to age]
Anyone know how to cook eggs ? thanks
Quote from: cari on December 29, 2015, 06:59:10 AM
Anyone know how to cook eggs ? thanks
In Rimworld? No.
In real life? No.
Quote from: cari on December 29, 2015, 06:59:10 AM
Anyone know how to cook eggs ? thanks
Unless I missed something while checking, there doesn't appear to be a way to cook eggs or to include them as ingredients in cooking. That can be fixed.
For the crashlog one, it looks like the game is trying to reference something that doesn't exist (maybe it got changed/moved/typo), related to edb interface and a faction. That will be something that Sky had changed, so he'd know more about it. I can try looking at related files to see if I can notice something.
Tried out the savegame/world. First thing I see is an angry logfile and funky black and white texturing. Welp. I don't think I'll be of any help here lol.
As an aside note, I'm reworking the tiers of chairs. From looking at the files, some of the changes that Sky planned are actually being overwritten by the original files (cost, comfort values, ect). On top of that some of the ordering of chairs don't really make sense. Why go from simple stools to padded chairs and then back to simple stools? I'm fixing that. You'll work your way up from simple stools to padded chairs. The better it looks in design the better it'll be. Names and descriptions will help. There won't be 2 dining chairs. All chairs will be able to be combined with workbenches instead of only the most basic of stools (max 1 chair total).
Got it correctly linking chairs with a limit of 1, except that it is currently allowing all 7 types at once as well as allowing nearby benches to share the same chair. Need to figure out an additional restriction for that, whether if such a beast already exists or if I need to make my own. Making progress at least.
[attachment deleted due to age]
Thanks Masq for the answers :)
I dont know about you guys, but I get tired of micromanaging apparel that my colonists wear. When its hot, they wont drop parkas and go for a more refreshing piece of apparel. I have to drop that for them, and lock it down so they dont try to wear it again.
It would be awsome, if there was a type of furniture, like a cabinet, that colonists would own, and they would have options for diferent seasons.
This lack of feature, kinda break the game for me in temparete biomes, where ou have a more ciclical temperture. Does anyone have a workaround for this?
One idea was to have a more uncomplicated uniform menaging system. The way it is now, with aparrello its very hard to create a summer uniform for all the colonists, and a winter one.
Quote from: gustavoghe on December 29, 2015, 05:57:43 PM
It would be awsome, if there was a type of furniture, like a cabinet, that colonists would own, and they would have options for diferent seasons.
There is actually a couple things you can make to assist in that. Check the architect>furniture>locker, cloth locker and cabinet. They can be assigned ownership to a specific colonist, who can then store a complete set of worn clothing in it. Do this by selecting a colonist, then right clicking on the locker/cabinet and "make X owner", then right click it again and "store cloth set". They'll be naked afterwards of course, storing whatever is was that they were wearing. This allows you to have pre-made sets of clothing that they can quickly swap to whenever you want them to do so.
While it won't change their behavior for grabbing random pieces of clothing to wear (assuming they don't already have something), you can at least control what they get to wear once it's already set. So in your example, having a warm weather clothing set and a cold weather clothing set, with quick swapping via the locker/cabinet.
These items will get better descriptions/names in the next update so you'll know exactly what they are meant to be used for.
I'm glad to be of service. :)
Quote from: karloss99 on December 28, 2015, 10:01:36 AM
Quote from: 7nationarmy on December 28, 2015, 06:15:02 AM
I can't place a drilling rig anywhere in the map (I've tried moving the thing all over my map) and got this text "you cannot place that here". Perhaps anyone here know the solution? Btw, this mods pack is hard core indeed :)
Second post before yours. Same question. Read answer. Next time, read last page or two before asking. Saves a lot of time.
Oops :-[ Roger that.
Is this the place to report bugs?
Anyway, there's a couple:
1. Are fuse boxes meant to just reduce damage done around the faulty conduit? I assumed from the description that they save the charge of batteries, but they don't.
2. Holosuite just doesn't work. Also throws tons of errors into the debug log while it's at it.
3. Oil drilling rig can't be deconstructed. When the fissure expires you can't remove the rig to place a new drill.
4. It hasn't happened before nor did I know it could, so I'll report it: I sent 4 colonists on a random event thing (where they travel outside of the map and are supposed to return a few days later). They never returned. They were supposed to be gone for 4 days but never came back. Didn't get any message about it.
I have some tweaks in mind too:
1. When bionics were nerfed recently they were nerfed too much. I think the advanced bionic leg is even worse than the normal one. Also the brain stimulator (prosthetic) makes things worse, when it should make things slightly improved. I see their part efficiency was increased but the stat bonus was decreased, but part efficiency is just a multiplier to stat bonus: i.e., a bionic leg with efficiency 125% and a bonus to movement of 20% will give a bonus of 25% to movement (20 * 1.25 = 25). As it stands, they're all very weak.
2. Crafting and cooking levels don't increase. There's a bottleneck with both of them at very low levels. Cooking never increases because the exp gain is extremely slow, while crafting - I found with one colonist who had burning passion + Too Smart trait (180% learning * 1.5x speed) could never get crafting above level 13 because any experience they gained would be lost when they slept even when they craft full time (a full day of crafting got them about +800 exp, while at level 13 they lose about 100 every half hour). It's annoying because a lot of recipes require 18+ crafting.
Can anyone tell me what use is the heart of icicat?
Quote from: gustavoghe on December 30, 2015, 11:04:10 AM
Can anyone tell me what use is the heart of icicat?
It'll keep your food frozen without using any power!
Or you can sell it.
Thanks Moo.
I can confirm the unbalanced skill gaining system. I had a new recruit with 16 crafting, and in less than a year he downgraded to 13, he is still in charge of crafting stuff.
U think something needs to be done they are losing a lot of skill points.
Hello everyone !
I'm stucked. I can't make integrated circuit because i can't find how to make silicon... Some people said we have to build electronic smelter but this one need integrated circuit. So i'm confused.
Thanks for your help !
++
Quote from: Axion on December 30, 2015, 04:48:27 PM
Hello everyone !
I'm stucked. I can't make integrated circuit because i can't find how to make silicon... Some people said we have to build electronic smelter but this one need integrated circuit. So i'm confused.
Thanks for your help !
++
The electric smelter is still the one that makes silicon (architect>hitech>electric smelter). The recipe in Syndicate B required integrated circuits, which made the ability to make integrated circuits impossible unless you already started with some (or found some, couldn't craft new ones). This was changed in Syndicate C. Now the electric smelter requires electronic components. You can make electronic components at the architect>hitech>electronics table. Electronic components require copper bars, silver bars, glass frame and spare parts. The electronic table itself is copper bars, spare parts, mechanisms and metal bars of your choosing.
This way the crafting tables don't require items that they produce in order to build the table, because that didn't make any sense in the flow of production.
Quote from: Moo on December 30, 2015, 12:35:14 PM
Quote from: gustavoghe on December 30, 2015, 11:04:10 AM
Can anyone tell me what use is the heart of icicat?
It'll keep your food frozen without using any power!
Or you can sell it.
The heart has a limited lifespan, so it'll naturally disappear after a certain amount of days (about 33 days or so). The reverse item of this is the heart of a Feenix (living fire instead of living frost), which produces heat. Be careful where you store these items, as rooms could very quickly get chilly or become a sweltering inferno.
Quote from: Stufferino on December 30, 2015, 06:32:40 AM
Is this the place to report bugs?
Anyway, there's a couple:
1. Are fuse boxes meant to just reduce damage done around the faulty conduit? I assumed from the description that they save the charge of batteries, but they don't.
2. Holosuite just doesn't work. Also throws tons of errors into the debug log while it's at it.
3. Oil drilling rig can't be deconstructed. When the fissure expires you can't remove the rig to place a new drill.
4. It hasn't happened before nor did I know it could, so I'll report it: I sent 4 colonists on a random event thing (where they travel outside of the map and are supposed to return a few days later). They never returned. They were supposed to be gone for 4 days but never came back. Didn't get any message about it.
I have some tweaks in mind too:
1. bionics speed too slow
2. crafting exp/cooking exp too slow
1. Fuse boxes are meant to absorb a certain amount of power when you get the zzzt battery discharge event. They help to protect you from having wires overload and catch on fire. The stored battery power is lost during this event. The description can/will get reworded to clarify this.
2.Holosuite. Sky changed this last so he'll probably know why. I can look at it anyway and see how bad it is.
3.Oil rigs. I have not had time to let one wear down to 0 days, but I have seen the file about it. The way it seemingly should work is that the production rig gets replaced with an exhausted version. Sky would know the specifics as that was his design, but that looks like the intended behavior of it. Once it runs out, it's out. Probably just needs to add the deconstruct variable to it so at least you can remove it.
4.I have tried those events before and had them work. Mine had them bring back an item with no losses. Another thing Sky would know more about. I have not seen the actual file about those events just yet. Could be bugs with it.
5.Bionic tweaks. There was a few mentions of pawn movement speed being too fast, which triggers a vanilla-related bug where the pawn disappears. I guess Sky attempted to address that by lowering the speed bonus from bionics. The combination of stacking bionic speed+floor boosting speed+other things was too fast. Maybe he can tweak the speed a bit by boosting bionic and lowering floor bonus? Got to find the balance of boosting but not too much boosting to avoid disappearing pawns.
6. Experience. I noticed Sky mentioned lowering crafting exp, both in patch notes and in some files. Guess he lowered it a bit too much. He'll have a better grasp on the values than I will for this, and what all needs to get changed again.
Thanks a lot Masquerine !
So I just have to "upgrade" to the Syndicate C to produce silicon and be happy ? Can I keep my save or i have to start over ?
++
Quote from: Axion on December 30, 2015, 06:05:51 PM
Thanks a lot Masquerine !
So I just have to "upgrade" to the Syndicate C to produce silicon and be happy ? Can I keep my save or i have to start over ?
++
New versions tend to require new worlds/new colonies and will often break save games, as lots of things get changed/added that might not work correctly in old files. If you want to continue playing on your current one for now but want to fix the integrated recipe on the bench, I can guide you to it.
You'll need to edit the .xml file with a text editor. I use notepad++ to see coding easier. Navigate to mods/core_sk/defs/thingdefs/buildings_production.xml. Open this file and search for ElectricSmelter.
Under the part of costlist you'll see something like IntegratedCircuits, change it to ElectronicComponents, just like in the following example.
<CostList>
<Spare_Parts>8</Spare_Parts>
<ElectronicComponents>5</ElectronicComponents>
<Mechanism>5</Mechanism>
</CostList>
Then save and launch your Rimworld. The recipe for making the electric smelter will now use electronic components instead of integrated circuits.
If you're instead happy to upgrade to Syndicate C, then do so and start a new world and colony. You'll notice lots of other changes to the game too. We'll be able to help with fresh new bugs instead of old ones that got fixed. : )
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
You could edit recipes to lower their required skill level. That is easy enough to do, just a bit tedious. Recipes can be found in mods/core-sk/defs/thingdefs, or mods/core-sk/defs/recipedefs, depending on what items you're looking for.
I've been looking but I can't find anything on the exp gain or skill exp gain besides on the recipes themselves. I just don't know enough about everything yet to know where to look. Most crafting recipes seem to have a workskilllearnfactor of 0.2, so maybe that is the exp multiplier? If so, every recipe related to the skill would have to have that increased.
Suppose I can test that, give me a few. Seems like it works. I tried a mining helmet at 3.5 workskilllearnfactor and the exp went up by about 200. At 0.2 the same mining helmet gave about 19 or so exp. It is one solution at least. The test subject had burning passion for 1.5x skill boost.
Quote from: Masquerine on December 30, 2015, 08:51:14 PM
Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
You could edit recipes to lower their required skill level. That is easy enough to do, just a bit tedious. Recipes can be found in mods/core-sk/defs/thingdefs, or mods/core-sk/defs/recipedefs, depending on what items you're looking for.
I've been looking but I can't find anything on the exp gain or skill exp gain besides on the recipes themselves. I just don't know enough about everything yet to know where to look. Most crafting recipes seem to have a workskilllearnfactor of 0.2, so maybe that is the exp multiplier? If so, every recipe related to the skill would have to have that increased.
Suppose I can test that, give me a few. Seems like it works. I tried a mining helmet at 3.5 workskilllearnfactor and the exp went up by about 200. At 0.2 the same mining helmet gave about 19 or so exp. It is one solution at least. The test subject had burning passion for 1.5x skill boost.
You're right about that. I posted a bunch of issues I have but that doesn't stop me from solving them myself on my own games. For the skills issue, I used notepad++ and replaced all of the "<workSkillLearnFactor>0.2"s with "<workSkillLearnFactor>2" or so. This covers all production recipes as well as butchering. It at least allowed my uber Too Smart burning passion colonist to get to 20 crafting after a few weeks, while others steadily increased.
Cooking is still far too slow. Even with the skill learn factor for butchering at 5 they barely increase, but it is improved. I couldn't find any skill learn factor for actual cooking; just butchering. I at least got my cooks above 6 skill so they can make fine meals, but nobody ever got the 15 required for lavish+. One of them is also Too Smart, Burning Passion.
Do I have to do anything special to get the Colony Manager tab?
I already reinstalled 2.4c from scratch and it still isn't there.
Quote from: sbenza on December 31, 2015, 07:42:04 AM
Do I have to do anything special to get the Colony Manager tab?
I already reinstalled 2.4c from scratch and it still isn't there.
I believe Sky had removed it due to bugs. It'll probably get re-added at a later date. You could manually add the mod back in if you wanted though. I do that for a mod called Tools for Haul, which adds backpacks for pawns to have additional hauling capacity, or personal item storage.
Quote from: Stufferino on December 31, 2015, 07:22:37 AM
Quote from: Masquerine on December 30, 2015, 08:51:14 PM
Quote from: gustavoghe on December 30, 2015, 06:38:21 PM
Is there a way to lower the required crafting skill needed? Is there a way to edit crafting/cooking xp gains?
-snip-
If the WorkSkillLearnFactor works and got your crafters leveling up, then you should be able to take the same approach with the cooking recipes. Since it seems like they don't have it mentioned you could add the <workSkillLearnFactor> to them and set it to whatever number you desire, so they behave just like the crafting recipes by giving additional exp boost to compensate. I'll test again.
It works. I added <workSkillLearnFactor> to simple meal, set it to 50 and the exp went up by 1500 or so.
Why description of "Make mulch" in composter says, that it should be created from wood logs, but in crafting details it requires completely different ingredients? Is it possible to create mulch in the other way?
Well... this is harcore sk. Since when this mod make thing easy?
Tips of mulch:
Ash : Burn corpse with firewood(Temperature architecture)
Nitre: Mining or construct Mine Extractor ( Hi tech)
How xeon ion electric generator work? Wait until rain? Construct near water? Choose Ocean biome as starting place?
Quote from: polis27 on January 01, 2016, 05:59:59 PM
Well... this is harcore sk. Since when this mod make thing easy?
Tips of mulch:
Ash : Burn corpse with firewood(Temperature architecture)
Nitre: Mining or construct Mine Extractor ( Hi tech)
And ammonia?
Quote from: polis27 on January 01, 2016, 07:24:11 PM
How xeon ion electric generator work? Wait until rain? Construct near water? Choose Ocean biome as starting place?
It says you have to place it on a steam geyser, and that its supposed to generate electricity by converting the water vapor from steam into plasma. It didn't seem to work during testing, but that may be a god-mode thing ignoring the hookup link with the geyser. Will attempt building it manually and see if it works.
Nope. It doesn't seem to link up properly, looks like a bug.
Quote from: Jaszczur on January 02, 2016, 08:00:46 AM
Quote from: polis27 on January 01, 2016, 05:59:59 PM
Well... this is harcore sk. Since when this mod make thing easy?
Tips of mulch:
Ash : Burn corpse with firewood(Temperature architecture)
Nitre: Mining or construct Mine Extractor ( Hi tech)
And ammonia?
Synthetic ammonia is produced by an oil refinery as one of the possible resources extracted from crude oil. The reason for the definition not matching the recipe is because the recipe was changed at one point, and the description wasn't changed. Inconsistencies like that are things I can pick up on as I re-word descriptions. It will be fixed for the next version.
Hi, quick question. Im little confused. 4 monts ago i used ninefingers mod. Now i hes banned.
Now i want to play this mode, is it better ? Does this mod focus on weapons or focus on all stuff?
Now the question.
I want to play this, what i need to download?
HardcoreSK Modpack
Radioactive
Vengeance
Solaris
Syndicate?
Is this all same mod, or i can download them all and play ?
Quote from: zoranjoza on January 02, 2016, 05:45:32 PM
Hi, quick question. Im little confused. 4 monts ago i used ninefingers mod. Now i hes banned.
Now i want to play this mode, is it better ? Does this mod focus on weapons or focus on all stuff?
Now the question.
I want to play this, what i need to download?
HardcoreSK Modpack
Radioactive
Vengeance
Solaris
Syndicate?
Is this all same mod, or i can download them all and play ?
Those are all versions of the same modpack. You only want the latest version, which is Syndicate D. A link can be found on the first page of this thread. I don't know anything about who/what Ninefingers is/was, but Hardcore-SK aims to offer you a variety of content and challenges. There's plenty of combat-related things from tiers of guns (from basic knives up to multi-shot laser rifles), use of cover/suppression and nasty invaders (digging through rocks, setting up turrets to bombard you). Lots of changes.
The pack doesn't do a good job at explaining things just yet, but we're working to address that.
QuoteHow you relate for the full removing automatic turrets?
Positive. It's realistic. Fight with killboxes continues.
- 139 (42.2%)
Negative. Make a button to kill all enemies in one click.
- 190 (57.8%)
Total Members Voted: 329
This game has many future stuff, so i think it would be ok to have automatic turrets. Someone doesnt play with more then 6-7-8 people.
Or give us option to disable automatic turret, not just to delete it from modpack.
Does this mod have
EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
I dont see this mod in mods folder.
Quote from: zoranjoza on January 03, 2016, 09:17:57 AM
Does this mod have
EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
I dont see this mod in mods folder.
It does. There are several different types of prosthetic. Such as things made with simple wood, metal, bionics, or even regrowing natural limbs in a bio-vat (for pawns who hate the idea of prosthetic parts but would still be happy to have 2 legs). Some mods are easier to manage by being incorporated into the main core_sk folder, which is why they may not appear on their own by a quick look.
You can even make prosthetic parts for animals!
Going to see if I can clean up the descriptions on bars today. A lot of them don't tell you anything useful about where/how/why they get used in RimWorld. I can't exactly fix a description if even I can't understand what the item is or does. Example: Alpaca bars. Alpaca is already an animal so having a bar by the same name is confusing. Description mentions copper, nickel, iron, manganese. The bar is actually made from copper, nickel and aluminum.
Broke my editing version beyond repair. Abandon and redownload lol. Whoops.
How to get spare parts? I cant build anything.
Can anyone tell me how can I produce carbon fibre composite? The only way I found so far is by dismantling mechanoids but I need a lot of it to progress so there must be another way to get it efficiently. I have every possible building I can make and checked everything but there is nowhere I can make it :(
When Oil Extractor dries the oil fissure it cannot be deconstructed to redrill, even though tooltip says so. in fact both oil and mine extractors cannot be deconstructed unless in godmode.
Quote from: zoranjoza on January 03, 2016, 12:29:01 PM
How to get spare parts? I cant build anything.
Spare parts are made at the architect>production>assembly. You automatically start the game with 40 spare parts. They will be set to forbidden near where your pawns land, so simply unforbid them to use them.
Quote from: Ankarius on January 03, 2016, 02:26:45 PM
Can anyone tell me how can I produce carbon fibre composite? The only way I found so far is by dismantling mechanoids but I need a lot of it to progress so there must be another way to get it efficiently. I have every possible building I can make and checked everything but there is nowhere I can make it :(
Carbon fibre composite is made at the architect>hitech>chemical laboratory (chem lab). The first "make bill" is carbon alloy, which is carbon fibre composite. It is simply a naming miss-match. This will be corrected for the next patch.
Quote from: Garm on January 03, 2016, 03:11:29 PM
When Oil Extractor dries the oil fissure it cannot be deconstructed to redrill, even though tooltip says so. in fact both oil and mine extractors cannot be deconstructed unless in godmode.
This is a bug that has been fixed for the oil extractor in the current github build, but not for the extractor or advanced extractor. Looks like those got missed. I'll fix it before my next commit. The official download for Syndicate will still have it bugged though.
@Masquerine thank you good sir, you saved my day I was looking for it all day long with no luck and it was right in front of me all this time.
What are the odds of getting some nice automated factory buildings to do those basic crafting tasks?
I'm thinking something like the oil refinery. Put steel bars into the hopper next to it and it'll crank out either spare parts or full steel parts, depending on what you choose with that 'change resource' button. It would be good if it would produce parts depending on the metal in the hopper, but I have no idea if that's possible or not. But a separate factory building for each metal would still be good.
Give it a massive power drain, something like a solid 8kw, and make it eat the appropriate number of metal bars to produce metal parts.
Oh, and an automated plant to smelt ore into bars.
All that, combined with the drills and the conveyor belt system, would allow us to make some fantastic sealed factory buildings for mass-producing those parts we desperately need.
Could always make the whole thing take constant damage so a colonist is needed to maintain the whole place. Keep a bit of hardcore balance. If it's all indoors, have it generate a fair amount of heat so that some more power-hungry cooling systems are needed. And make the factory building huge. I'm talking 6x6, at least.
Hey guy, after restarting a new game and gotten into it after some hour. my lag start to freeze every couple of second for a barely half a second, just to be annoying and it make it barely unplayable now. Anyone got an idea which mod would have to be dis-activated to fix this?
Quote from: shadow9988 on December 24, 2015, 12:04:35 PM
love the mod but i have one question if i spawn on a dessert or arid environment i am unable to place a growing zone on marginal or dusty soil. is it a bug or am i missing something?
Having the same issue :( So I would like to up the above question: is it a bug or something? :-\ How to resolve it? ???
Quote from: RIM_citizen on January 04, 2016, 10:27:35 AM
Quote from: shadow9988 on December 24, 2015, 12:04:35 PM
love the mod but i have one question if i spawn on a dessert or arid environment i am unable to place a growing zone on marginal or dusty soil. is it a bug or am i missing something?
Having the same issue :( So I would like to up the above question: is it a bug or something? :-\ How to resolve it? ???
Dusty and marginal soil don't have enough fertility to support growing crops anymore. You will need to improve the soil by using architect>special floors>rich soil or tilled soil. Rich/tilled soil can only be placed on dirt or gravel tiles, so that is how you can improve the dusty/marginal to become useful. Rock/sand tiles cannot support rich/tilled soil. You'd probably be better off starting with some mulch to prepare for rich soil (10 mulch per tile) so that you can get some early growing zones going in arid/desert.
Quote from: Zaraky on January 04, 2016, 08:56:33 AM
Hey guy, after restarting a new game and gotten into it after some hour. my lag start to freeze every couple of second for a barely half a second, just to be annoying and it make it barely unplayable now. Anyone got an idea which mod would have to be dis-activated to fix this?
Sounds like something is probably throwing out an errors hundreds of times a second (it has happened before). Go to menu>game options>development mode (check it). Go back to your normal game window. Hit your ~ (tilde, the button to the left of your 1 key) to open up the debug log. There will likely be some red errors in there that would help narrow down the culprit for us, if we could see them in a picture.
If you do this and there are no errors, then I would be unsure of what the cause would be. It would be something for Sky to ponder on.
The only error I get is when I load the game, I get the error shown in the picture. Beside that, when ingame, as it statis freeze for 0.1sec couple time in that second it doesn't show any red error in the log, at all. Even if I press clear, big, small etc, nothing show up... It's the second colony I start that get that problem now, though it was a structure bug or something... well, maybe it's related to wood plank, wood plank door or stamped earth wall or wooden hand sawmill ( since that's all i've built right now)...
OK, I played somewhat with my game, deconstructed all wooden door, and game seem a bit smoother. Then rebuilt the wooden door and wall, and it seem smoother and correct now. Seriously, I don't know what is causing this fluttering lag.
[attachment deleted due to age]
Quote from: Masquerine on January 04, 2016, 10:43:47 AM
Dusty and marginal soil don't have enough fertility to support growing crops anymore. You will need to improve the soil by using architect>special floors>rich soil or tilled soil. Rich/tilled soil can only be placed on dirt or gravel tiles, so that is how you can improve the dusty/marginal to become useful. Rock/sand tiles cannot support rich/tilled soil. You'd probably be better off starting with some mulch to prepare for rich soil (10 mulch per tile) so that you can get some early growing zones going in arid/desert.
It's a pity because, as far as I can see, wild agave, cactuses and some kinds of trees grow in dusty/marginal soil pretty well. And I'm sure that some kinds of drought-resistant cultivated plants such as aloe and banana could fruit there easily. Perhaps, there is a way to tweak the mod's configs to enable planting aloe, banana, etc. in dusty/marginal soil? ::)
Quote from: Zaraky on January 04, 2016, 12:46:20 PM
The only error I get is when I load the game, I get the error shown in the picture. Beside that, when ingame, as it statis freeze for 0.1sec couple time in that second it doesn't show any red error in the log, at all. Even if I press clear, big, small etc, nothing show up... It's the second colony I start that get that problem now, though it was a structure bug or something... well, maybe it's related to wood plank, wood plank door or stamped earth wall or wooden hand sawmill ( since that's all i've built right now)...
OK, I played somewhat with my game, deconstructed all wooden door, and game seem a bit smoother. Then rebuilt the wooden door and wall, and it seem smoother and correct now. Seriously, I don't know what is causing this fluttering lag.
This freeze is usually due to a pathing issue. What caused it for me was the bug where animals cant go through doors, and my pet was stuck inside unable to get outside. Once I removed the door it was fine. Make sure you set a animal area where they dont have to use any doors. Otherwise check the map for any mobs stuck in areas.
Quote from: RIM_citizen on January 04, 2016, 01:29:54 PM
Quote from: Masquerine on January 04, 2016, 10:43:47 AM
It's a pity because, as far as I can see, wild agave, cactuses and some kinds of trees grow in dusty/marginal soil pretty well. And I'm sure that some kinds of drought-resistant cultivated plants such as aloe and banana could fruit there easily. Perhaps, there is a way to tweak the mod's configs to enable planting aloe, banana, etc. in dusty/marginal soil? ::)
Oh right, those plants. Hmm. That makes more sense then what I was thinking. I suppose dusty/marginal should have it enabled then, as the plants themselves have a fertility requirement anyway and the information window tells you what each needs. Quite possibly having them disabled was an oversight. Should be a simple fix if I can find it, else Sky will get it. I'll see what I can do. Give me a bit.
Got a solution.
It seems the behavior for the "growing zone" only allows tile types that have a fertility of at least 1 (I tested numerous values and nothing below 1 worked). Anything below 1 will not be considered for growing at all. Marginal, dusty and poor soils were .7, .4 and .3 fertility. The lowest plant fertility seems to be 50%, so there's a clash of ideas here. A simple fix is to simply set dusty/marginal fertility to 1, which I will explain how to do so that you can at least play and grow stuff until Sky actually implements a fix.
If you want to change the fertility, navigate to mods\core_sk\defs\terraindefs\terrain_sk.xml. In here you will see the soil entries. Simply change the number in <Fertility>0.4</Fertility> to at least 1, so it looks like <Fertility>1</Fertility>. That will allow you to grow with that soil type. Do this for marginal and dusty soils and you'll once again be allowed to grow things (even if the original fertility of plants wasn't intended for that soil). Its not the best fix, but it'll work for now.
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
Quote from: twisted067 on January 04, 2016, 03:00:43 PM
Quote from: Zaraky on January 04, 2016, 12:46:20 PM
The only error I get is when I load the game, I get the error shown in the picture. Beside that, when ingame, as it statis freeze for 0.1sec couple time in that second it doesn't show any red error in the log, at all. Even if I press clear, big, small etc, nothing show up... It's the second colony I start that get that problem now, though it was a structure bug or something... well, maybe it's related to wood plank, wood plank door or stamped earth wall or wooden hand sawmill ( since that's all i've built right now)...
OK, I played somewhat with my game, deconstructed all wooden door, and game seem a bit smoother. Then rebuilt the wooden door and wall, and it seem smoother and correct now. Seriously, I don't know what is causing this fluttering lag.
This freeze is usually due to a pathing issue. What caused it for me was the bug where animals cant go through doors, and my pet was stuck inside unable to get outside. Once I removed the door it was fine. Make sure you set a animal area where they dont have to use any doors. Otherwise check the map for any mobs stuck in areas.
Animal are set to 2 area, no trouble moving in and out. Was your problem with wood plank door by any chance?
Btw, after playing a new game, without animal at all, the same stuttering lag problem happened again, only with wood door copper wall, wood hand saw station and earth wall used.
Also, anyway to get peg leg quickly with wood or im stuck with a unmoving colonist until I find the prothese?
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
Most of the alloy types are made in the architect>hitech>electric arc furnace. Alpaca alloy is being renamed as there is already an alpaca animal. It just leads to confusion.
Quote from: Zaraky on January 04, 2016, 12:46:20 PM
Also, anyway to get peg leg quickly with wood or im stuck with a unmoving colonist until I find the prothese?
Research: info>agriculture>medicine. You will then unlock the architect>production>prosthetic workbench, where you can make basic peg legs and similar things. Research tree will be getting an overhaul eventually. It is a slow process but it is ongoing.
Quote from: Masquerine on January 04, 2016, 09:44:19 PM
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
Most of the alloy types are made in the architect>hitech>electric arc furnace. Alpaca alloy is being renamed as there is already an alpaca animal. It just leads to confusion.
What research i need to do to get this furnace?
I have some problems with this mod.
1) I started cooking fruit drinks and when I got 40 bottles I tried to make my colonist drink it. He grabbed one bottle, carried it to the dinning table aaaaaand dropped it. After this he went away. Same for spectago tea with one difference - they try to drink it on their own and after several attempts to drink it they leave it alone, therefore I had to forbid tea so they don't move it from a fridge(all my colonists are cannibals, might it be a reason for a such behavior? I don't think so but I think I should mention it). Also I can't sell it(same for "tea leaves").
2) I experienced a problem with HK UMP 45, it doesn't have stats and when my colonist equip it they can't shoot.
Those problems met in official release(downloaded from 1st page), github wasn't checked by me.
Now, let's move from problems to suggestions.
My first suggestion is to include the Auto Equip mode by Soulkata into mod pack. I'm almost sure that everyone were annoyed when colonists were dropping pretty apparel with nice infusions and wearing some kind of armor instead of clothes which u planned. I know it could be solved with force wear option but I prefer to let my colonists to drop worn-off clothes ASAP so they don't get mood debaff and, as I understood from mod description, it makes your colonists to equip apparel with chosen stat such as working, walking or researching speed. That's looks really useful. There is a link https://ludeon.com/forums/index.php?topic=16069.0 (https://ludeon.com/forums/index.php?topic=16069.0). I haven't checked this mod.
Second suggestion. What about making mode which would help to manage colonists diet?
For example, I have 5 colonists and 2 prisoners. My colonists have fine meals, jerky(made out of human's meat) and shimmershrooms/other raw food.
2 out 5 colinists are cannibals so they always get jerky and when there is no jerky they eat fine meals or shimmershrooms/raw food if there is no meals.
Rest 3 colonists eats fine meals and when meals are over they eat shimmershrooms/raw food but never eat jerky(as you remember it's cannibal's food so they would be really upset if they do).
1 good prisoner gets meal because he has good stats and we want to recruit him.
The second one gets shimmershrooms/raw food because we keep him alive just to get some money by selling him to slavetrader.
I suppose it should be done right as "Work" tab or (what looks better) as list like in autosell but with ability to assign chosen colonist to specific diet list.
I understand that this mod wouldn't be critical or veeeeeeery useful, but it is still good, isn't it?
I hope you would like it.
Thank you for your attention.
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
You could make basic alloys(steel, copper,cast-iron, etc) on smelting furnace(you could build it right from the start). To get more advanced alloys you need to research crafting/structure techs(don't remember if structure tech give access to any new alloy crafting buildings but it is required for further researches in a crafting tech).
Quote from: Parole on January 05, 2016, 08:52:08 AM
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
You could make basic alloys(steel, copper,cast-iron, etc) on smelting furnace(you could build it right from the start). To get more advanced alloys you need to research crafting/structure techs(don't remember if structure tech give access to any new alloy crafting buildings but it is required for further researches in a crafting tech).
Im also having problem producing alloys in the start.. I cannot make normal alloys in the smelting furnace.. look: http://prntscr.com/9mdkh5
One more, ehm, problem?
When I place several lamps close to each other in a room without windows it become very bright but game says that it's still lit(60%) instead of brightly lit(100%)(so I have visual changes but don't have any state changes and expected bonuses). The only way to get brightly lit state in a room is to build advanced hydroponic basin so it create brightly lit area in closest cells around it or remove the roof.
upd.
Forgot about most annoying problem.
FUSES
They don't work at all! I'm getting that annoying "zzzzzt" message and somewhere starts a fire! Moreover one piece of conduit is completely destroed, all stored energy is lost and my fusebox becomes heavily damaged! Looks like there is absolutely no point to build it.
Quote from: Ajes on January 05, 2016, 09:30:20 AM
Quote from: Parole on January 05, 2016, 08:52:08 AM
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
how to get copper alloy or alpaca?
OR how to get any alloy?
I dont have any building that produce them.
You could make basic alloys(steel, copper,cast-iron, etc) on smelting furnace(you could build it right from the start). To get more advanced alloys you need to research crafting/structure techs(don't remember if structure tech give access to any new alloy crafting buildings but it is required for further researches in a crafting tech).
Im also having problem producing alloys in the start.. I cannot make normal alloys in the smelting furnace.. look: http://prntscr.com/9mdkh5
Bars=Alloys. Moreover, when I produce Steel bars, I get Steel. So don't worry if you see requirement for an alloy.
Quote from: Parole on January 05, 2016, 09:43:24 AM
Quote from: Ajes on January 05, 2016, 09:30:20 AM
Quote from: Parole on January 05, 2016, 08:52:08 AM
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
Im also having problem producing alloys in the start.. I cannot make normal alloys in the smelting furnace.. look: http://prntscr.com/9mdkh5
Bars=Alloys. Moreover, when I produce Steel bars, I get Steel. So don't worry if you see requirement for an alloy.
Bars and alloys are the same item type where building is concerned, just created in different ways. We could call everything "alloy" if that would clear confusion like this up, as your picture shows you being able to produce the basic bars types. Alloys as the game is concerned are bars that require multiple metal types.
Quote from: zoranjoza on January 05, 2016, 10:36:00 AM
Fix that names. Its very confusing...
Will do. I'll tag bars into alloys for naming. My goal is to attempt to clear up confusion with wording where possible, so suggestions like "alloy" are welcome if you think something doesn't match or make sense. Minor typos are less of a concern to point out, as there's a whole pile of them for me to get to yet.
I do not know what Chromium is used for where recipes is concerned. If anyone knows, let me know so that I can adjust the description for it.
Fix that names. Its very confusing...
Quote from: Masquerine on January 05, 2016, 10:31:35 AM
Quote from: Parole on January 05, 2016, 09:43:24 AM
Quote from: Ajes on January 05, 2016, 09:30:20 AM
Quote from: Parole on January 05, 2016, 08:52:08 AM
Quote from: zoranjoza on January 04, 2016, 06:56:41 PM
Im also having problem producing alloys in the start.. I cannot make normal alloys in the smelting furnace.. look: http://prntscr.com/9mdkh5
Bars=Alloys. Moreover, when I produce Steel bars, I get Steel. So don't worry if you see requirement for an alloy.
Bars and alloys are the same item type where building is concerned, just created in different ways. We could call everything "alloy" if that would clear confusion like this up, as your picture shows you being able to produce the basic bars types. Alloys as the game is concerned are bars that require multiple metal types.
Quote from: zoranjoza on January 05, 2016, 10:36:00 AM
Fix that names. Its very confusing...
Will do. I'll tag bars into alloys for naming. My goal is to attempt to clear up confusion with wording where possible, so suggestions like "alloy" are welcome if you think something doesn't match or make sense. Minor typos are less of a concern to point out, as there's a whole pile of them for me to get to yet.
It wasn't
my question, I just replied to those who was asking.
What about
my questions? Problems and suggestions.
Quote from: Parole on January 05, 2016, 10:48:29 AM
What about my questions? Problems and suggestions.
I do not know what the intended light value is, as in if 100% is only meant to be for outdoors or not. This would be a question for Sky.
I could take a look at fuses at least. The way they imply they should work is that each fuse is meant to take a load of 2-3 fully charged batteries. So if you get a zzzt event and the fuse bursts but doesn't ever protect you, then it sounds like it is bugged. I'll do some testing and poking around to get a better understanding of the behavior.
Quote from: Masquerine on January 05, 2016, 10:58:17 AM
Quote from: Parole on January 05, 2016, 10:48:29 AM
What about my questions? Problems and suggestions.
I do not know what the intended light value is, as in if 100% is only meant to be for outdoors or not. This would be a question for Sky.
I could take a look at fuses at least. The way they imply they should work is that each fuse is meant to take a load of 2-3 fully charged batteries. So if you get a zzzt event and the fuse bursts but doesn't ever protect you, then it sounds like it is bugged. I'll do some testing and poking around to get a better understanding of the behavior.
There is some more on page 106.
Quote from: Parole on January 05, 2016, 11:17:49 AM
There is some more on page 106.
Mod additions/suggestions will be a Sky thing. From what I've read before about meal priority, it is kind of a general thing currently. Like there's no added restriction for cannibals to prefer meat over vegetables. Its more of a "prefers fine meal" over "awful meal" quality. I mention this because by chance I had read a mod that addresses the "feed prisoners top quality meals" when possible behavior, and how they went about changing that a bit. Preferable diet choices would make the variety of food types more appealing instead of always feeding them meals made of potatoes. Might take a bit of work to implement such a thing, but would be a nice game addition.
Fruit drinks not drinkable sounds easily fixable. I can look at that.
HK UMP 45 not being usable/stats also sounds fixable. Probably just a missing piece of code in the def.
First glance at the fuseboxes in game tells me they are broken. Instead of the description I see "comp", which is part of the coding. I should be able to fix it. Give me a bit. Looks like some related buildings are also broken, like the magnetic shield. The rabbit hole does deeper.
After much testing. I fixed it. Went to do one final test, it broke. Something still not right. Duplicate file somewhere else maybe. Ugh.
Okay, got it for sure. Fuse boxes and magnetic shielding properly display their mitigation.
[attachment deleted due to age]
I've just noticed another problem(?).
Brainstimulater has negative stats instead of positive mentioned in description.
upd.
Forgot but just met another strange problem.
I can't trade with some traders(those who come, not spaceships). So I can trade with almost all traders but some tradeposts just don't give me a chance! I even can't click on them with rmb(I mean it doesn't do anything).
[attachment deleted due to age]
I'm not sure if my game is bugged or it's bugged in general but I can't build Force shield without breaking the game. As soon as I build Force shield I can't load any saved game, every single save done after building Force shield is broken, all I see after trying to load save is either complete black screen or white screen with a little bit of black, and dev console pop up with like a million errors, if I don't build force shield, everything is just fine.
Quote from: Ankarius on January 05, 2016, 03:34:46 PM
I'm not sure if my game is bugged or it's bugged in general but I can't build Force shield without breaking the game. As soon as I build Force shield I can't load any saved game, every single save done after building Force shield is broken, all I see after trying to load save is either complete black screen or white screen with a little bit of black, and dev console pop up with like a million errors, if I don't build force shield, everything is just fine.
You Sir, are a genius! Really. You saved my colony...
I had exactly the same problem.. (and all saves overwritten while realizing it does not work anymore)
After searching a cause in the savefile for about 3 hours i gave up.
You however now mentioned its the ForceShield Building and with that approach i created a new colony built the force shield and saved...
Long story short (sorry.. im just happy it worked)
You can correct that. In opening the save with notepad++ and just delete the built force shield out of the map
The lines to delete (in my case the fortress shield i built):
<thing Class="Combat_Realism_Compatibility.Shields.Building_Shield">
<def>Building_Shield_Fortress</def>
<id>Building_Shield_Fortress1321489</id>
<pos>(69, 0, 117)</pos>
<health>150</health>
<faction>Colony1930679774</faction>
<parentThing>HeavyPowerConduit845010</parentThing>
<shieldField Class="Combat_Realism_Compatibility.Shields.ShieldField">
<shieldMaxShieldStrength>1000</shieldMaxShieldStrength>
<shieldInitialShieldStrength>100</shieldInitialShieldStrength>
<shieldShieldRadius>12</shieldShieldRadius>
<shieldRechargeTickDelay>40</shieldRechargeTickDelay>
<shieldRecoverWarmup>900</shieldRecoverWarmup>
<shieldInterceptDropPod>True</shieldInterceptDropPod>
<shieldCurrentStrength_base>1000</shieldCurrentStrength_base>
<tick>526187</tick>
<online>True</online>
<colourGreen>0.3764706</colourGreen>
<colourBlue>0.7294118</colourBlue>
<shieldBuilding>Building_Shield_Fortress1321489</shieldBuilding>
</shieldField>
<flag_direct>True</flag_direct>
<flag_indirect>True</flag_indirect>
<flag_fireSupression>True</flag_fireSupression>
<flag_InterceptDropPod>True</flag_InterceptDropPod>
<flag_shieldRepairMode>True</flag_shieldRepairMode>
</thing>Hope that helps others as well.
Quote from: Ankarius on January 05, 2016, 03:34:46 PM
I'm not sure if my game is bugged or it's bugged in general but I can't build Force shield without breaking the game. As soon as I build Force shield I can't load any saved game, every single save done after building Force shield is broken, all I see after trying to load save is either complete black screen or white screen with a little bit of black, and dev console pop up with like a million errors, if I don't build force shield, everything is just fine.
Force shield and SIF shield both break the game on loading the save file. Nanite shield station seems okay though. I was able to reload with one placed without it breaking. Sky is gonna be busy with all these bugs, as I'm not familiar with the errors given to attempt to understand how to fix it. "object reference not set to an instance of an object." The hk ump 45 gets the same thing, as mentioned earlier. Hmm. Wrong defname maybe?
Figured out the fruit drink/spectago tea/coffee. Their ParentName="ResourceBase" was the wrong type. Cup of tea is ParentName="MealRottable", which let it be consumed. Other drinkable beverages (beer, wine) are ParentName="MealBase", which are also consumable but not rottable.
Brain Stimulator easy fix. Change - to + in core_sk/defs/hediffdef/hediffdefs_surrogates.xml for the brain stimulator entry.
I have not been able to reproduce the "traders not trading". Every trader that set up camp I was able to trade with, so I'm not sure what the problem would be. Only thing I can suggest is checking to make sure an orbital trade beacon has access to outside. Can't really attempt to fix something if I can't find a way to break it. It might just be a specific faction. Would need additional details next time it occurs.
When will new update come? Will it fix all this reply problems from users?
Expecily names , bars,alloys etc...
Quote from: zoranjoza on January 06, 2016, 07:50:05 AM
When will new update come? Will it fix all this reply problems from users?
Expecily names , bars,alloys etc...
You can pull the in-progress copy from github at any time. It includes all of the changes we make between official public releases, so the github version changes a lot from day to day. I can tell you at this point though, only the bugs I played around with yesterday have been fixed, which are the bars renamed to alloy (missed a bit on the first pass, re-checking today), the drinks undrinkable, brain stimulant wrong stats and the fuseboxes/magnetic shield getting fixed.
Force shield/SIF shield still break savegames, HK UMP45 still broken, ect. Attempting to fix those is something I don't have a clue on. Have to wait for Sky on that.
Here's the link if you want it, "download zip" is on the right side: https://github.com/skyarkhangel/Hardcore-SK
Else, wait a bit longer and I can tell you when the other game-breaking bugs have been fixed. I can keep an eye on it.
Going to have some fun fixing up descriptions today. I'll recheck all instances where "bar" may be mentioned as I probably missed something. So many things to check. Carbon fiber composite should probably just be carbon fiber alloy to follow the alloy theme.
Coming along. Added a few "ore" tags that were missing, same with "alloy". Lots of recipes changed "bar" to "alloy". More checking and rechecking. Deposits will be the raw, mine-able rocks, ores are the raw product from said rocks, alloys are the finished product used in building/recipes. Uranium-types noted for radiation in description.
hey guys, I have encountered some new problem right now. Some of my colonist seem to disappear from the interface on top of screen, and from all other menu like they were dead or gone. Is there any way to reset this so I can see all of them again? because right now I can't reset or change the restriction to some of them and it's might make them go berserk.
Also a new one again, one of my colonist is invisible. Which is really weird. With this character, all attack does no damage but he can haul anything.
For the invisible bug, It seem i'm breaking the movement speed limit. I'm using lightwalk/momentum/infinity etc on the same colonist for hauling, he is at 25.73c/s, when he walk on the rough stone floor (93movement speed) everything is alright, but as soon as he enter the wooden floor(118%movement speed), he disappear. Is there anyway to fix this?
Quote from: Zaraky on January 06, 2016, 02:09:50 PM
hey guys, I have encountered some new problem right now. Some of my colonist seem to disappear from the interface on top of screen, and from all other menu like they were dead or gone. Is there any way to reset this so I can see all of them again? because right now I can't reset or change the restriction to some of them and it's might make them go berserk.
Also a new one again, one of my colonist is invisible. Which is really weird. With this character, all attack does no damage but he can haul anything.
For the invisible bug, It seem i'm breaking the movement speed limit. I'm using lightwalk/momentum/infinity etc on the same colonist for hauling, he is at 25.73c/s, when he walk on the rough stone floor (93movement speed) everything is alright, but as soon as he enter the wooden floor(118%movement speed), he disappear. Is there anyway to fix this?
It's a known vanilla bug with low/no priority to be fixed as the bug only results from modded content. When movement (c/s) rises above a certain amount, they become invisible. From what I've seen mentioned in other threads, that number is 12 c/s (roughly 43 km/h someone mentioned). Anything above this can cause them to turn invisible. Only thing you can do for now is to try to reduce his c/s to under 12 and hopefully he'll come back.
Everything that affects speed increases will need to be tweaked in the modpack so that this bug doesn't occur, as it doesn't seem like the vanilla hard limit can be tweaked. A proper, complete re-balance would take some time. My thoughts on it would be to reduce flooring bonus, keeping prosthetics as main boosters and items as small boosters, if possible. Trait bonus too. Need a good look at the potential numbers to find a common ground.
If i download this "beta fix" from github ,d o i need to start new game or i can continue my game.
Quote from: zoranjoza on January 06, 2016, 06:11:43 PM
If i download this "beta fix" from github ,d o i need to start new game or i can continue my game.
It should probably still work, hopefully. I don't have any save files to compare, as I go through so many doing testing that I have to delete them all. The changes made are not that drastic compared to say, going from version a to version b. This is like version d.1 and version d.2, something like that. I'm almost done editing all of the bars and ores and such for naming, so they should all be a lot more consistent. I'll make a note here when I've uploaded my changes. Maybe another hour or so.
One thing I did notice while doing this was that some bars/ores have HP and some don't. There doesn't seem to be much of a pattern going on as to why some do and some don't. Other items, like wire have no hp, but say they have a deterioration rate. Doesn't seem to make sense. If the item has no HP it can't deteriorate.
Okay, I committed my changes. Feel free to grab it and try it out now. Hopefully I don't break your save game. : D The only thing that may be noticeably different is a research or two needed to get the fusebox stuff (vanilla rt_fusebox research). I had gotten the mod working after so many failed attempts that I didn't want to break it by changing the research back.
Quote from: zoranjoza on January 06, 2016, 06:11:43 PM
If i download this "beta fix" from github ,d o i need to start new game or i can continue my game.
on githab always playable version. At the moment, a little bit changes which could not affect on savegame from 2.4d. So you can try :)
Quote from: Zaraky on January 06, 2016, 02:09:50 PM
hey guys, I have encountered some new problem right now. Some of my colonist seem to disappear from the interface on top of screen, and from all other menu like they were dead or gone. Is there any way to reset this so I can see all of them again? because right now I can't reset or change the restriction to some of them and it's might make them go berserk.
Also a new one again, one of my colonist is invisible. Which is really weird. With this character, all attack does no damage but he can haul anything.
For the invisible bug, It seem i'm breaking the movement speed limit. I'm using lightwalk/momentum/infinity etc on the same colonist for hauling, he is at 25.73c/s, when he walk on the rough stone floor (93movement speed) everything is alright, but as soon as he enter the wooden floor(118%movement speed), he disappear. Is there anyway to fix this?
25.73c/s ... how you have such value? this on which version? In latest update 2.4c-d were greatly reduced bonuses of movement speed for all prostheses.
In next update would full rework apparel with new craft. Clothing will greatly affect on the speed of movement, so with this, we reduce base movement speed for colonists.
Quote from: Masquerine on January 06, 2016, 10:49:30 AM
Quote from: zoranjoza on January 06, 2016, 07:50:05 AM
When will new update come? Will it fix all this reply problems from users?
Expecily names , bars,alloys etc...
You can pull the in-progress copy from github at any time. It includes all of the changes we make between official public releases, so the github version changes a lot from day to day. I can tell you at this point though, only the bugs I played around with yesterday have been fixed, which are the bars renamed to alloy (missed a bit on the first pass, re-checking today), the drinks undrinkable, brain stimulant wrong stats and the fuseboxes/magnetic shield getting fixed.
Force shield/SIF shield still break savegames, HK UMP45 still broken, ect. Attempting to fix those is something I don't have a clue on. Have to wait for Sky on that.
Here's the link if you want it, "download zip" is on the right side: https://github.com/skyarkhangel/Hardcore-SK
Else, wait a bit longer and I can tell you when the other game-breaking bugs have been fixed. I can keep an eye on it.
Going to have some fun fixing up descriptions today. I'll recheck all instances where "bar" may be mentioned as I probably missed something. So many things to check. Carbon fiber composite should probably just be carbon fiber alloy to follow the alloy theme.
Coming along. Added a few "ore" tags that were missing, same with "alloy". Lots of recipes changed "bar" to "alloy". More checking and rechecking. Deposits will be the raw, mine-able rocks, ores are the raw product from said rocks, alloys are the finished product used in building/recipes. Uranium-types noted for radiation in description.
Soon end work with apparels and start to fix.
I would like to help with editing and fixing stuff, but i dont want to ruin my passion for game xD
Some months ago i played factorio and i started helping and editing-fixing some stuff, i went soo deep that i lost will for playing game. I knew everything about it... :D
I guess its same with u?
Just wanted to post my latest play through of Syndicate 2.4a (I am a few versions behind -- now on 2.4d) for those who might be having a bit of trouble.
https://www.youtube.com/watch?v=cnKceT88kpI
Love to hear some feedback!!
Quote from: skyarkhangel on January 06, 2016, 07:25:49 PM
25.73c/s ... how you have such value? this on which version? In latest update 2.4c-d were greatly reduced bonuses of movement speed for all prostheses
two cybernetic leg, one cybernetic spine, ai chip, 6 adrenaline rib, floor movement speed bonus, One Kick or All Spice drug. Any four combination of these will surpass the limit speed.
Quote from: polis27 on January 07, 2016, 03:58:05 AM
Quote from: skyarkhangel on January 06, 2016, 07:25:49 PM
25.73c/s ... how you have such value? this on which version? In latest update 2.4c-d were greatly reduced bonuses of movement speed for all prostheses
two cybernetic leg, one cybernetic spine, ai chip, 6 adrenaline rib, floor movement speed bonus, One Kick or All Spice drug. Any four combination of these will surpass the limit speed.
It just based on item, not on prosthesis augmentation. Using lightwalk item of momentum ( lightwwalk is 145%movement speed, momentum is 118%+, and using multiple item with lightwalk ( shield, helm, boot, weapon) it just skyrocket the colonist movement speed to that.
Also, anyone know how to reset my ingame colonist interface so i can see all my colonist again, or my game is ruined since I can't modify them all anymore?
I'm enjoying the new update very much, props for the creators.
I'd like to offer some feedback concerning game balance and a couple bugs.
1) Circular production: Mineral sonar module requires gold (for integrated circuits) to be built. You can't get gold without discovering hidden mineral deposits or stumbling into a vein, both of which require a mineral sonar module. I recommend changing the requirement of integrated circuits into basic electronic components.
2) Skill levels: The rate at which skills grow have been significantly reduced, while level requirements for most crafting have been highly increased. I simply could not raise the level of a single pawn to a level that is required to craft most high tier stuff, because the skill decay was almost as fast as the growth itself, so it stagnated. I had to use debug commands. I think this makes cheat free playthroughs unnecessesarily long and maybe virtually impossible.
3) Fuel and coal generator do not seem to produce heat right now. Not sure if it was fixed in 2.4D, I saw that in C.
4) As of version D, energy drinks are still not drinkable.
5) Crude oil is far too important of a resource compared to how little it refines into. You can only choose one element at a time to refine oil into, while IRL that is not the case. I actually modified my game to remove the refinery entirely and refine oil at the petro plant by hand. A batch of oil also refines into all of its components now (polymer, fuel, sulphates, paraffins), as it does IRL. I tweaked the numbers to 40 polys, 15 fuels, 3 sulphates and 1 paraffins which seemed balanced to me in my playthru and in no way overpowered.
6) Radiation from uranium: it is just not worth the hassle. Your pawns eat up a lot of medicine if you try to handle it. I suggest desinging an implant (kidney or liver to filter blood maybe?) that makes pawns immune to radiation to make uranium more viable. I mean rad suits are fine but I'd rather not have to micromanage pawns to wear it when they go near uranium.
7) As of 2.4D, the advanced mine extractor seems bugged and can't be placed anywhere (I hadn't tried too hard, maybe I was just dumb).
8 ) With the implementation of mineral and oil deposits (a great idea!), I think there should be a nerf on the cost of conveyor belts, as you will need a lot more of those and they are very expensive.
Thank you guys for your work, cheers!
New to the SK pack here.
Crafting skill 10 requirement for basic electronic parts, which you need to build... well, just about everything is a bit harsh. Had I known this I would've started with a pawn that had the prerequisite. Instead I'm 1 rimyear in and my originally level 7 crafting person with a burning passion to her work is only level 9 now with a seemingly long way to go and I can't even built a damned basic freezer. So yeah, harsh. :P
None of my captures or visitors have had high crafting either, though there was one, but I missed the chance. Traders haven't had the parts either. To cheat myself some parts... so tempting...
Quote from: Jarwy on January 07, 2016, 11:22:15 AM
New to the SK pack here.
Crafting skill 10 requirement for basic electronic parts, which you need to build... well, just about everything is a bit harsh. Had I known this I would've started with a pawn that had the prerequisite. Instead I'm 1 rimyear in and my originally level 7 crafting person with a burning passion to her work is only level 9 now with a seemingly long way to go and I can't even built a damned basic freezer. So yeah, harsh. :P
None of my captures or visitors have had high crafting either, though there was one, but I missed the chance. Traders haven't had the parts either. To cheat myself some parts... so tempting...
The skill requirements and xp gains are not really well balanced imo. To make the game playable for you, without wasting an enormous amount of time, edit the save file and give one of your characters the required skill level. Just search for something like this: <def>Crafting</def>
Once there, editing should be self-explanatory.
Without this mod, just with core folder in mods, game starts ok.
But with this mod and everything installed, game wont start.
I did same on my computer, but on my second pc it wont even start...
Here are pic and output_log
Edit: just to say that i left it in "not responding" phase and somehow after ~20 min it enter into game. then when i went to mods i had to wait ~3min. After adding one mod to list of selected mods, then i went close and then i had to wait more then 5min... After that i created map , but it wont show biomes,temperature etc. After that i exit game, now i cant enter it again... Even if i waited 20min.
[attachment deleted due to age]
One Little question. I like to mess with the storyteller defs. Should a edid only the files in the CORE_SK folder, or do I have to edit in the core folder as well?
Ops, another onte. In the GITHUB version, the problem with the learning skills are solved yet?
Thanks
Quote from: gustavoghe on January 07, 2016, 07:49:41 PM
One Little question. I like to mess with the storyteller defs. Should a edid only the files in the CORE_SK folder, or do I have to edit in the core folder as well?
Ops, another onte. In the GITHUB version, the problem with the learning skills are solved yet?
Thanks
The storyteller xml in the core_sk folder should overwrite the vanilla one, as it has all 3 vanilla entries in it as well as the 4 modded ones.
Exp for crafting and such was increased from .2 to .65. If this is enough of a change has yet to be tested. I don't know what previous values were. Sky handled this.
Quote from: pongvin on January 07, 2016, 11:01:25 AM
I'm enjoying the new update very much, props for the creators.
I'd like to offer some feedback concerning game balance and a couple bugs.
Thank you guys for your work, cheers!
I'll answer these based on what I know of the current changes (github ongoing edits) compared to the D public release.
1) Mineral sonar was changed from integrated circuits to electronic components already.
2) Skill levels was .2 and changed to .65. At .2 you'd gain exp during day, then lose about the same amount while they slept. Not good. Not sure if .65 is enough or not. Needs testing.
3) Fuel and coal generator do not produce heat still. Power plants normally kick off lots of heat as a by-product, so it should be enabled. Marked for fixing.
4) Fruit drinks, tea and coffee were fixed for drinking. Any other drinks needing fixing?
5) Crude oil separation for multiple products is a good idea. The real life process does that, so the in-game process should do the same. Another thing to change.
6) Radiation from uranium: Implant could be a good "upgrade" way to wean off of chemical suits in the later game. That way you can have protection and still wear your power armor and such. The micro-managing of uranium does get tedious.
7) Advanced mine extractor goes on hidden deposits of "rare" minerals. Mine extractor goes on hidden deposits of minerals. It seems to be working as intended.
8 ) conveyor belts. I've never used these/looked at so I have no idea. Something for Sky to ponder on.
I'm having a few issues with this mod pack. One is the fact that even though I dled the newest version and the update I seems like I am missing content. I know that the fallout weapons are not in it. Additionally I am experiancing severe lag for reasons I don't understant. I have run far larger mod packs with no issue before, not to mention my ram usage with this game is barely reaching 25% usage. How can I fix these issues? Thanks!
Quote from: Masquerine on January 07, 2016, 08:46:57 PM
2) Skill levels was .2 and changed to .65. At .2 you'd gain exp during day, then lose about the same amount while they slept. Not good. Not sure if .65 is enough or not. Needs testing.
4) Fruit drinks, tea and coffee were fixed for drinking. Any other drinks needing fixing?
7) Advanced mine extractor goes on hidden deposits of "rare" minerals. Mine extractor goes on hidden deposits of minerals. It seems to be working as intended.
8 ) conveyor belts. I've never used these/looked at so I have no idea. Something for Sky to ponder on.
2) Great, I was about to start a new game, I'll test it.
4) No others were bugged that I encountered.
7) Ah alright, I never realized there were 2 types of mineral deposits. Maybe it would be good to make it clearer on the tooltip. Or I hadn't read it carefully enough.
8 ) They are very good and easy to use. You make a line of basic belt units. You build a loader (functions like a hopper) on one end of the line and an unloader on the other. Anything that gets loaded into the loader by pawns will be transferred to the unloader. The loader can't pick up stuff on its own, only a pawn can load it. A single pawn is enough to transfer thousands of resources in under a minute to any point in the map. Good for accessing far away extractors. My suggestion is to remove the integrated circuits of the basic units entirely (or make it cost 1 elec component) and in turn make the loaders/unloaders more expensive.
Quote from: mav on January 07, 2016, 11:46:19 AM
Quote from: Jarwy on January 07, 2016, 11:22:15 AM
New to the SK pack here.
Crafting skill 10 requirement for basic electronic parts, which you need to build... well, just about everything is a bit harsh. Had I known this I would've started with a pawn that had the prerequisite. Instead I'm 1 rimyear in and my originally level 7 crafting person with a burning passion to her work is only level 9 now with a seemingly long way to go and I can't even built a damned basic freezer. So yeah, harsh. :P
None of my captures or visitors have had high crafting either, though there was one, but I missed the chance. Traders haven't had the parts either. To cheat myself some parts... so tempting...
The skill requirements and xp gains are not really well balanced imo. To make the game playable for you, without wasting an enormous amount of time, edit the save file and give one of your characters the required skill level. Just search for something like this: <def>Crafting</def>
Once there, editing should be self-explanatory.
An excellent suggestion. I suppose I shouldn't feel like I'm cheating to speed things up in this situation.
Quote from: zoranjoza on January 07, 2016, 06:42:26 PM
Without this mod, just with core folder in mods, game starts ok.
But with this mod and everything installed, game wont start.
I did same on my computer, but on my second pc it wont even start...
Here are pic and output_log
Edit: just to say that i left it in "not responding" phase and somehow after ~20 min it enter into game. then when i went to mods i had to wait ~3min. After adding one mod to list of selected mods, then i went close and then i had to wait more then 5min... After that i created map , but it wont show biomes,temperature etc. After that i exit game, now i cant enter it again... Even if i waited 20min.
Quote from: Jarwy on January 08, 2016, 12:57:28 AM
An excellent suggestion. I suppose I shouldn't feel like I'm cheating to speed things up in this situation.
Yup, not cheating when bugs or mistakes happen. Sometimes you have to do little workarounds until the problems can be patched. Its just a part of the modding process in an ever-changing modpack. At least with more people testing and reporting things we'll know what to look for. Its like when I fix existing typos. Sometimes I end up making my own typos during the process, and won't notice until later on when I re-see the item or thing in game that was supposed to have been "fixed".
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
I'm having a few issues with this mod pack. One is the fact that even though I dled the newest version and the update I seems like I am missing content. I know that the fallout weapons are not in it. Additionally I am experiancing severe lag for reasons I don't understant. I have run far larger mod packs with no issue before, not to mention my ram usage with this game is barely reaching 25% usage. How can I fix these issues? Thanks!
Most common and repeated notice about lag seems to be pathing issues, particularly animals and doors. I'll use dogs as an example. If a dog gets hungry and doesn't have access to food, but is allowed path through a door to find some then sometimes it fails to do so and causes massive amounts of lag. Simple fix is to just avoid putting animals where they need to path through doors, else make them automatic doors so they don't have to get stopped by it. That should avoid the sudden crippling lag. Unless something else is causing it, but animals has been the recurring one mentioned.
Quote from: zoranjoza on January 08, 2016, 08:26:57 AM
Quote from: zoranjoza on January 07, 2016, 06:42:26 PM
Without this mod, just with core folder in mods, game starts ok.
But with this mod and everything installed, game wont start.
I did same on my computer, but on my second pc it wont even start...
Here are pic and output_log
Edit: just to say that i left it in "not responding" phase and somehow after ~20 min it enter into game. then when i went to mods i had to wait ~3min. After adding one mod to list of selected mods, then i went close and then i had to wait more then 5min... After that i created map , but it wont show biomes,temperature etc. After that i exit game, now i cant enter it again... Even if i waited 20min.
When you say you added a mod to the list, is that one of the optional mods or did you forget to install the automatic mod order config file? The modpack comes with a modsconfig.xml that needs to get copied over to a different location so that Rimworld can read it, and automatically load the mods in the correct order. This is listed on the first page of this thread, but I'll copy it here. Depending on your operating system:
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Once the modsconfig.xml is there the game should startup much more smoothly. My HSK Rimworld takes 1-2 minutes for a startup, with no real delays on menus or starting maps. It will say "program unresponsive" but it loads in anyway. So other than bad load order, I'm not sure why it would take yours 20 minutes to load up. Was HSK installed on an unmodded, vanilla copy of Rimworld?
Quote from: Masquerine on January 08, 2016, 09:39:10 AM
Once the modsconfig.xml is there the game should startup much more smoothly. My HSK Rimworld takes 1-2 minutes for a startup, with no real delays on menus or starting maps. It will say "program unresponsive" but it loads in anyway. So other than bad load order, I'm not sure why it would take yours 20 minutes to load up. Was HSK installed on an unmodded, vanilla copy of Rimworld?
I downloaded from github latest version with fixes.
I instaled rimworld, then i enter to game so i get "\AppData\LocalLow\Ludeon Studios\RimWorld" folder with stuff. After that i download official HCSK modpack from mega link. I'm not some noob, i did 10 times install mod pack. I instaled modpack and then i copy over that modpack , an Github version. Ofc i copy modconfig file to appdata also of github version.
After that i can enter game.
Here is latest log file. I waited 40minutes, when i went back on pc, game-application was terminated...
[attachment deleted due to age]
Quote from: zoranjoza on January 08, 2016, 10:08:49 AM
Quote from: Masquerine on January 08, 2016, 09:39:10 AM
Once the modsconfig.xml is there the game should startup much more smoothly. My HSK Rimworld takes 1-2 minutes for a startup, with no real delays on menus or starting maps. It will say "program unresponsive" but it loads in anyway. So other than bad load order, I'm not sure why it would take yours 20 minutes to load up. Was HSK installed on an unmodded, vanilla copy of Rimworld?
I downloaded from github latest version with fixes.
I instaled rimworld, then i enter to game so i get "\AppData\LocalLow\Ludeon Studios\RimWorld" folder with stuff. After that i download official HCSK modpack from mega link. I'm not some noob, i did 10 times install mod pack. I instaled modpack and then i copy over that modpack , an Github version. Ofc i copy modconfig file to appdata also of github version.
After that i can enter game.
Here is latest log file. I waited 40minutes, when i went back on pc, game-application was terminated...
If you are using the Github version, then you only need that one. You don't need it and the old public release of version D, as they are the same thing. Github is the most up to date version, being the copy we all contribute to on a daily basis. It has bugfixes that the public version does not have. So trying to combine the two versions is why you're having trouble.
Public releases are versions where enough edits have been done on github to suggest everyone to update their game to the next version, so that they get all the changes. Some people are happy to play and wait between releases instead of downloading quick fixes from github. Just depends on the user/existing errors.
Tnx, but...
I have new testing info.
Fresh rimworld,frash appdata. Downloaded again this Official Modpack. Did same as i did on my pc. And again it wont start. Vanilia works perfect,just to note. Here is log data:
[attachment deleted due to age]
Quote from: Masquerine on January 08, 2016, 09:39:10 AM
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
I'm having a few issues with this mod pack. One is the fact that even though I dled the newest version and the update I seems like I am missing content. I know that the fallout weapons are not in it. Additionally I am experiancing severe lag for reasons I don't understant. I have run far larger mod packs with no issue before, not to mention my ram usage with this game is barely reaching 25% usage. How can I fix these issues? Thanks!
Most common and repeated notice about lag seems to be pathing issues, particularly animals and doors. I'll use dogs as an example. If a dog gets hungry and doesn't have access to food, but is allowed path through a door to find some then sometimes it fails to do so and causes massive amounts of lag. Simple fix is to just avoid putting animals where they need to path through doors, else make them automatic doors so they don't have to get stopped by it. That should avoid the sudden crippling lag. Unless something else is causing it, but animals has been the recurring one mentioned.
Well the thing is I litterally just started the game and I have no animals. I haven't tamed any yet for the simple reason that it simply isn't a prioority yet.
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
Well the thing is I litterally just started the game and I have no animals. I haven't tamed any yet for the simple reason that it simply isn't a prioority yet.
I'm trying to reproduce the behavior but I'm not having any luck. Only other thing I can think of if it happens near the start but without owned animals/wild animals trying to get in, then maybe something hidden in an enclosed room wants out but is unable? Like the "ancient danger" types. Could be some kind of an issue with them being active and pathing. I'm not sure. All I can do is start and restart and hopefully I encounter something to give me a better idea.
"Slave" and "space soldier" factions seems to have something wrong them. Opened from an ancient cryptosleep caskets, they have the funny character text. The same text that the fuseboxes had when they were broken. Will have to look into it.
[attachment deleted due to age]
Quote from: Masquerine on January 07, 2016, 08:46:57 PM
6) Radiation from uranium: Implant could be a good "upgrade" way to wean off of chemical suits in the later game. That way you can have protection and still wear your power armor and such. The micro-managing of uranium does get tedious.
Robots would be a good way to handle uranium and its radiation.
Although, the conveyor belts can be used to ship it from the drill, to the processor and on to the powerplant without a single colonist having to touch anything.
Quote from: Masquerine on January 08, 2016, 02:36:11 PM
Quote from: SupremeSoviet on January 07, 2016, 09:52:00 PM
Well the thing is I litterally just started the game and I have no animals. I haven't tamed any yet for the simple reason that it simply isn't a prioority yet.
I'm trying to reproduce the behavior but I'm not having any luck. Only other thing I can think of if it happens near the start but without owned animals/wild animals trying to get in, then maybe something hidden in an enclosed room wants out but is unable? Like the "ancient danger" types. Could be some kind of an issue with them being active and pathing. I'm not sure. All I can do is start and restart and hopefully I encounter something to give me a better idea.
"Slave" and "space soldier" factions seems to have something wrong them. Opened from an ancient cryptosleep caskets, they have the funny character text. The same text that the fuseboxes had when they were broken. Will have to look into it.
This may be the issue. I know that I have some sleepping danger things near by so I have yet to open that building obviously.
Additionally is there any way to tell me why I am missing components from the mod pack? I know I dled the newest version but I have seen no fallout weapons in the game. Glitch maybe?
Quote from: SupremeSoviet on January 08, 2016, 05:24:18 PM
Additionally is there any way to tell me why I am missing components from the mod pack? I know I dled the newest version but I have seen no fallout weapons in the game. Glitch maybe?
Fallout as in "Project Fallout"? Judging from the first page of the mod listing and that I've never seen any as well, I think Sky only used the textures from it and not the actual weapon defs/weapon names. Sky seems to like real weapon names more than fictional, where possible. They could have simply been renamed, as there is a lot of weapons in HSK. I'll take a look at the original and compare.
From the first page: "Project Fallout (Adds new texture weapons.) by AshbornK9"
Yup, seems like he's only using the textures from it.
Ok, I got some chikens, then i got a chiken population explosion. Is there a way to prevent eggs from hatching, other than micromanaging the hens and roosters?
Is there anyway to stop the colonist from using the mending table to exhaustion? When they are working the table they will ignore their needs and the time table. I can micromanage them but it's a bit tedious.
Anyone know a way to reset the interface of many mod so that my colonist who were in a "quest" appear again in all interface. Couple of them doesn't show on top , also some doesn't show in restriction and other tabs which render the micromanagement kinda hard.
My colonist doesn't drink spectators tea. They just carry it around and then they left it on floor... Can I fix somehow this?
I've started new colony on a smaller map because big map was too laggy and now I don't have any mineral or oil deposits, I have 5 mobile scanners doing scanning all the time. I scanned whole map already and there are no deposits at all, not even one. Am I missing something or it's a bug and I will have to restart? On my previous colony I had 7 mineral deposits, 3 rare mineral deposits and at least 2 oil deposits and now I have 0. Very strange. It was bigger map but still, there should be at least one of each, without it it's going to be very difficult to progress. I will have to trade for crude oil and minerals.
Quote from: zoranjoza on January 09, 2016, 04:45:02 AM
My colonist doesn't drink spectators tea. They just carry it around and then they left it on floor... Can I fix somehow this?
Mods/core_sk/defs/thingdefs/items_meals_sk.xml. Search for tea, spectago tea, coffee, and fruit drink, change "ResourceBase" in the first line of ThingDef to "MealBase". That will let them be consumable just like other food items.
how to make silage? on which table?
I had a raid, and my map size shrunk. Any way to fix or remedy this other than deleting my save and restarting?
Quote from: Ytm on January 09, 2016, 10:09:10 AM
how to make silage? on which table?
Architect>hitech>bio refinery, then add bill>make silage.
Quote from: BeingBen on January 09, 2016, 10:25:38 AM
I had a raid, and my map size shrunk. Any way to fix or remedy this other than deleting my save and restarting?
That sounds like a bug. Care to elaborate a bit on changed map size, raid size, faction, starting map size? Anything that might help to reproduce the problem and narrow it down.
Quote from: Zaraky on January 08, 2016, 08:39:14 PM
Anyone know a way to reset the interface of many mod so that my colonist who were in a "quest" appear again in all interface. Couple of them doesn't show on top , also some doesn't show in restriction and other tabs which render the micromanagement kinda hard.
I'm not sure how to fix it, but this does seem to be a recurring problem with that particular add-on mod. The off-map 'events' seem to have forever disappearing/deleted colonists for no particular reason. It doesn't seem to work properly and does more harm than good. I remember looking at the files for it before but I forget what it was called. Trying to remember/poke around to refind it.
Ok so I tried to reproduce this bug with no deposits on the map by starting new colonies on exactly the same map of the same size and every time there were deposits so it looks like it was just one time thing. There were no geysers on that bugged map either if that matters.
Is this ok now? Look attachment.
Is this fixed in github version?
So if im planing to use github version, do i need to install new fresh game or? Also what i need to do with rimworld in appdata? Is there somewere instalation guide for github version?
[attachment deleted due to age]
hey havent played in a long while - love this modpack.
am i intirely mistaken that there is no mod/option to change the color of individual pieces of clothing ? i definently remember a way to do it ingame and not just via the starting menu when picking colonists
Quote from: zoranjoza on January 09, 2016, 05:00:20 PM
Is this ok now? Look attachment.
Is this fixed in github version?
So if im planing to use github version, do i need to install new fresh game or? Also what i need to do with rimworld in appdata? Is there somewere instalation guide for github version?
Yup, that was a simple way to fix it. It was properly fixed in the current github build. Treat the github version the same way as you would the official release. Do a clean install of the modpack, simply using the github copy this time.
Quote from: Ankarius on January 09, 2016, 12:54:35 PM
Ok so I tried to reproduce this bug with no deposits on the map by starting new colonies on exactly the same map of the same size and every time there were deposits so it looks like it was just one time thing. There were no geysers on that bugged map either if that matters.
I was thinking of this as I was scrolling through the files. The settings for how many/how often for deposits appear is based on a 10k tile range. It looks like some of the min/max values are decimals, so there will be a chance that none appear. Might have to be tweaked a little bit, as you can't really do much gameplay-wise if there are no deposits of any kind. File was in Core_SK/defs/MapGeneratorDefs/MapGenerators.xml if you want to take a look.
Further feedback as of github version january 8th.
1) Antimatter reactor's antimatter consumption is far too high compared to the rate at which antimatter is generated from the hadron collider. I suppose it was intented to consume as much antimatter as the nuclear plant would enriched uranium, so it can be self-sustaining.
2) Nuclear plant doesn't produce heat.
3) 0.65 skill growth is much better than it was. However, it still seemed impossible to reach level 20 from level 19. A possible solution would be to lower skill decay instead of setting growth any higher.
4) Traders in general carry with them too little currency. This is especially relevant in the late game and with the manufactured resources trader.
5) It is not possible to sow luxury plants like hypericum and onions, though the seeds are sold properly. The raw plant resources are not sold by traders either, which means luxury meals can't be crafted at all.
6) You can't sell raw tobacco, raw tea and wheat to anyone currently. Alcohol and cigars also seem way too cheap compared to the effor they take to make and them being non-essential luxuries. Also a typo in the stockpile category: "Alcogol" is written instead of "Alcohol".
7) Stack size for carbon and carbon alloy are too little (25). You need a lot of those in the late game and they take up too much scarce space.
8 ) Stack sizes for steel bar, copper ore and iron ore are inconsistent. They are 600, 450 and 300 respectively, but it maybe should be the other way round.
9) Skynet cloacks provide too much heat resistance and are sold too cheap.
Is there something that change view of categorized mode of resources, when it reach botom of screen to continue again from top of screen toward botom? Something like on this attachment? Is it possible to make something like that? Or to make some window just for this purpose so we can check what we want to see and what not, using check boxes?
[attachment deleted due to age]
Quote from: zoranjoza on January 10, 2016, 12:40:29 PM
Is there something that change view of categorized mode of resources, when it reach botom of screen to continue again from top of screen toward botom? Something like on this attachment? Is it possible to make something like that? Or to make some window just for this purpose so we can check what we want to see and what not, using check boxes?
there is a collapsed view, little icon on the lower right beside the hide zones, room stats, and beauty.
NO check boxes to only see items you want to keep track of.
I suggest adding RT Storage mod for storage, that mod is epic
The newest github release seems to corrupt save game files for some reason, at least that's what I think. I lost 2 different colonies now as I can't load them.
I hadn't modified anything between loads and yet on loading the save I get a black screen and a shitton of error messages. I'll upload the log and the savegames here so someone can take a look if it's indeed a mod error, engine error (which is certainly possible as I had an insane amount of stockpiled crap both times, and also been using too many scrip heavy conveyors), or PC error.
What I'd tried so far (to rule out some things) were:
-starting a new game on the same world on the same spot on an untouched game (on which the bug occured), which worked fine.
-tried reinstalling all mods from scratch, which failed to load my saves.
-tried reinstalling the game entirely, which also failed to load the saves.
-the saves are readable in an editor, they don't seem mumbo jumbo.
[attachment deleted due to age]
Guys how to get copper if i dont have it on map?
Quote from: pongvin on January 10, 2016, 06:08:49 PM
The newest github release seems to corrupt save game files for some reason, at least that's what I think. I lost 2 different colonies now as I can't load them.
I hadn't modified anything between loads and yet on loading the save I get a black screen and a shitton of error messages. I'll upload the log and the savegames here so someone can take a look if it's indeed a mod error, engine error (which is certainly possible as I had an insane amount of stockpiled crap both times, and also been using too many scrip heavy conveyors), or PC error.
What I'd tried so far (to rule out some things) were:
-starting a new game on the same world on the same spot on an untouched game (on which the bug occured), which worked fine.
-tried reinstalling all mods from scratch, which failed to load my saves.
-tried reinstalling the game entirely, which also failed to load the saves.
-the saves are readable in an editor, they don't seem mumbo jumbo.
I generally find that whenever an assembly (.dll) file gets changed/updated it will break save games. It's kind of the cost of always trying to use the latest.
This is embarassing, but which table produces the mineral sonar component? Im stuck.
Why my colonist getting some radiation dmg? Its not nuclear plant, i dont have it. I have one 40 of uranium and i few uranium ores near my "town".
Quote from: zoranjoza on January 10, 2016, 09:54:24 PM
Why my colonist getting some radiation dmg? Its not nuclear plant, i dont have it. I have one 40 of uranium and i few uranium ores near my "town".
I know for sure Uranium ore will cause radiation damage both mined and unmined. There is a hazmat suit you can make that will stop it.
Quote from: Nemesis688 on January 10, 2016, 09:27:38 PM
I generally find that whenever an assembly (.dll) file gets changed/updated it will break save games. It's kind of the cost of always trying to use the latest.
I hadn't updated between trying to load the games. I just saved it, did nothing, then tried to load it after I got home.
Quote from: gustavoghe on January 10, 2016, 09:43:08 PM
This is embarassing, but which table produces the mineral sonar component? Im stuck.
The electronics table.
Quote from: pongvin on January 10, 2016, 06:08:49 PM
The newest github release seems to corrupt save game files for some reason, at least that's what I think. I lost 2 different colonies now as I can't load them.
I hadn't modified anything between loads and yet on loading the save I get a black screen and a shitton of error messages. I'll upload the log and the savegames here so someone can take a look if it's indeed a mod error, engine error (which is certainly possible as I had an insane amount of stockpiled crap both times, and also been using too many scrip heavy conveyors), or PC error.
What I'd tried so far (to rule out some things) were:
-starting a new game on the same world on the same spot on an untouched game (on which the bug occured), which worked fine.
-tried reinstalling all mods from scratch, which failed to load my saves.
-tried reinstalling the game entirely, which also failed to load the saves.
-the saves are readable in an editor, they don't seem mumbo jumbo.
Thanks some bugs with Force Shield. Crush savegames. temporarily removed.
Where can i build integrated circuit's?
What research i need?What table?
And clay brick?
ok, 2 quick things
1.) anybody been able to have the AllowTool added and working with this modpack?
2.) the modpack contains the ESM - MineVein mod, i see no such command in the orders-tab...what do i miss here?
Quote from: exodus1028 on January 11, 2016, 10:44:18 AM
ok, 2 quick things
1.) anybody been able to have the AllowTool added and working with this modpack?
2.) the modpack contains the ESM - MineVein mod, i see no such command in the orders-tab...what do i miss here?
1. It does not seem to work. Probably needs to be edited in order to make it function within HSK. It relies on the CCL (community core library), which I believe has been tweaked in order to work with all of the things HSK has. That would explain why it won't work, despite being such a simple mod. A useful addition if it did work though.
2. I've had this happen before when I forgot to update the modsconfig.xml when reinstalling the modpack (it has to get copied to a different location). I lost the minevein and all "gather" orders, which got restored when I updated the modsconfig.xml. Try doing that.
Quote from: zoranjoza on January 11, 2016, 09:58:48 AM
Where can i build integrated circuit's?
What research i need?What table?
And clay brick?
Integrated circuit is made at the architect>hitech>electronics factory. You need Power II research, which requires Power I, Crafting I and Construction I.
Clay bricks can be baked at the architect>hitech>electric furnace. That recipe should probably get added to the basic furnace too, as people have baked clay long before they had electricity.
Quote from: zoranjoza on January 10, 2016, 07:42:10 PM
Guys how to get copper if i dont have it on map?
If you can't find copper directly, you're going to have trouble with the first step of electronic components (they require copper). Assuming you have not yet been able to make a mineral scanner and mine extractor, your only other options are to trade with walk-in traders, or to smelt enemy weapons into metal at a weapon crafting bench. That's about all I can think of, if there are no copper walls on the map to deconstruct and no copper veins to mine.
You'd be better off using the "prepare carefully" option when choosing your characters, and starting out with some electronic components and integrated circuits. That gives you some leeway in required materials found on the map in order to get your progression flowing.
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Ok so finnaly getting into this modpack and I installed it and am on my first summer.. Then these weird pauses keep happening every few seconds. I dont know what is causing it and the dev log isnt doing anything. I would love some help.
Idk what mod in your modpack made the trader visit and make a camp near my settlement but i really wish i need not to build a beacon inorder to trade with him. Maybe you can talk to the modder abt this and suggest that camping traders doesnt require beacons to trade. :v XD
and also, why do I get a free remmington 870 shotgun when I start the game?? Loool. (HELP ME! IT RUINS MY IMMERSION, I DON'T WANT MY CAVEMEN TO USE THE SHOTGUN. HA HA HA!)
Quote from: SuNnYxD on January 11, 2016, 03:11:10 PM
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Do the colonists wear a HK UMP45 as a weapon and are they assigned to hunt? This weapon caused this issue in my game. After changing the weapon my colonists behave normal again.
Sorry fellas, I downloaded the mod, unzipped it and moved it into the mod folder for the game. Now everytime I active the mods, it says something is corrupt and whatnot. Ive used the download links provided, deleted the mods (not Core) and tried to reinstall them. Can someone please help me? Thanks!
When trying to install an amputated natural arm, i get two options for installing a right arm and none for installing a left arm. Bug? Maybe i got the wrong arm, but the game doesn't tell me which one it is.
In the latest Github build there is a problem with spawning raids. The game tries to spawn raids that are not possible for some reason (like too low points for sappers or factions that dont have siege capabilities). Error: "Faction X has no PawnGroupMakers that can generate for Parms." This could cause the storyteller to reset the event timer, even though nothing has happened. I saved before a raid and when i loaded it again i got an error instead of a raid.
@Griffith, make sure to place ModsConfig.xml correctly (see install guide at page 1) and clean the config folders. If done correctly you shouldnt need to activate mods. There should be only 4 mods that are deactivated because they are optional. I recommend activating Darkness mod only, unless you know what the other 3 do. Darkness makes dark areas much darker which is more immersive and makes lighting more useful, but it might be too dark for some.
How this nutrition paste dispanser works?
I set up it like it should be, it cant be clicked, cant set bill...
HOPPER|[DSPANSER]|HOPPER
Does it matter how hopper is rotated?Coz i cant see which what it need to be near dispanser.
One more thing, animals, my animals stoped being pregnent? They are all brother and sisters, animal inscest isnt alowed?
And is there some production table that can produce 4 meals at once? Not 1 by 1
Quote from: zoranjoza on January 12, 2016, 09:51:21 AM
How this nutrition paste dispanser works?
I set up it like it should be, it cant be clicked, cant set bill...
HOPPER|[DSPANSER]|HOPPER
Does it matter how hopper is rotated?Coz i cant see which what it need to be near dispanser.
One more thing, animals, my animals stoped being pregnent? They are all brother and sisters, animal inscest isnt alowed?
And is there some production table that can produce 4 meals at once? Not 1 by 1
Can't help with the dispenser - haven't used it myself still, hoppers shouldn't care about rotation. About animals, I don't think the game even tracks anything beyond basics (health,gender,training). Age and contact probably is a thing to consider. Age definitely, contact between animals - maybe, not sure. And animal pregnancies can be quite random, none for 2-3 years, suddenly every warg has puppies (and the meat stockpile vaporizes). There WAS a mass-cooking table last I checked, it was quite high up the tech tree though. Can't tell if it hasn't been removed, hope not, a dedicated cook can have problems feeding a large-ish colony...
TLDR:
Check bill reqs;
Put them all in one room;
Should be.
Quote from: zoranjoza on January 12, 2016, 09:51:21 AM
How this nutrition paste dispanser works?
I set up it like it should be, it cant be clicked, cant set bill...
HOPPER|[DSPANSER]|HOPPER
Does it matter how hopper is rotated?Coz i cant see which what it need to be near dispanser.
One more thing, animals, my animals stoped being pregnent? They are all brother and sisters, animal inscest isnt alowed?
And is there some production table that can produce 4 meals at once? Not 1 by 1
For more than 1 meal you need to research Bulk Meal Preparation, which needs Cooking Agriculture II and Agriculture IV. Then you need a Professional Cook Stove (under High-Tec) to make bulk meals (4 at a time).
As for the Nutrient Paste Dispenser, it's an automatic thing that doesn't require you to make a bill. Colonists will add raw food to the hopper and then the Dispenser will automatically produce a Nutrient Paste Meal. I'm not sure what kind of food it needs or when they decide to use the dispenser. I tested it by removing all food from my colony and only once they started harvesting some potatoes they used them to make a Nutrient Paste Meal. It's bad meal so they will probably only use it when they really have to. However the colonists didn't wanna use my berries, my wheat that i cheated into the game or raw meat. So it does work, not sure on the specifics. Let your colonists starve with only raw food available and see what happens.
If you turn on Development Mode in the game's options you can test everything yourself. You can build everything instantly and for free with God Mode, turn on unlimited power in the View Settings window, spawn item stacks in the Debug Items window (might not work for nutrient dispenser), and instantly complete research, along with many many more things.
What i need to research and build to decontstrukt or w/e steel slug chunk?
My colonist suffer from radiation burn scar x2 and he is laying in bad for a ~30days. How to fix him?
You need an Electric Smelter. I don't know about radiation burns.
Quote from: Dante Montana on January 11, 2016, 05:46:27 PM
Quote from: SuNnYxD on January 11, 2016, 03:11:10 PM
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Do the colonists wear a HK UMP45 as a weapon and are they assigned to hunt? This weapon caused this issue in my game. After changing the weapon my colonists behave normal again.
define changing the weapon
Quote from: SuNnYxD on January 12, 2016, 12:50:46 PM
Quote from: Dante Montana on January 11, 2016, 05:46:27 PM
Quote from: SuNnYxD on January 11, 2016, 03:11:10 PM
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Do the colonists wear a HK UMP45 as a weapon and are they assigned to hunt? This weapon caused this issue in my game. After changing the weapon my colonists behave normal again.
define changing the weapon
Change as in force them to equip a different weapon. The HK UMP 45 was broken in some way that made it unusable as a weapon. It just tossed out errors when they had it equipped. Well it did anyway in the public D release. It seems to have been fixed now (just checked in latest build).
The fuseboxes on the other hand got re-broken. I'll see about re-fixing them again.
Can anyone point me to the mod sequencing for loading. I can't seem to find it and just cannot figure out how to load them correctly without getting a crash.
thanks...
Quote from: LowBridge on January 12, 2016, 01:12:35 PM
Can anyone point me to the mod sequencing for loading. I can't seem to find it and just cannot figure out how to load them correctly without getting a crash.
thanks...
Taken from page 1 of this thread.
User guide for correct install.
1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!
There will be 4~ mods that are unchecked in the mods list. These are optional. The "modsconfig.xml" file that needs to get moved to the alternate location is located in the "mods" folder within the HSK modpack. You'll find it at the bottom. This is the auto-sort mod load order configuration intended for proper loading of HSK.
Quote from: Masquerine on January 12, 2016, 01:06:20 PM
Quote from: SuNnYxD on January 12, 2016, 12:50:46 PM
Quote from: Dante Montana on January 11, 2016, 05:46:27 PM
Quote from: SuNnYxD on January 11, 2016, 03:11:10 PM
So recently I've been noticing that some of my colonist have been having an issue where they would constantly alternate between a job and standing until i prioritize a task for them, anyone have any idea whats the reason for this? (is it due to the mod or the game itself?)
Do the colonists wear a HK UMP45 as a weapon and are they assigned to hunt? This weapon caused this issue in my game. After changing the weapon my colonists behave normal again.
define changing the weapon
Change as in force them to equip a different weapon. The HK UMP 45 was broken in some way that made it unusable as a weapon. It just tossed out errors when they had it equipped. Well it did anyway in the public D release. It seems to have been fixed now (just checked in latest build).
The fuseboxes on the other hand got re-broken. I'll see about re-fixing them again.
in the end i decided to switch better weapons, i'm either giving them 1. an LMG or HMG for suppresion 2. a sniper for picking off targets and everyone else a short sword (cuz i hate wild animals)
Quote from: Hargut on October 28, 2015, 01:54:52 PM
I had 2 month toxic fallout
And before that i had a cold snap, which was really hard as well.
Not bad, but really hard >DDD
I had to kill my dogs, to survive. After the meat was gone from them, i had to go around the map and check for crypto thingies, and took the people sleeping inside and ate them........
Then again everything was gone, luckly raptors arrived. Half my team is laying in ther bed, half dead - but toxic just went away, finally.
Now half the summer is gone, i cant make food for the winter, nxt winter will be even more awesome >D
This guy is hilarious. That's how to survive hardcore game.
Well, I have finally encountered trader with tradepost with which I can't trade. His faction is "Shemston". I have 100 reputation points with them(they are friendly). As I said loooooong time before it happens very rare so I suppose that problem, probably, connected with the type of trader.
P.S. Yes I have tradebeacons. I can trade with almost everyone.
P.S.2. I'm using official release not the github one.
upd.
Same for trader from Ollym Nik. 79 rep.
Does this mod have colony manager? How to open it?
Quote from: Parole on January 13, 2016, 05:17:19 AM
Well, I have finally encountered trader with tradepost with which I can't trade. His faction is "Shemston". I have 100 reputation points with them(they are friendly). As I said loooooong time before it happens very rare so I suppose that problem, probably, connected with the type of trader.
P.S. Yes I have tradebeacons. I can trade with almost everyone.
P.S.2. I'm using official release not the github one.
upd.
Same for trader from Ollym Nik. 79 rep.
This is good info, but there's one thing I need you to do to confirm what faction name they actually are, as shemston and ollym nik are random names on worldgen it seems. Turn on dev mode in the menu>game options. Back in your game screen you'll have white icons at the top right. Click on the 4th one from the left, the "debug actions menu". Click on "raid..." at the left side. You'll see a list of all the factions there, their in game name and actual filedef names. Tell me which ones match up with shemston and ollym nik.
Then we can get to the bottom of this maybe, or at least have a better idea of which factions are having issues at least and go from there.
Quote from: zoranjoza on January 13, 2016, 06:39:35 AM
Does this mod have colony manager? How to open it?
Colony manager (manager desk/manager skill) was removed due to bugs awhile ago. I have no idea what the bugs were, I just remember Sky having mentioned that. I have no idea if it is intended to be fixed and re-implemented or not. Would have to inquire Sky about it.
Unrelated, I think a mammoth was throwing out an error on this embark. He seemed to be the only hostile thing moving. Picture attached.
[attachment deleted due to age]
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.
Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.
Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.
The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.
I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Quote from: gustavoghe on January 13, 2016, 02:09:44 PM
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.
Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.
The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.
I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Research tree has not been addressed yet, but is in progress. There is a guy reviewing how the current tech tree flows and is creating a picture to show it all. He'll then go through every single research description and detail everything they unlock and more. It'll take a lot of time but in the end it'll be very detailed.
Orders for collection are low priority "mining" tasks I believe. Set them to be miners and as long as there are no rocks to mine, they should start gathering instead. Tested it, confirmed.
Crematorium produces ash from items/corpses/ect, just like the fire pit.
Unrelated, mech siegers failed to set up their siege weapons with a spammy error log. Picture attached. Pirates seem to be sieging correctly.
[attachment deleted due to age]
Quote from: Masquerine on January 13, 2016, 02:36:59 PM
Quote from: gustavoghe on January 13, 2016, 02:09:44 PM
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.
Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.
The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.
I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Research tree has not been addressed yet, but is in progress. There is a guy reviewing how the current tech tree flows and is creating a picture to show it all. He'll then go through every single research description and detail everything they unlock and more. It'll take a lot of time but in the end it'll be very detailed.
Orders for collection are low priority "mining" tasks I believe. Set them to be miners and as long as there are no rocks to mine, they should start gathering instead. Tested it, confirmed.
Thanks, and the tech tree really needs some detailed descriptions. Good to hear it's being worked on!
edit: i also had a similar error as with your mammoth, when these Antis spawned:
[attachment deleted due to age]
How to open this thing like 2 posts upper? It's like console in counter strike 1.6 ~?
Coz I have few sec freezes every 20-30sec...
Quote from: zoranjoza on January 13, 2016, 03:09:19 PM
How to open this thing like 2 posts upper? It's like console in counter strike 1.6 ~?
Coz I have few sec freezes every 20-30sec...
The debug log console like my pictures? You have to turn on "development mode" in menu>game options. Then return to your game screen and hit your `/~ key (left of "1" key), or click the leftmost white icon in the top right of your screen. That will bring up the debug log. It shows useful things like errors and warnings. It can help to narrow down why things might be broken. Sky can make more sense of it than I currently can for most things.
The thermoelectric generator is an interesting idea. I was having fun attempting to create a massive difference in temperature to test what it peaks for on power output. First test got about 1600c difference, which is about 16.2k W produced at 600% efficiency. Fun toy.
Here is a debug console.
also when i press that thing that will pause game when error happens, it pause every 2 sec on speed II .
[attachment deleted due to age]
Got this mod working perfectly, found it extremely difficult to wrap my head around things. But making solid progress, traders are being wonderful and having the supplys I need to progress. 2 Questions though! 1; How do I plant trees? 2; How do I get a mineral sonar scanner? Thanks fellas!
You can plant trees in growing zones but you need agriculture research for them to appear. And for mineral sonar, first you need appropriate research, then you have to build electronics table and craft mineral sonar module and then you can build sonar in MISC.
Also about the sonar, not sure if it's bugged or intended but if you leave it scan for long enough it will scan whole map even though it's radius is very small, it will just scan outside of the radius.
My butcher table seems to dont work whith fish, i have fish corpses on in the butcher table and my colonist do the work but i get nothing after doing the work, i mean hte work is done fish disapear but i dont get any King of meat or similar.
pd: excuse my poor english
Quote from: Masquerine on January 13, 2016, 01:21:58 PM
Quote from: Parole on January 13, 2016, 05:17:19 AM
Well, I have finally encountered trader with tradepost with which I can't trade. His faction is "Shemston". I have 100 reputation points with them(they are friendly). As I said loooooong time before it happens very rare so I suppose that problem, probably, connected with the type of trader.
P.S. Yes I have tradebeacons. I can trade with almost everyone.
P.S.2. I'm using official release not the github one.
upd.
Same for trader from Ollym Nik. 79 rep.
This is good info, but there's one thing I need you to do to confirm what faction name they actually are, as shemston and ollym nik are random names on worldgen it seems. Turn on dev mode in the menu>game options. Back in your game screen you'll have white icons at the top right. Click on the 4th one from the left, the "debug actions menu". Click on "raid..." at the left side. You'll see a list of all the factions there, their in game name and actual filedef names. Tell me which ones match up with shemston and ollym nik.
Then we can get to the bottom of this maybe, or at least have a better idea of which factions are having issues at least and go from there.
Quote from: zoranjoza on January 13, 2016, 06:39:35 AM
Does this mod have colony manager? How to open it?
Colony manager (manager desk/manager skill) was removed due to bugs awhile ago. I have no idea what the bugs were, I just remember Sky having mentioned that. I have no idea if it is intended to be fixed and re-implemented or not. Would have to inquire Sky about it.
Unrelated, I think a mammoth was throwing out an error on this embark. He seemed to be the only hostile thing moving. Picture attached.
Well, I start to think that
ALL factions have this problem because after some time playing I experienced this problem with
ALL friendly factions(all who can send traders to me).
One more clue, it looks like they are unable to trade if they had a fight before setting tradepost, at least my last broken trader and one before him had it.
Quote from: Druknar on January 14, 2016, 04:25:37 AM
My butcher table seems to dont work whith fish, i have fish corpses on in the butcher table and my colonist do the work but i get nothing after doing the work, i mean hte work is done fish disapear but i dont get any King of meat or similar.
pd: excuse my poor english
This is a bug. Part of the butcher recipe was in the wrong place by the looks of it. Ivan seems to be attempting to fix it already.
Quote from: Parole on January 13, 2016, 05:17:19 AM
Well, I start to think that ALL factions have this problem because after some time playing I experienced this problem with ALL friendly factions(all who can send traders to me).
One more clue, it looks like they are unable to trade if they had a fight before setting tradepost, at least my last broken trader and one before him had it.
That might be it then. Normally when traders get into fights and survive, there will be a little notice message that says "trader defended successfully" and then they'll carry on what they were doing before. It might be failing the check or else taking too long to pop, resulting in traders being untradable. This I can test and look for. I'll see what I can do to figure it out now. If a trader dies then the message is something like "a trader died, they blame you".
So far I've noticed the "trader defended successfully" only seems to happen once. If it completes and they immediately get injured, it just repeats the success message and they carry on moving correctly. If the trader pawn gets downed, dies or flees, the trading post deconstructs. Guard pawns can die and the trader will still operate correctly. Still trying to make it break.
One thought that might prolong the "defend phase" could be something with recurring damage, like one of them being on fire. Maybe that could cause it to break? One way to find out.
There is a bit of an issue with growing zones currently, in that you can't place them on anything below 1 (100%) fertility. This renders poor soil, dusty soil and marginal soil zones useless for growing, even though they would support some types of plants. Looking into it.
Quote from: Ankarius on January 14, 2016, 04:11:23 AM
Also about the sonar, not sure if it's bugged or intended but if you leave it scan for long enough it will scan whole map even though it's radius is very small, it will just scan outside of the radius.
I noticed this before but I also wasn't sure if it was intended or not. Have to get Sky to confirm and then adjust the description of the item/building accordingly.
Conveyor belts, especially loaders, selectors and mergers bug out the game when loaded from a savegame. They work without issue if you build them in a single session, but if you load the game with a number of active belts already in place, it produces an insane lag. Right now if you destroy all loaders, selectors and mergers and then rebuild them, the lag stops and the game continues fine.
Error log is attached.
[attachment deleted due to age]
Hi, I have some freezes for a 5-20s. It's random, sometimes every few minutes And sometimes every 10-30sec. I have notice this. I have on one side of screen rimworld and on other side task manager. Usually rimworld uses 60-80% of processor. But when it freeze it only use 8-13%.
Great job guys, feedback as of github version january 14.
All plants are planted correctly, generators produce heat, crafting requirements have been balanced quite well (and 0.7 growth seems enough), resource stack sizes have been updated and are significantly more convenient now. Traders were also updated and their functionality is miles ahead than what it was.
There's only a couple more things I found:
With the removal of the tailor merchant (a sensible thing, it wasn't really useful) now you can't sell leathers to anyone.
The advanced mine extractor now produces titanium alloy instead of ilmenite ore.
The advanced bionics workbench bugs out sometimes when upgrading a bionic part. What I saw was when I click the unfinished part on the bench, about 50% of the time it says "Unfinished insert a random construction material here advanced bionic...", but the other times, it says "Unfinished Hyperweave advanced bionic...". When a pawn is trying to make a bionic part that doesn't say "hyperweave", but let's say, reinforced concrete, it can't finish it and will stand there with "work left:0". The only way to continue is to disassemble the part and start again, hopefully next time it will be a "hyperweave" part.
Hi guys, can u help me I'm playing official version from 31dec. I have from Nov 1st to now Mart 6th an VOLCANIC WINTER... I can't survive 😔
Quote from: pongvin on January 15, 2016, 03:01:54 PM
Great job guys, feedback as of github version january 14.
-snip-
The advanced bionics workbench bugs out sometimes when upgrading a bionic part. What I saw was when I click the unfinished part on the bench, about 50% of the time it says "Unfinished insert a random construction material here advanced bionic...", but the other times, it says "Unfinished Hyperweave advanced bionic...". When a pawn is trying to make a bionic part that doesn't say "hyperweave", but let's say, reinforced concrete, it can't finish it and will stand there with "work left:0". The only way to continue is to disassemble the part and start again, hopefully next time it will be a "hyperweave" part.
I took a look at it and the first thing I noticed is that the recipes allow non-smeltable weapons for some reason. I'm not sure how to remove that, but poking around to see. That probably has something to do with the issue. I can't seem to find anything. :/ Try again tomorrow I suppose.
[attachment deleted due to age]
I'm probably missing something obvious but where is the sonar module? In this thread it's said at least a couple of times it's in the electronics table but I don't see it.
See my screenshot, I can build a sonar but not its module in the electronics table.
[attachment deleted due to age]
That's weird i have it right here: [screenshot]
I presume you have researched Mining I. Maybe try reinstalling all mods. What i do is make a copy of the whole Rimworld folder and reinstall the mods there. If anything goes wrong you can always go back to your old copy. If that doesn't help you can try reinstalling the ModsConfig.xml file in your Personal Folder. Be warned this all could mess with your savegame. If you really want the module without danger you can spawn it with the developer menu.
edit: i also have unlocked Crafting II, Power II and Construction II, maybe you need one of those. Enable the developer mode in the options menu and then you willl be able to instantly finish research, for testing purposes ;) Behind the newly appeared 'view settings' button on the top-right you can enable Fast Research to quickly finish your current research.
Unrelated, as you can see my trees are green in snow. They are slowly turning leafless again. Maybe because i was reinstalling the mod pack and modsconfig.xml.
[attachment deleted due to age]
Thank you for your reply but I already have unlocked those technologies and I already did a couple of reinstalls. I also think I miss other things as well, construction II didn't give me industrial heater or cooler despite the description.
Yeah you should have the industrial heater then. Have you copied ModConfig.xml to the right folder? C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
You need to re-enable optional mods when you do this.
Quote from: Darian4 on January 16, 2016, 08:27:07 AM
Thank you for your reply but I already have unlocked those technologies and I already did a couple of reinstalls. I also think I miss other things as well, construction II didn't give me industrial heater or cooler despite the description.
Looks like to be able to craft the mobile mineral sonar, you need to research Power I, Construction I, Crafting I and Mining. This unlocks the bill on the electronics table to make the sonar. Once you have the item crafted, you need to install it with architect>misc>mobile mineral sonar. This is how it works as of Jan 16 github build. It may need different research for Syndicate D, as I think the change to "mining" research may have been recent.
Also to note that research descriptions may be inaccurate. It'll be getting an overhaul soon.
Still trying to figure out that trader bug, but here's another thought. Maybe they are unable to trade because the trader can't speak? I remember a notice like that for one of my pawns who was missing a jaw. Maybe that same restriction applies to them. Hundreds of dead and dying traders has shown me nothing thus far.
@ Batpeter
Yes, I did it wrong one time and no mod was activated so I'm sure the config file is where it should be.
I also tried 2 versions of the mod pack, the one linked at the beginning of this thread at first and currently I'm using the github version of several days ago. Same thing.
@Masquerine
I currently have all those four technologies unlocked (and more since I have Power III, construction II and Crafting II, plus Mining of course).
Quote from: Darian4 on January 16, 2016, 03:17:57 AM
I'm probably missing something obvious but where is the sonar module? In this thread it's said at least a couple of times it's in the electronics table but I don't see it.
See my screenshot, I can build a sonar but not its module in the electronics table.
Try looking up the recipe in the bench. It's found at mods/Core_SK/Defs/ThingDefs/Building_Production. Maybe the recipe is missing from there. I attached a screenshot of how it's supposed to be. Since you are missing some other things too, you might need to update the modpack to a fresher version though. Be careful cause that may cause you to be unable to load your previous saves.
Quote from: Masquerine on January 15, 2016, 08:29:57 PM
I took a look at it and the first thing I noticed is that the recipes allow non-smeltable weapons for some reason. I'm not sure how to remove that, but poking around to see. That probably has something to do with the issue. I can't seem to find anything. :/ Try again tomorrow I suppose.
A temporary solution was to remove the string "<unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>" from the abstract settings in the recipes. This way the ingredients don't pop into a single object to be worked on, rather they stay separate until it's complete.
[attachment deleted due to age]
@pongvin
My Building_Production file has the exact same lines.
Sonar module require research "Mobile mineral sonar: enhanced scan".
How to turn off Vulcan winter ? And if I turn it off will it come later again? I don't won't to shut it down forever it would be cheating.
Quote from: zoranjoza on January 16, 2016, 11:23:00 AM
How to turn off Vulcan winter ? And if I turn it off will it come later again? I don't won't to shut it down forever it would be cheating.
game options > enable developer mode > open debug actions menu @ topright corner -> end map condition -> volcanic winter
this way you only end that instance, it can come back later.
Quote from: Ivanzyfer on January 16, 2016, 10:22:14 AM
Sonar module require research "Mobile mineral sonar: enhanced scan".
Indeed, thank you!
Anyone can help me? What cause this problem?
I played on one computer and i used save file to play on another pc.
But on 1st pc i have use 1 or 2 folder ONLY and Items_Meals_SK to little modify syndiace version from 31.dec.
On second pc i did everything as on first but dont know which folder in need to overwrite?
Can u guess by picture?
[attachment deleted due to age]
When will new version of Hardcore SK global project Syndicate come?
Quote from: zoranjoza on January 16, 2016, 07:03:57 PM
Anyone can help me? What cause this problem?
I played on one computer and i used save file to play on another pc.
But on 1st pc i have use 1 or 2 folder ONLY and Items_Meals_SK to little modify syndiace version from 31.dec.
On second pc i did everything as on first but dont know which folder in need to overwrite?
Can u guess by picture?
Looks like apparel stuff. Sky did a big overhaul on that about 5 or 6 days ago so if you've been using the github releases then it won't work with older saves. He basically took a whole pile of files and combined it all into one, and then adjusted values on most of it. He also added new things. The entire mod of apparello (spelling) was combined into core_sk.
Quote from: zoranjoza on January 16, 2016, 07:44:32 PM
When will new version of Hardcore SK global project Syndicate come?
I'm not sure how releases are determined. I suppose once enough changes are made he'll decide. Otherwise, I have no clue.
I had to start new game, and one of my colonist cant build wall, do bill, deconstract, research. He can haul, sleep and eat.
Is solution to remove his Enchants?
I ussed preper carefull and added to him lot of upgrades to body :D
[attachment deleted due to age]
Quote from: zoranjoza on January 17, 2016, 09:36:06 AM
I had to start new game, and one of my colonist cant build wall, do bill, deconstract, research. He can haul, sleep and eat.
Is solution to remove his Enchants?
I ussed preper carefull and added to him lot of upgrades to body :D
Some colonists are unable to do certain tasks and that is based on their backstories. It'll show up in the "Work" main tab at the bottom of the screen, else their character sheet tells of what they are incapable of. Picture attached.
As for your picture, I'm assuming you're wondering why he's taking so long to mine some rocks. That will likely be the M72 LAW, which lowers global workspeed by -60%. It is hard to work while carrying a heavy rpg launcher around. I made a colonist with the same implants and weapon, and he was at 31% global work speed. That is quite slow.
[attachment deleted due to age]
Yes it was coz of rpg LAW. sorry for taking ur time.
Some bugs i got in game. Also my crops suddenly disapear, all my 10x10 potatos disapear, next to them xerigium and hay didn't. Why?
Quote from: zoranjoza on January 17, 2016, 04:45:23 PM
Some bugs i got in game. Also my crops suddenly disapear, all my 10x10 potatos disapear, next to them xerigium and hay didn't. Why?
My guess would be the "blight" event, which kills off a very large amount of crops on the map.
I have experianced blight, and its not that. Blight kill ALL plants not only potato. and it dont kill 100% just around 70-90%.
Quote from: zoranjoza on January 17, 2016, 05:11:29 PM
I have experianced blight, and its not that. Blight kill ALL plants not only potato. and it dont kill 100% just around 70-90%.
if i remember right plants have a temp threshold where they die if it goes below said temp?(i can't recall if that's a vanilla mechanic or modded tbh, and as my only info comes from watching youtube vids i can't check) potato probably has a higher min then xerigum and haygrass
Is there a way to reduce the difficulty of this pack? I am not very good at these kinds of games, but got bored with the non-modded game. When I try to mod the game myself (outside of big packs such as this) I screw my game up. This pack is nice because it's set up to work with itself nicely. My biggest complaint is that I can't seem to survive past a few days even on diffculty = basebuilder. The main problem is seeds. Again, I'd try to mod it myself but I am #1) not good at games like this, #2) a grandpa who can't use computers worth a darn, #3 didn't even own a computer until 2005.
If there are any other packs you guys recommend that will be easier for a geezer like me but aren't so boring as vanilla then point me thataway. Thanks guys.
Quote from: redrooster on January 17, 2016, 06:37:33 PM
Is there a way to reduce the difficulty of this pack? I am not very good at these kinds of games, but got bored with the non-modded game. When I try to mod the game myself (outside of big packs such as this) I screw my game up. This pack is nice because it's set up to work with itself nicely. My biggest complaint is that I can't seem to survive past a few days even on diffculty = basebuilder. The main problem is seeds. Again, I'd try to mod it myself but I am #1) not good at games like this, #2) a grandpa who can't use computers worth a darn, #3 didn't even own a computer until 2005.
If there are any other packs you guys recommend that will be easier for a geezer like me but aren't so boring as vanilla then point me thataway. Thanks guys.
If seeds are your biggest issue, you can disable that mod in your Menu>Mods>Seeds Please. Some people like it, some don't. It adds a few minor things besides just seeds, but you can certainly have fun without it.
If the mod is active, the way to get plants to produce more seeds is to wait until they are 100% grown, and then harvest. All plants have a chance for 1-2 seeds so you'll end up with more than you started with. You could also start with a few extra seeds with prepare carefully.
The only other modpack I see with a quick look is the Mod Variety Pack. I have no idea how it differs from HSK though.
If you want to stick with HSK, feel free to ask questions. We're here to help.
[attachment deleted due to age]
Ok, so Ive been progressing REALLY well in this mod as of late. Quick question for anyone that knows, is there a feature or something that makes it so the game ONLY saves when you quit out of it? To prevent savescumming. Think Warbands 2 saving options at the character screen. 1; Realistic! No exit without saving!. 2; Let me quit without saving!
love this modpack - only a few things i find annoying.
the tableware is just not really sensible - would love if instead of tableware vanishing on use it is returned.
then atleast you have to collect the tableware for reuse (perhaps add a small chance of it breaking and then vanishing)
even better would be if it returned as "dirty" tableware - then you needed a sink to clean it and perhaps further along a washing machine.
vanishing tableware is not good! i know my pawns are hungry! but they dont eat clay tableware :D :D :D
This is actually doable! A bench that turns dirty dish into clean ones. And come to think about it sounds better than the way it is now.
I also would like to see the need for water.
How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.
Quote from: Masquerine on January 17, 2016, 09:40:21 PM
The only other modpack I see with a quick look is the Mod Variety Pack. I have no idea how it differs from HSK though.
I tried going from HSK to ModVarietyPack but it's just too different. Going from the over-the-top complexity of HSK to the simple vanilla+ of MVP is just too much of a change. You lose so much.
A solid base that would have taken over a year and a half to set up in HSK took only two months in MVP. Found myself getting bored quite quickly.
You can build complete structures out of nothing but steel bars. Actual steel bars. No scrambling for parts. It was just so fast and easy. Relaxing, in a way.
Hello, today i have enteren i game. And any shop that come to me has 0 silver. That place is empty where should be numbers.
And ussualy i wait around 10minutes to enter game, now i waited less then 1 minute. Ussing github version.
Check screenshot.
[attachment deleted due to age]
Updated test version on Github. Many event are waiting for your testing :) You can even go through almost real nuclear catastrophe, with radioactive fallout.. Unfortunately the area is contaminated and everything on it was going to die by radiation.
You will meet "The thing" which kills all humans in its path and reproduces itself.
You will meet "Darkness", cold darkness obscurity the coming of the night...
Survive earthquakes, floods, meteor showers, rockfalls..
and much more.
Anyway to feed antibiotic to a unconscious colonist so he survive infection?
Also, would it be hard to implement the butchering as another work then cooking, so if you set someone with a 3 cooking skill to butcher only and other with 4+ to cook only then you could synergy them when you're in need of cooked food quickly.
that buthcering wqould be nice the only way ive done that is to make a seperate area for low level cooks to have access to the butchers table while better cooks dont
Quote from: skyarkhangel on January 19, 2016, 10:45:43 AM
Updated test version on Github. Many event are waiting for your testing :) You can even go through almost real nuclear catastrophe, with radioactive fallout.. Unfortunately the area is contaminated and everything on it was going to die by radiation.
You will meet "The thing" which kills all humans in its path and reproduces itself.
You will meet "Darkness", cold darkness obscurity the coming of the night...
Survive earthquakes, floods, meteor showers, rockfalls..
and much more.
Cheers! Will it need a new colony/world?
Quote from: dunka on January 19, 2016, 03:44:33 AM
How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.
You only need solid and high conductivity, the cheapest combination being cast-iron and aluminum. You can simply disable using ultrasolids (permalloy, alnico) from the material choices. Steel and copper are also cheap sources for solid/high conductivity. It should look like the attached picture.
Quote from: Batpeter on January 19, 2016, 08:02:48 PM
Cheers! Will it need a new colony/world?
This update will require a new world/new colony, as there was a bunch of changes to other things at the same time (.dll updates tend to break savegames). Don't forget to update your modsconfig.xml! Alert Speaker (mod) seems to have a compatibility issue so it was disabled. Cupron alloy was renamed to Melcior alloy. If you see any existing mentions of cupron, let me know and I'll fix it. A mention of cupron being the material structures were made from was fixed just now.
Solved the edb interface errors. Some def lines were missing in the English file. Russian file appears to have it working correctly, oddly enough.
Fixed the allowtool description/label/message. Took the hard way to solve it because I overthought it. Interesting experience at least.
[attachment deleted due to age]
Quote from: Masquerine on January 19, 2016, 08:10:52 PM
Quote from: dunka on January 19, 2016, 03:44:33 AM
How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.
You only need solid and high conductivity, the cheapest combination being cast-iron and aluminum. You can simply disable using ultrasolids (permalloy, alnico) from the material choices. Steel and copper are also cheap sources for solid/high conductivity. It should look like the attached picture.
Quote from: Batpeter on January 19, 2016, 08:02:48 PM
Cheers! Will it need a new colony/world?
Thanks, I should have realized that. Appreciate the help!
Quote from: gustavoghe on January 18, 2016, 04:40:22 PM
This is actually doable! A bench that turns dirty dish into clean ones. And come to think about it sounds better than the way it is now.
I also would like to see the need for water.
One man already make mod for water :)
Quote from: skyarkhangel on January 19, 2016, 10:45:43 AM
Updated test version on Github. Many event are waiting for your testing :) You can even go through almost real nuclear catastrophe, with radioactive fallout.. Unfortunately the area is contaminated and everything on it was going to die by radiation.
You will meet "The thing" which kills all humans in its path and reproduces itself.
You will meet "Darkness", cold darkness obscurity the coming of the night...
Survive earthquakes, floods, meteor showers, rockfalls..
and much more.
Trying it right now, first thing that happened twice in less then 30min is how the game stop responding and that I don't know why. I don't seem to do anything different and when i restart from the save game it continue fine.
I just installed this and started a new colony and the "work" tab doesn't work. Throws up a fluffy.maintab.window_work :system missing method exception, method not found rimworld pawn worksettings:notify useworkprioritys changed.
No idea what I did wrong, I have installed other mods/modpacks before so I got a fresh install (no mods ever installed before), copy pasted all the mods in and put the modconfig in the usual place.
Everything else seems to work, I can use prepare carefully and see all the other items, weapons, implants/bionics, and other stuff is all installed.
Quote from: LordShotGun on January 20, 2016, 05:23:47 PM
I just installed this and started a new colony and the "work" tab doesn't work. Throws up a fluffy.maintab.window_work :system missing method exception, method not found rimworld pawn worksettings:notify useworkprioritys changed.
No idea what I did wrong, I have installed other mods/modpacks before so I got a fresh install (no mods ever installed before), copy pasted all the mods in and put the modconfig in the usual place.
Everything else seems to work, I can use prepare carefully and see all the other items, weapons, implants/bionics, and other stuff is all installed.
Only thing I would suggest is to try reinstalling the files again, just replacing it all to make sure it all got copied in. Current github build doesn't seem to have any errors on game launch/new world/new colony.
What version did you download?
Quote from: Masquerine on January 20, 2016, 05:51:50 PM
Quote from: LordShotGun on January 20, 2016, 05:23:47 PM
I just installed this and started a new colony and the "work" tab doesn't work. Throws up a fluffy.maintab.window_work :system missing method exception, method not found rimworld pawn worksettings:notify useworkprioritys changed.
No idea what I did wrong, I have installed other mods/modpacks before so I got a fresh install (no mods ever installed before), copy pasted all the mods in and put the modconfig in the usual place.
Everything else seems to work, I can use prepare carefully and see all the other items, weapons, implants/bionics, and other stuff is all installed.
Only thing I would suggest is to try reinstalling the files again, just replacing it all to make sure it all got copied in. Current github build doesn't seem to have any errors on game launch/new world/new colony.
What version did you download?
Got the one off the nexus mods. "Hardcore SK Rimworld A12d project 2.4d Syndicate" the file up at the top. So I will get the one off github and give it a shot! Thanks! I will update if it works!
Edit : (Where is the one for github? I only see megaupload and yandex)
Quote from: LordShotGun on January 20, 2016, 06:00:05 PM
Got the one off the nexus mods. "Hardcore SK Rimworld A12d project 2.4d Syndicate" the file up at the top. So I will get the one off github and give it a shot! Thanks! I will update if it works!
Ah, it might have been an old problem then that got fixed. I'm not sure how to re-fix it in that version, but I know our current build seems to be working fine thus far. The new events are currently untested but included. If you'd like to try out this build, you can grab a copy from here: https://github.com/skyarkhangel/Hardcore-SK
The "download zip" on the right side is the download you're looking for.
If you use this version then everything should work just fine. Hopefully. If there is an issue, at least we'll know its a new thing and not something that was fixed weeks ago. : D
Hi all.
I have a lot of fun with this great mod. Sometimes I have the urge to rip out my hair because its so hard but that is great in its own way ;) .
Like when the Mechanoids turn up and again and again totally overwhelm my defense.
Anyway I managed to come fairly fare in the game but now I have a problem with the hyperloom. It has a lot of nice looking recipes but when I give the order to craft soem of them nothing happens. If I try to force a pawn to work at the hyperloom by right clicking it no text telling me that materials are missing or the skill is to low appears. Same reaction as if the workstation had no crafting order or as if I was clicking an empty space.
I could realy need some new armor for the next Mechanoid attack....
Other question about apparell in general: Why have so many clothes high penalitys to working speed? I have never considered the possibility that beeing naked allows you to work double the normal speed. My colonist are not very happy about the new dress code in my colony so some clothes that are not as cumbersome as spacesuits would be great ;)
Anyway thx very much for this great mod :D
Quote from: Konsulus on January 20, 2016, 06:08:55 PM
Hi all.
I have a lot of fun with this great mod. Sometimes I have the urge to rip out my hair because its so hard but that is great in its own way ;) .
Like when the Mechanoids turn up and again and again totally overwhelm my defense.
Anyway I managed to come fairly fare in the game but now I have a problem with the hyperloom. It has a lot of nice looking recipes but when I give the order to craft soem of them nothing happens. If I try to force a pawn to work at the hyperloom by right clicking it no text telling me that materials are missing or the skill is to low appears. Same reaction as if the workstation had no crafting order or as if I was clicking an empty space.
I could realy need some new armor for the next Mechanoid attack....
Other question about apparell in general: Why have so many clothes high penalitys to working speed? I have never considered the possibility that beeing naked allows you to work double the normal speed. My colonist are not very happy about the new dress code in my colony so some clothes that are not as cumbersome as spacesuits would be great ;)
Anyway thx very much for this great mod :D
I can answer the speed penalties part at least. The reason for clothing having speed penalties is due to an outstanding vanilla bug. If a pawn gets a movement speed of around 12 c/s, it vanishes. There are multiple ways to increase pawn speed way above 12 c/s, like cybernetic implants, nice flooring, infusements on weapons or armor, traits and probably a few other things. Sky added penalties to clothing to help address that speed issue, so you can speed pawns up and then slow them down with bulkier gear to keep them within that 12 c/s limit. I have not looked at all of the clothing changes yet, but he did a pretty massive overhaul on it. Maybe he put too much negative on workspeed instead of movespeed?
I didn't even notice the hyper loom until you mentioned it. That's a new thing to me. Sounds like something isn't quite right with it that'll have to be fixed.
Descriptions on the bills are missing and material listing seems off, as it just says "ingredients" multiple times instead of specific things. So 2 little bugs there on the hyper loom so far.
I'm currently fixing up wording on events, turrets and ammo. Help to get some better consistency on naming/more useful descriptions.
I am looking forward to a fix.
I have no big issues with movement speed penalities but working speed penalities. There is so much work to do.
And a parka -18%, jeans -8%, some shoes -10%, helmets -20% and if you actually want some armor a tactical vest -24% does not seem right.
I have either the choice to let my people work with only halve their capacity or before every raid I have to manually make the pick up some armor and after the fight take them away again.
That is not realy my definition of fun or realism.
Quote from: Masquerine on January 20, 2016, 06:06:58 PM
Quote from: LordShotGun on January 20, 2016, 06:00:05 PM
Got the one off the nexus mods. "Hardcore SK Rimworld A12d project 2.4d Syndicate" the file up at the top. So I will get the one off github and give it a shot! Thanks! I will update if it works!
Ah, it might have been an old problem then that got fixed. I'm not sure how to re-fix it in that version, but I know our current build seems to be working fine thus far. The new events are currently untested but included. If you'd like to try out this build, you can grab a copy from here: https://github.com/skyarkhangel/Hardcore-SK
The "download zip" on the right side is the download you're looking for.
If you use this version then everything should work just fine. Hopefully. If there is an issue, at least we'll know its a new thing and not something that was fixed weeks ago. : D
Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.
All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.
Quote from: LordShotGun on January 20, 2016, 06:47:06 PM
Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.
All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.
Took a look at first page mod list, fluffy is mentioned in Enhanced Tabs (mod). I have no idea if Sky has modified it, but you could possibly try replacing it with the original enhanced tabs or else deactivate Enhanced Tabs in the mod list and see what happens. Try to narrow this down a bit more.
I have no idea why it is doing it for you, but I think that's the right place to start. It wouldn't be the first time a part of a mod was missing and broke things. The original enhanced tabs seems to have been last modified in october. Here's the original mod, it handles the work tab: https://ludeon.com/forums/index.php?topic=15964.0
Quote from: Masquerine on January 20, 2016, 07:24:08 PM
Quote from: LordShotGun on January 20, 2016, 06:47:06 PM
Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.
All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.
Took a look at first page mod list, fluffy is mentioned in Enhanced Tabs (mod). I have no idea if Sky has modified it, but you could possibly try replacing it with the original enhanced tabs or else deactivate Enhanced Tabs in the mod list and see what happens. Try to narrow this down a bit more.
I have no idea why it is doing it for you, but I think that's the right place to start. It wouldn't be the first time a part of a mod was missing and broke things. The original enhanced tabs seems to have been last modified in october. Here's the original mod, it handles the work tab: https://ludeon.com/forums/index.php?topic=15964.0
Well I removed the enhanced tabs, and now its telling me an almost identical error message except instead of fluffy.maintab.window_work, its is ebd.interface.maintab.window_work. Lemme try removing ebd interface and see what happens. I am currently on my work laptop so changing things is rather slow.
Edit: After removing both the enhanced tabs and ebd interface, the work tab is now working fine. So hopefully it isn't too big of a problem/fix, and I wish you the best of luck!
Cant you just turn off edbs worktab in the interface options menu?
Quote from: skullywag on January 21, 2016, 02:55:24 AM
Cant you just turn off edbs worktab in the interface options menu?
Hmm, I don't see that option in that menu. I can turn off and remove all the other tabs but not the work tab.
Hi guys, to who I can sell human leather? I can't sell it to anyone who comes. I have comms console too.
I'm using github version from 16-17 January.
Maybe I heard someone is talking about something new in shop something about my problem.
Quote from: zoranjoza on January 21, 2016, 09:57:52 AM
Hi guys, to who I can sell human leather? I can't sell it to anyone who comes. I have comms console too.
I'm using github version from 16-17 January.
Maybe I heard someone is talking about something new in shop something about my problem.
Someone mentioned the "tailor" trader being removed, the one that only traded in textiles. I don't think textiles was re-added to any existing traders yet. Can fix.
Almost done fixing the mess of naming on turrets and their ammo. They will all make much more sense soon, instead of things like "artillery shell" being used by "mortar" and not "artillery". That sort of thing. Unified names so you know exactly what turret uses what ammo. Descriptions and labels adjusted accordingly. I'm keeping the "bar/alloy" confusion in mind when adjusting things so it'll be simple to understand.
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months. ;D
Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months. ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<
Quote from: Masquerine on January 21, 2016, 11:02:51 AM
Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months. ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<
Hmm, well I tried a few different old versions off of the nexus and they all give me the same error so it is probably on my end. I just have no idea why!
So what should I do with all these leathers?
Does human leather furniture add some negative effects to colonist?
Quote from: LordShotGun on January 21, 2016, 11:15:21 AM
Quote from: Masquerine on January 21, 2016, 11:02:51 AM
Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months. ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<
Hmm, well I tried a few different old versions off of the nexus and they all give me the same error so it is probably on my end. I just have no idea why!
I figured it out! Turns out it actually WAS a version mismatch. I had version 906 which I THOUGHT was the newest one according to the rimworld wiki but I double checked my email and found version 914! I installed the github version and it all works perfectly now! Thanks for the help!
Quote from: zoranjoza on January 21, 2016, 11:15:47 AM
So what should I do with all these leathers?
Does human leather furniture add some negative effects to colonist?
Human-type leathers seem to give a negative to beauty when made into furniture, which makes sense. It is a bit unnerving to sit on a chair made from the skin of a fellow human. You could probably use the leather for clothing and sell that instead, as human-type leathers are more valuable than say, cloth. You probably have an abundance of the stuff anyway.
Quote from: Konsulus on January 20, 2016, 06:08:55 PM
Hi all.
I have a lot of fun with this great mod. Sometimes I have the urge to rip out my hair because its so hard but that is great in its own way ;) .
Like when the Mechanoids turn up and again and again totally overwhelm my defense.
Anyway I managed to come fairly fare in the game but now I have a problem with the hyperloom. It has a lot of nice looking recipes but when I give the order to craft soem of them nothing happens. If I try to force a pawn to work at the hyperloom by right clicking it no text telling me that materials are missing or the skill is to low appears. Same reaction as if the workstation had no crafting order or as if I was clicking an empty space.
I could realy need some new armor for the next Mechanoid attack....
Other question about apparell in general: Why have so many clothes high penalitys to working speed? I have never considered the possibility that beeing naked allows you to work double the normal speed. My colonist are not very happy about the new dress code in my colony so some clothes that are not as cumbersome as spacesuits would be great ;)
Anyway thx very much for this great mod :D
Soon fix, for hyper loom. thank you.
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
http://imgur.com/DnSmVpg (http://imgur.com/DnSmVpg)
Here is a pic.
I started a new colony and everything now works fine but thought I would say something anyway.
For the life of me, I can't figure out how to collect sand.
I have designated a sand collecting area but none of my colonists have ever collected any sand, and I can't order anyone to collect. I assume I need some additional tools for it, but what are those?
Quote from: Alsius on January 21, 2016, 01:43:10 PM
For the life of me, I can't figure out how to collect sand.
I have designated a sand collecting area but none of my colonists have ever collected any sand, and I can't order anyone to collect. I assume I need some additional tools for it, but what are those?
Miners collect sand. Or make stone blocks from sandstone. Then u get ruble or sand
Quote from: zoranjoza on January 21, 2016, 02:37:33 PM
Miners collect sand. Or make stone blocks from sandstone. Then u get ruble or sand
Ah, excellent, thanks! My miners did not bother to collect sand until I removed all actual mining designations, which they seem to prioritize over sand collection.
Quote from: Alsius on January 21, 2016, 02:46:16 PM
Quote from: zoranjoza on January 21, 2016, 02:37:33 PM
Miners collect sand. Or make stone blocks from sandstone. Then u get ruble or sand
Ah, excellent, thanks! My miners did not bother to collect sand until I removed all actual mining designations, which they seem to prioritize over sand collection.
This seems to be a recurring question. I'll modify the description a little to note that it is a mining task and that it is low priority for all of the gathering orders (sand, clay, ect). That way this question won't need to be continuously asked. : )
Quote from: LordShotGun on January 21, 2016, 11:55:28 AM
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
http://imgur.com/DnSmVpg (http://imgur.com/DnSmVpg)
Here is a pic.
I started a new colony and everything now works fine but thought I would say something anyway.
This is a known bug that has not been fixed yet, but will be soon. It seems to be that when certain things spawn on mapgen (usually creatures) they get placed without a listed faction, which throws errors thousands of times.
Another bug that I frequently see is that certain tailoring and smithing projects never finish. They get stuck at work left:0 or sometimes even negative values. I have one junpsuit on the now working hyperloom :) sitting in that state. I am not absolutely sure if this can randomly happen to any recipe or certain recipes always fail like this. If you want to try to replicate this I suggest the Marine Personal Armor. I tryed to craft that one at least 5 times and all failed.
What else is strange is that although I made sure this jumpsuit would be crafted from hyperweave the description of the unfinished product says samoyed fur jumpsuit.
Concerning the new events with "The Thing" they do not realy work for me. This could be because i did not start a new game after they were included. At the moment every time I load a savegame 1-2 rescue capsules land. At some point later I get a message about them turning into a monster but besides the meassage nothing happens. I even hired one of thos people and he is still doing fine.
Quote from: LordShotGun on January 21, 2016, 11:55:28 AM
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
Here is a pic.
I started a new colony and everything now works fine but thought I would say something anyway.
error happened after what action?
Quote from: Konsulus on January 21, 2016, 03:03:49 PM
Concerning the new events with "The Thing" they do not realy work for me. This could be because i did not start a new game after they were included. At the moment every time I load a savegame 1-2 rescue capsules land. At some point later I get a message about them turning into a monster but besides the meassage nothing happens. I even hired one of thos people and he is still doing fine.
It should be corrected in today update
Quote from: skyarkhangel on January 21, 2016, 03:15:11 PM
Quote from: LordShotGun on January 21, 2016, 11:55:28 AM
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
error happened after what action?
He's talking about an error that happens on embark, when you first load the map. Only happens sometimes, as I just got it now. Might be related to Skynet/Mechanoids hidden in rooms, only creature types I can see on this map. Picture attached.
Same error, different embark. Only centipede, stalker and scyther this time in an enclosed room. Trying more embarks.
Embark with Mechanoids in a room that was already open had no error.
Same error again, locked room with centipede, mammoth, crawler, terminator on the map. Seems to only occur when they are in a sealed off room.
Causing damage to a mammoth caused the error to reset multiple times. Error persists on mammoth death, but seems to be linked to it. It gave a single error, a different one. Centipede had same error. Attaching picture.
Second picture is unrelated error, codetext when raptors decided to kill a pawn for the message up top.
[attachment deleted due to age]
Quote from: skyarkhangel on January 21, 2016, 03:15:11 PM
Quote from: LordShotGun on January 21, 2016, 11:55:28 AM
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
Here is a pic.
I started a new colony and everything now works fine but thought I would say something anyway.
error happened after what action?
Just loading into a brand new colony map. I believe Masquerine has already ID'd the error.
Edit: Ninja'd
Quote from: Konsulus on January 21, 2016, 03:03:49 PM
Another bug that I frequently see is that certain tailoring and smithing projects never finish. They get stuck at work left:0 or sometimes even negative values. I have one junpsuit on the now working hyperloom :) sitting in that state. I am not absolutely sure if this can randomly happen to any recipe or certain recipes always fail like this. If you want to try to replicate this I suggest the Marine Personal Armor. I tryed to craft that one at least 5 times and all failed.
What else is strange is that although I made sure this jumpsuit would be crafted from hyperweave the description of the unfinished product says samoyed fur jumpsuit.
This happens when the unfinished object the ingredients turn into has a different "property" than it was originally made of, like you desribed, and is present everywhere these "unfinished" parts are used, like when crafting bionics.
Just wanted to mention that the description for the cremation recipes are slightly off. The amount of ash produced was increased awhile ago but the description stayed the same (they all say they produce two)
Quote from: Nemesis688 on January 21, 2016, 05:50:02 PM
Just wanted to mention that the description for the cremation recipes are slightly off. The amount of ash produced was increased awhile ago but the description stayed the same (they all say they produce two)
Thanks for the notice, will fix.
So I am getting an event error. It is spamming the log and causing a slow down. This was on a github build from last night. I see the assembly has been edited in some way again so I'm not sure if its been fixed since my save was from after the error was in effect.
Edit: Also, Ilmenite Ore Deposits are dropping Titanium alloy instead of the ore.
[attachment deleted due to age]
Quote from: Masquerine on January 21, 2016, 02:48:24 PM
Quote from: Alsius on January 21, 2016, 02:46:16 PM
Quote from: zoranjoza on January 21, 2016, 02:37:33 PM
Miners collect sand. Or make stone blocks from sandstone. Then u get ruble or sand
Ah, excellent, thanks! My miners did not bother to collect sand until I removed all actual mining designations, which they seem to prioritize over sand collection.
This seems to be a recurring question. I'll modify the description a little to note that it is a mining task and that it is low priority for all of the gathering orders (sand, clay, ect). That way this question won't need to be continuously asked. : )
Quote from: LordShotGun on January 21, 2016, 11:55:28 AM
Hmm, now I am getting a repeating error that is massively slowing down my game. The error is "System.nullreferenceexception : object not set to an instance of an object at rimworld.faction.hostileto (rimworld.faction fac.rimworld faction other) 0x000001 in <filename unknown>0
http://imgur.com/DnSmVpg (http://imgur.com/DnSmVpg)
Here is a pic.
I started a new colony and everything now works fine but thought I would say something anyway.
This is a known bug that has not been fixed yet, but will be soon. It seems to be that when certain things spawn on mapgen (usually creatures) they get placed without a listed faction, which throws errors thousands of times.
in the latest update were fix for plunderers and added hidden faction "bountyhunters" (its needs to do animals of type "BountyHunter Aggressive" hostile for default fo Colony. That colonists considered them as enemies and attacked.
This error, i think that game cant to find new hidden hostile faction. Need create new map.
Quote from: Nemesis688 on January 21, 2016, 07:04:22 PM
So I am getting an event error. It is spamming the log and causing a slow down. This was on a github build from last night. I see the assembly has been edited in some way again so I'm not sure if its been fixed since my save was from after the error was in effect.
Edit: Also, Ilmenite Ore Deposits are dropping Titanium alloy instead of the ore.
Ok. Problem found. Error in condition to starting event "UnexpectedGuest", soon fix.
Ilmenite Ore Deposits bug = true. soon fix.
Is there a mod for selective constructing that works with this modpack? Eg; Select my highest construction colonist to make 5 beds without having to right click and selecting the option manually or messing with my colonist work orders.
Thanks man! Still playing this modpack, stuck on finding a fissure for oil :(
Quote from: Griffith on January 22, 2016, 03:57:49 AM
Is there a mod for selective constructing that works with this modpack? Eg; Select my highest construction colonist to make 5 beds without having to right click and selecting the option manually or messing with my colonist work orders.
Thanks man! Still playing this modpack, stuck on finding a fissure for oil :(
It's would be good if i make hidden resources visible? with texture?
Quote from: skyarkhangel on January 22, 2016, 04:29:53 AM
Quote from: Griffith on January 22, 2016, 03:57:49 AM
Is there a mod for selective constructing that works with this modpack? Eg; Select my highest construction colonist to make 5 beds without having to right click and selecting the option manually or messing with my colonist work orders.
Thanks man! Still playing this modpack, stuck on finding a fissure for oil :(
It's would be good if i make hidden resources visible? with texture?
That would be nice. I ended up using the console to get oil. BTW is there like a tech tree or progression list somewhere? Like, you need a smelting furnace to make alloy to make mechanisms and spare parts to make a machining table to make a drill head to drill for oil, an oil refinery to refine it, a petrochemical plant to turn it into useful stuff, that useful stuff to make a ton of things.
I just feel quite a bit lost as my research outpaces my production chain and I try to make buildings that require advanced stuff from other buildings, which already require OTHER stuff from OTHER buildings.
I got up to making electrical parts and glass and then tried to get into oil production and gave up. Great mod, just wayyy too complicated without some sort of progression guide.
Something like step
#1 - chop wood, make charcoal
#2 - mine copper and iron ore and make copper/steel alloys
#3 - make spare parts, mechanisms, wires
#4 - crush rocks to make sand, gravel and then concrete
#5 - reinforce concrete for power creation plants/ wind turbines
#6 - make glass....???
#7 - try to drill for oil....???
All while defending from raids, creating food, clothes, medicine, and recruiting people, creating structures.
And there is about where I gave up. Great mod pack, I really respect how well you have everything working together but it feels like SUCH a different game that it loses that rimworld charm for me.
Is there another modpack similar to that old "Ultimate Mod Pack" from that one guy that had a meltdown way back when.
Hey guys, does anyone knows what to do with thrumbo horn?
Soon +3 fully rewrited TTM events about prisons :)
Is there in this mod stargate? What does it do? I don't understand transportation resources between colonies.
And is there something like cart or backpack so my colonists can transport more resources at once? Not just 75.
How to transport resources from one stockpile to second stockpile fast when they are far away 100 range?
Quote from: zoranjoza on January 22, 2016, 04:11:29 PM
Is there in this mod stargate? What does it do? I don't understand transportation resources between colonies.
And is there something like cart or backpack so my colonists can transport more resources at once? Not just 75.
How to transport resources from one stockpile to second stockpile fast when they are far away 100 range?
The stargate allows you to save colonists and resources from one colony (the game you're currently playing) and then import them into a different colony (a game you'll play next, for example). You could want to do this for a variety of reasons.
A mod called "Toolsforhaul" adds backpacks and carts for animals to increase carrying capacity. Last time I used it the saddles were bugged a little (animals didn't react properly quick enough after de-saddling), but the backpacks and carts worked. Example: A legendary backpack with 7 slots let a pawn haul like 650 of an item at once. Just make the pawn in question have "hauling" as his top priority and it'll work perfectly. He can even pick up multiple items types at once, like 3 corpses of raiders and 3 guns.
Quote from: gustavoghe on January 22, 2016, 03:25:59 PM
Hey guys, does anyone knows what to do with thrumbo horn?
Thrumbo horns are valuable for selling or can be equipped as a melee weapon, like a knife.
Quote from: LordShotGun on January 22, 2016, 10:52:41 AM
-snip-
I got up to making electrical parts and glass and then tried to get into oil production and gave up. Great mod, just wayyy too complicated without some sort of progression guide.
-snip-
Is there another modpack similar to that old "Ultimate Mod Pack" from that one guy that had a meltdown way back when.
A guy was making pictures of the research tree and planned to redo all the research descriptions, but I have not heard from him in quite some time. He was making good progress, but I'm unsure if he's still continuing or has stopped. He simply hasn't replied in what must be weeks now. If he doesn't reply soon I'll start redoing the research descriptions and adding in a short user guide (can build into a proper guide later). Getting tired of waiting while the complaints about research keep adding up. >.<
Only other modpack I have seen from a quick look was one called the Mod Variety Pack I think. Someone mentioned that it's very simple overall, much like vanilla Rimworld. You mine metals directly from rocks and make buildings, ect.
Using the github release as of yesterday, I built a coal heater and a hopper, which I filled with coal. It did nothing. Coal wasn't used up and no heat was generated.
QuoteOnly other modpack I have seen from a quick look was one called the Mod Variety Pack I think. Someone mentioned that it's very simple overall, much like vanilla Rimworld. You mine metals directly from rocks and make buildings, ect.
Compared to HCSK, it's a lot simpler - but it does have the 'superior crafting' chains; you mine ore, turn it into metal. There's a few more advanced parts (weapon parts, electronics), but nothing like in HCSK.
Is it possible to make something similar to stockpile "copy settings" for bills? Like copy bills?
would be nice if the various power plants that use fuel had a off/on switch so they dont just use up fuel when they are not needed
The newest github release does not work well for me. All pawns stay in bed and throw exceptions. For details see the attached picture.
But nice pictures for no longer hidden ressources :)
[attachment deleted due to age]
Quote from: Konsulus on January 23, 2016, 06:46:23 AM
The newest github release does not work well for me. All pawns stay in bed and throw exceptions. For details see the attached picture.
But nice pictures for no longer hidden ressources :)
No!!! I don't wanna go to work today, get shot by raiders, bitten by mega spiders, or "friendly fired" by some one eyed idiot with cataracts that decided it was a great time to go hunting with a minigun, I just wanna stay in bed!!! >:(
Quote from: LordShotGun on January 23, 2016, 08:18:54 AM
Quote from: Konsulus on January 23, 2016, 06:46:23 AM
The newest github release does not work well for me. All pawns stay in bed and throw exceptions. For details see the attached picture.
But nice pictures for no longer hidden ressources :)
No!!! I don't wanna go to work today, get shot by raiders, bitten by mega spiders, or "friendly fired" by some one eyed idiot with cataracts that decided it was a great time to go hunting with a minigun, I just wanna stay in bed!!! >:(
though staying in bed you have the danger of suddenly someone "obviously drunk out of their mind" coming in to do surgery on your foot and ending up dual wielding scalpes and tripping/sneezing same time doing catastrophic surgery cuts on legs arms torso and adomen and remove your stomach by accident.
Yes this happened - those surgery fails though ! :D
in last update +4 events about prisoners:
- Prisoner suicide (chance that one of your prisoner try to suicide. not 100% change that prisoner can do it.
- Prisoners riot ( prisoners can raise a rebellion, if you have too many of them.
- Prisoners rampage (conflicts among prisoners. If to keep the prisoners in different cells will no conflicts.
- Prison break (If you have more than 10 prisoners , they can organize an escape.
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.
Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)
[attachment deleted due to age]
Why traders come with no silver to trade?, i cant sell them items because the have no money to pay ^^. Is this a bug?
Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.
Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)
boarskin plate armor? :o Go all to hell! Call the Exorcist! :D
how you do that? Plate armor can do only from metals. Error due to this exactly.
Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.
Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)
Ok. I'll check this.
Quote from: skyarkhangel on January 23, 2016, 11:29:10 AM
Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.
Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)
boarskin plate armor? :o Go all to hell! Call the Exorcist! :D
how you do that? Plate armor can do only from metals. Error due to this exactly.
Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.
Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)
Ok. I'll check this.
LOL okay I did not even notice that myself ;). Speaks a lot for the intelligence of the pawns that only at the very end they notice that that project is doomed ;). Recently also had a permaloy fullplate in the making that also required a much higher amount of work due to the more difficult material. Breaking it up after it failed only yielded some steel.
Also just now either a nonexisting person called "Turtle" or maybe even a real turtle transformed into and Abomination..... at least I got such a message but I could not find anything like that on the map yet.
I have an unfinished boarskin leather glove here which does not sound like such a bad idea that it could not be done.
[attachment deleted due to age]
Quote from: skyarkhangel on January 22, 2016, 04:29:53 AM
Quote from: Griffith on January 22, 2016, 03:57:49 AM
Is there a mod for selective constructing that works with this modpack? Eg; Select my highest construction colonist to make 5 beds without having to right click and selecting the option manually or messing with my colonist work orders.
Thanks man! Still playing this modpack, stuck on finding a fissure for oil :(
It's would be good if i make hidden resources visible? with texture?
That's an idea. Maybe a drop-down box appears when you click on a un-made construct. With the drop-down box, its automatically set to "Anyone" but when you click it you can select any one of your pawns and only he can construct it. To get higher-quality constructed furniture, etc.
Think of the way Gnomoria does it with its work-stations, if you get what I mean. :)
PS; Has anyone had a trader that BUYS your Thumbros Horn yet? Ive NEVER had one for them. Had one for every other rare/special beast item.
Can someone explain to me how the antimatter reactor works, please? It will work for a few in game days, but then it starts "cooling" for eternity. I also like to know how the Ion reactor works. When I place it down it never produces power.
Ive got problem with running the mod, i followed the installation guide but as soon as i start the game its just black screen and nothing happening.
Quote from: jacob_28348 on January 24, 2016, 12:21:47 PM
Can someone explain to me how the antimatter reactor works, please? It will work for a few in game days, but then it starts "cooling" for eternity. I also like to know how the Ion reactor works. When I place it down it never produces power.
I didn't play around with the antimatter besides initial placement. Good to know it has a cooldown period (will add in description and playtest it). As for the Xenon Ion Turbine, I do know how that one works as I too had no clue initially (the original description was entirely wrong). It gets placed on a steam geyser, then you'll want to seal it in a room. Make the room as hot as you possibly can, as the Xenon Ion Turbine produces power from heat. Something on fire in the room will blast it up really quick so you can see how it works.
hello... i have much questions and problems with this modpack. more logicaly problems hehe. if someone have time for answer the questions pls send me a pm. or add me on skype please... sokumanja from venezuela.
i think its cooler too chat or pm. because i dont want to spam the whole tread with my questions hehe.
thx
Hi, how this stargate works? How to start new colony with currect people and resources? Does research need to be learned again?
I find this modpack to be alright but the whole "animals attack colonists when hungry" aspect is terribly coded. I've lost 0 colonists to raiders, disease, hunger, and accidents. And I've lost four (4!) to random insta kills by swarms of animals.
1. They provide almost zero warning. When you get the event they're already very close to your colonist.
2. Colonists do not react to being eaten..
imagine if raiders showed and colonists just stood there drafted and ignored them. All and all its a sloppy addition to a modpack that has some issues but is otherwise very nice.
is there a way to tweak the decay rate of skills as realistically considering how there are some tasks that require a maxed out skill, makes reaching endgame practically impossible
Quote from: zoranjoza on January 25, 2016, 08:17:46 AM
Hi, how this stargate works? How to start new colony with currect people and resources? Does research need to be learned again?
In the new colony when you make the stargate again instead of adding colonists or resources, you'll use the recall button. That will import anyone you saved in the last colony. It is a bit expensive and time consuming, but it is an interesting addition at least.
There's a lot of inconsistencies. Bread and Hamburgers provide precisely the same but hamburgers require bread to make.
There's a lot of that. Higher tech that doesn't result in higher reward.
Found a way how to fix lags with hungry animals. Fixed in 2.5-14!
Quote from: SuNnYxD on January 25, 2016, 02:57:09 PM
is there a way to tweak the decay rate of skills as realistically considering how there are some tasks that require a maxed out skill, makes reaching endgame practically impossible
There are no, as i remember, recipes with 20 skill requirement. And real enough to reach the level of 18-19. So, in Original Rimworld there are special items to up skills, which are useless while all colonist could reach 20 craft skill stupidly on the simple craft.
Hello! I think I've seen somewhere a post of possibility to move your colony to another map - and I wander if it was in this modpack or if I am misremembering something and it is entirely impossible?
Sorry, was not able to search for it properly, as search here is kind of strange...
is there a fix to fish disappearing at the butcher's table?
Quote from: Masquerine on January 24, 2016, 11:42:13 PM
Quote from: jacob_28348 on January 24, 2016, 12:21:47 PM
Can someone explain to me how the antimatter reactor works, please? It will work for a few in game days, but then it starts "cooling" for eternity. I also like to know how the Ion reactor works. When I place it down it never produces power.
I didn't play around with the antimatter besides initial placement. Good to know it has a cooldown period (will add in description and playtest it). As for the Xenon Ion Turbine, I do know how that one works as I too had no clue initially (the original description was entirely wrong). It gets placed on a steam geyser, then you'll want to seal it in a room. Make the room as hot as you possibly can, as the Xenon Ion Turbine produces power from heat. Something on fire in the room will blast it up really quick so you can see how it works.
Thanks, at least now I know both are utterly useless. The amount of heat required for the xenon-ion turbine is ridiculous. The cool down period on the antimatter reactor I'd absolutely bonkers aswell. I've always wanted an endgame power solution that was actually worth all of the trouble required to build and maintain them.
Hello again! Having a great time with this mod. Already developed a couple of bases, and Im currently working on a huge base for 30 to 40 colonists. Hauling is a pain, even with the adition of the Tools for haul mod. Does anyone know a good tutorial on how to work conveyors?
I like the simplification of the parts.
I have a question, i cant seem to find a way to produce schematic kit. I also didnt notice any merchants selling them. Can some one helpme out on how could i get some schematic kits?
Oh, the learning curve, and skill gathering/loosing is weird. I change the defs, so the trashold for most crafting went donw to 8. I have colonists that have a real hard time uping their skills. I know this is hardcore, but somehow the timing of colony maturing is not compatible with the skill needs. This will in turn make you wait years to beeing able to build some stuff.
Nevermind about the schematics. Found out that tailoree goods trader have them.
I'm working on translating the prisoner and raid events, quite a few entries. This will take a bit. Will fix up seeds/plants afterwards for descriptions.
Harder to do than I'd have thought. Got the prisoner one done as best as I could make out. Russian to English translations get wonky sometimes. Working on raid one now.
Got all about 1 or 2 done. Some of the translations made little to no sense so I had to improvise. Will finish up tomorrow sometime.
Quote from: Masquerine on January 27, 2016, 12:40:12 PM
I'm working on translating the prisoner and raid events, quite a few entries. This will take a bit. Will fix up seeds/plants afterwards for descriptions.
That's cool! :) we have a writer and from time to time text events will be replenished.
Quote from: Probe1 on January 25, 2016, 12:39:53 PM
I find this modpack to be alright but the whole "animals attack colonists when hungry" aspect is terribly coded. I've lost 0 colonists to raiders, disease, hunger, and accidents. And I've lost four (4!) to random insta kills by swarms of animals.
1. They provide almost zero warning. When you get the event they're already very close to your colonist.
2. Colonists do not react to being eaten..
imagine if raiders showed and colonists just stood there drafted and ignored them. All and all its a sloppy addition to a modpack that has some issues but is otherwise very nice.
Fixed in test 2.5-16. Now all hungry wild animals will be perceived as a threat for colonists +add force to normal speed. So, colony would attack animals in hunger state. I couldn't do it before, because doesnt know how... But C# skill grows.
So, i fixed all annoying Enviro AI bugs... :P
Do I have to create a new world or colony whenever I download a new github version and replace my whole mods folder?
Do earthquakes feel OP to anyone? One earthquake destroyed every bench and 80% of my walls.
Quote from: dunka on January 28, 2016, 10:59:13 AM
Do earthquakes feel OP to anyone? One earthquake destroyed every bench and 80% of my walls.
Old test version? In some earlier updates Eq were reworked and can't break all buildings.
Is there a way to increase your spawns base speed? I know there some clothing.
Quote from: Griffith on January 29, 2016, 02:05:09 AM
Is there a way to increase your spawns base speed? I know there some clothing.
yeah the infused apparel can make them go lightspeed if you stack em up high enough.
fastwalk i think their called and haste. others too i think. but hard to equip all of them and get a easy overview
Quote from: Killaim on January 29, 2016, 09:45:08 AM
Quote from: Griffith on January 29, 2016, 02:05:09 AM
Is there a way to increase your spawns base speed? I know there some clothing.
yeah the infused apparel can make them go lightspeed if you stack em up high enough.
fastwalk i think their called and haste. others too i think. but hard to equip all of them and get a easy overview
Man, I'd kill for a better clothing/weapon management table. It'd be handy to open up a tab and then select, say, "movement bonus" and have a list of all the equipment you have that has that stat.
Quote from: Griffith on January 29, 2016, 06:39:42 PM
Quote from: Killaim on January 29, 2016, 09:45:08 AM
Quote from: Griffith on January 29, 2016, 02:05:09 AM
Is there a way to increase your spawns base speed? I know there some clothing.
yeah the infused apparel can make them go lightspeed if you stack em up high enough.
fastwalk i think their called and haste. others too i think. but hard to equip all of them and get a easy overview
Man, I'd kill for a better clothing/weapon management table. It'd be handy to open up a tab and then select, say, "movement bonus" and have a list of all the equipment you have that has that stat.
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
Quote from: Parole on January 30, 2016, 06:25:29 AM
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
I just gave it a try and Autoequip seemed to be working. I just added it to the end of the mod list (Autoequip and Autoequip+Infusions). I didn't test it for long, but pawns were grabbing clothing pieces with the bonuses they were told to look for. Some mentions in the Autoequip thread say pawns tend to strip naked sometimes. Otherwise, it seems to be working as is.
Quote from: Masquerine on January 30, 2016, 11:21:33 AM
Quote from: Parole on January 30, 2016, 06:25:29 AM
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
I just gave it a try and Autoequip seemed to be working. I just added it to the end of the mod list (Autoequip and Autoequip+Infusions). I didn't test it for long, but pawns were grabbing clothing pieces with the bonuses they were told to look for. Some mentions in the Autoequip thread say pawns tend to strip naked sometimes. Otherwise, it seems to be working as is.
Plz, test it more, or someone try.
Quote from: skyarkhangel on January 30, 2016, 11:31:31 AM
Plz, test it more, or someone try.
Will do. I'll holla back later when I've tested it extensively.
Two log errors so far. Melee damage and minimum handling skill not found for the Autoequip settings. Skill settings like cooking, movespeed, maximum/minimum temperature seem to be working correctly. Pawns will correctly swap out gear if you change settings like that. Not seeing the "pawn strips naked" problem people mentioned in the thread. My guess would be the people put restrictions on what type of clothing pawns could wear (say, power armor only), and then they ran out of said clothing. That would mean the pawn would refuse to wear non-power armor clothing. That would result in semi-naked pawns even if clothing was open for grabs (can't wear leather pants if only power armor was chosen for wearing).
I think some of the options need to be removed or tweaked. For example, I didn't see any infusions boosting fishing speed. I spawned probably 500 pieces of clothing, so I figured I'd have seen all the infusions. Would either need to add fishing skill to infusions or remove it as a choice from the clothing settings. So some small tweaking to do there on a few settings like that.
The way to use the mod is that in the Outfits menu, there are two buttons. These are "Edit..." and "Status...". Edit lets you set the general ruleset for all pawns. So if you want every pawn to prioritize movespeed, you would enable "movespeed" option here and give it a value from 0-100%. All pawns would then try to find clothing with movespeed. In the top right corner of this menu there is an "Append Pawn Individual Status". If this is checked, you can tweak pawn clothing rules on a per-pawn basis in the "Status..." menu. These settings can override the general settings if the value is higher. So if my movespeed general setting was 50%, then a pawn's rule has healing speed at 60%, they will find healing speed clothing first. Values that share the same weight are equally considered. So 100% on healing, surgery speed, immunity gain speed would all be considered at the same time when choosing clothing.
Other than what I've mentioned, it seems to work.
[attachment deleted by admin - too old]
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.
Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:
My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.
Anyone else experienced this and/or know how to resolve it?
Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.
Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:
My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.
Anyone else experienced this and/or know how to resolve it?
That was a bug, not a feature. Sky only recently figured out how to address problems like that concerning animal behaviors (he's still learning things about coding). What version are you using, the Syndicate D copy from the first page (nexus/mega/yandex) or a copy from github? If its the copy from the first page sources then it'll still have that bug. The current github build appears to have it fixed. In a quick test, I had a variety of hungry animals completely ignore the open door to get at the meat inside, as they should.
Quote from: Masquerine on January 30, 2016, 02:03:01 PM
Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.
Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:
My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.
Anyone else experienced this and/or know how to resolve it?
That was a bug, not a feature. Sky only recently figured out how to address problems like that concerning animal behaviors (he's still learning things about coding). What version are you using, the Syndicate D copy from the first page (nexus/mega/yandex) or a copy from github? If its the copy from the first page sources then it'll still have that bug. The current github build appears to have it fixed. In a quick test, I had a variety of hungry animals completely ignore the open door to get at the meat inside, as they should.
I did indeed get it from Nexus. I'll go ahead and reinstall from the Github link in this thread. Thanks for the heads-up.
im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and the crashlog going crazy) ive tried doing a clean install and everything, any advice?
Quote from: Sira_Eimear on January 30, 2016, 06:24:09 PM
im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and the crashlog going crazy) ive tried doing a clean install and everything, any advice?
The crashlog could give a better idea of what caused it, if you can post a picture of it. There was a few things that caused a blackscreen issue like that in Syndicate D, but have been fixed/disabled in the current github build. If you're using the Syndicate D from the first page (nexus/mega/yandex) then my guess would be the shield generators (not nano, other 2 caused that issue on savegame loading). They have since been disabled.
Quote from: skyarkhangel on January 30, 2016, 11:31:31 AM
Quote from: Masquerine on January 30, 2016, 11:21:33 AM
Quote from: Parole on January 30, 2016, 06:25:29 AM
There is a mod called like autoequip and it could make ur pawns wear clothes with specific bonus(research speed, walking speed, etc) instead of armor one but it doesn't work with this pack when u just add it as regular mod. Long time ago I offered to include it in the pack but got no response.
I just gave it a try and Autoequip seemed to be working. I just added it to the end of the mod list (Autoequip and Autoequip+Infusions). I didn't test it for long, but pawns were grabbing clothing pieces with the bonuses they were told to look for. Some mentions in the Autoequip thread say pawns tend to strip naked sometimes. Otherwise, it seems to be working as is.
Plz, test it more, or someone try.
Ill add it on to the end of my load order like Masq and see if I end up with any other problems then what hes listed. :)
Quote from: Masquerine on January 30, 2016, 06:51:10 PM
Quote from: Sira_Eimear on January 30, 2016, 06:24:09 PM
im having a pretty infuriating problem with the pack, for seemingly no reason after a few hours the game will crash and every recent save including autosaves will not load (i get the black screen with menu buttons but no interaction and the crashlog going crazy) ive tried doing a clean install and everything, any advice?
The crashlog could give a better idea of what caused it, if you can post a picture of it. There was a few things that caused a blackscreen issue like that in Syndicate D, but have been fixed/disabled in the current github build. If you're using the Syndicate D from the first page (nexus/mega/yandex) then my guess would be the shield generators (not nano, other 2 caused that issue on savegame loading). They have since been disabled.
Thats probably the case since i was using shields in all the instances i can recall. im looking around but, where can i find the github download?
Using the latest version from github, I can't seem to build the Pod Bed. After digging around, it seems something was changed in an xml file that made it impossible to be built. This is what I changed to fix it.
Mods\Core_SK\Defs\ThingDefs\Buildings_Furniture_SK.xml
change under the Pod Bed designation, ComfyTechTierVI under <DesignationCategory>ComfyTechTierVI</DesignationCategory> to Furniture
and Machining under <researchPrerequisite>Machining</researchPrerequisite> to ComFyTechTierVI
TierVI makes sense since it is the best bed. I totally didn't make it tier III so I can access it earlier...
Quote from: Sira_Eimear on January 30, 2016, 07:47:25 PM
Thats probably the case since i was using shields in all the instances i can recall. im looking around but, where can i find the github download?
https://github.com/skyarkhangel/Hardcore-SK
Github link here. You want the "Download zip" on the right side. That will give you the most up to date version of HSK. Last edit was about 7 hours ago.
What does 2.5-17 and 2.5-18 do? Or the merge? I have a colony going on and I'd rather restart now rather than later if the updates are necessary.
Thanks a ton Masq! ill see if there are any more complications ill post back
Quote from: doodeeda on January 30, 2016, 10:21:37 PM
What does 2.5-17 and 2.5-18 do? Or the merge? I have a colony going on and I'd rather restart now rather than later if the updates are necessary.
2.5-17 and 2.5-18 is how Sky numbers the current build. I'm not sure exactly how he determines which edits should change the number. Once he gets to a certain number then I'm assuming he'll do another public release of HSK. You don't really need to change github builds. Just having any copy right now will give you tons of fixes and changes since the public release of Syndicate D, which was over a month ago.
For some reason I don't seem to be able to plant onions (tested with godmode and without)
anyone else have the same problem?
Quote from: infoweasel on January 30, 2016, 01:44:01 PM
Not sure if this has already been addressed, but I haven't been able to find anything using the thread search tools.
Just started using Hardcore SK (since Ultimate Overhaul died due to drama I guess?) and I'm liking its depth, but one REALLY annoying bug/feature I can't seem to fix:
My domesticated animals apparently don't know how to use doors. Even if I hold them open, they'll attack the door for a random amount of time before they actually go through it, and I have to keep having one of my pawns repair it.
Anyone else experienced this and/or know how to resolve it?
They know how to, this is a behaviour caused by them starving and trying to get to a food source, keep your fertilized eggs away from them evil pets!
Quote from: lude on January 31, 2016, 09:35:42 PM
For some reason I don't seem to be able to plant onions (tested with godmode and without)
anyone else have the same problem?
Onion seems to be planting just fine in Github build 2.5-22. It only has a fertility requirement of 50%, so it should plant on soil without issue. You have to allow the colonists to use seeds instead of direct plant placement via dev menu, as that will break plants. This is because direct plant placement skips the genome generation, which is a feature of "Seeds Please" I believe.
Just finished up with naming/descriptions for plants, plant products and seeds. No more copypasta description for every single seed. I think I got them all, anyway. Names are like Potato Seeds grow Potato Plants, which produce Potatoes. Easy to distinguish it all.
Minor error on seed genomes. The last 2 lines have the code characters which shouldn't be there. Couldn't find how to fix. Picture attached.
[attachment deleted by admin - too old]
Hmm, I meant that I can't utilize seeds, tested in god mode meaning that I was able to chose everything despite researchprerequisite or disabling such prerequisite altogether by researching everything, onions in particular don't show up in the grow list, but good to know it works in 2.5 will migrate soonish (after the current colony)
so, are the genomes saved with the seeds? if so, I have to start with all the seeds? since traders apparently carry some seeds that can't be used to grow
like on my current colony there's a few vegetables i can't grow, but select as opposed to the case with onions where i can't even select it as an option to grow
also if anyone is interested these two will add recipes to the machining and stonecutting table to give a bit more control over what kind of stone to craft (giving the ability to set a minimum amount to work towards to)
has the same time cost and crafting results as their SK equivalent
http://pastebin.com/D1Gdjt6M <machining
http://pastebin.com/HH6nFibq < stonecutting
all hail Itchyflea for making this back in A9
Quote from: lude on February 01, 2016, 07:20:57 PM
Hmm, I meant that I can't utilize seeds, tested in god mode meaning that I was able to chose everything despite researchprerequisite or disabling such prerequisite altogether by researching everything, onions in particular don't show up in the grow list, but good to know it works in 2.5 will migrate soonish (after the current colony)
so, are the genomes saved with the seeds? if so, I have to start with all the seeds? since traders apparently carry some seeds that can't be used to grow
like on my current colony there's a few vegetables i can't grow, but select as opposed to the case with onions where i can't even select it as an option to grow
also if anyone is interested these two will add recipes to the machining and stonecutting table to give a bit more control over what kind of stone to craft (giving the ability to set a minimum amount to work towards to)
has the same time cost and crafting results as their SK equivalent
http://pastebin.com/D1Gdjt6M <machining
http://pastebin.com/HH6nFibq < stonecutting
all hail Itchyflea for making this back in A9
Could just be an old version problem then for plants not planting. I know there was some issues with plants awhile ago, but it seems to have been sorted out by now. The way the Seed Please genome thing works is that every time a plant is planted, that specific plant is assigned a random set of stats. Like one potato plant might be able to grow at night while the one beside it won't be able to. I mention dev mode plant spawning because during my testing I noticed it always broke the plants, and that was why (dev mode skips genome generation). They would probably have worked fine through dev mod spawning fine if Seeds Please wasn't enabled, but that doesn't really matter as they won't break like that during normal play.
There is still a bit of a balance issue with fertility on plants vs soils (3 soils are unable to be used for player growing, but wild plants can grow on them).
You don't need to split the recipes into separate instances to do what you're proposing. Every time you add a "make stone blocks" bill, it gets its own set of possible materials. So in the first bill of "make stone blocks" I set it to do 50x, marble only. In the second bill I can set do 25x, slate only. Both will exist as separate bills with their own rules. I'm just not seeing the benefit of 10 recipes vs 2, other than the bill name being "make granite blocks" instead of "make stone blocks", with granite as the only material choice.
I do see a typo on it though.
[attachment deleted by admin - too old]
The genome thing is pretty nice, looking forward to seeing it in action.
I only recently started using the do x command more because with hardcore SK time ressource is more critical but at later stages I just want to set a bill for a certain thing to always have X in storage instead of ever using the manager or the other, also with the original command it's 12 different recipes even ^^
I didin't check for any typos, I mostly just copy pasted from core_sk to make it compatible,
tho there was one ) instead of a _ at some point
Quote from: Masquerine on February 01, 2016, 04:57:46 PM
Quote from: lude on January 31, 2016, 09:35:42 PM
For some reason I don't seem to be able to plant onions (tested with godmode and without)
anyone else have the same problem?
Onion seems to be planting just fine in Github build 2.5-22. It only has a fertility requirement of 50%, so it should plant on soil without issue. You have to allow the colonists to use seeds instead of direct plant placement via dev menu, as that will break plants. This is because direct plant placement skips the genome generation, which is a feature of "Seeds Please" I believe.
Just finished up with naming/descriptions for plants, plant products and seeds. No more copypasta description for every single seed. I think I got them all, anyway. Names are like Potato Seeds grow Potato Plants, which produce Potatoes. Easy to distinguish it all.
Minor error on seed genomes. The last 2 lines have the code characters which shouldn't be there. Couldn't find how to fix. Picture attached.
The strange characters are there because it's a translatable string and the translation key is missing. Apparently neither core nor any mod provides the <Yes>Yes</Yes> as a translation key.
Yo fellas, is there a way to create seperate stockpiles for Infused and Non-Infused clothing? And a way to prevent workshops from dis-assembling Infused items?
This is troubling me quite a bit! Thanks! :D
Also for weapons! :)
Quote from: Griffith on February 02, 2016, 02:23:48 AM
Yo fellas, is there a way to create seperate stockpiles for Infused and Non-Infused clothing? And a way to prevent workshops from dis-assembling Infused items?
This is troubling me quite a bit! Thanks! :D
Also for weapons! :)
this would be a nice addition
Quote from: Fluffy (l2032) on February 02, 2016, 01:54:47 AM
The strange characters are there because it's a translatable string and the translation key is missing. Apparently neither core nor any mod provides the <Yes>Yes</Yes> as a translation key.
It worked, thanks. "No" was missing as well and was added in. Also fixed a line from CombatRealism that was missing.
don't seem to be able to get anyone to do cleaning with this mod group running, so I'm sure it's something simple but for the life of me I cannot figure it out. any help on this would be great.
Quote from: LowBridge on February 02, 2016, 11:27:50 AM
don't seem to be able to get anyone to do cleaning with this mod group running, so I'm sure it's something simple but for the life of me I cannot figure it out. any help on this would be great.
You need to set a zone for cleaning, so just like for storage/home/growing etc, it's in the same option.
Quote from: Zaraky on February 02, 2016, 12:04:05 PM
Quote from: LowBridge on February 02, 2016, 11:27:50 AM
don't seem to be able to get anyone to do cleaning with this mod group running, so I'm sure it's something simple but for the life of me I cannot figure it out. any help on this would be great.
You need to set a zone for cleaning, so just like for storage/home/growing etc, it's in the same option.
OMG... lol thank you
Doing productions with the Manager mod and using Add Job For Ingredients doesn't work. It makes the ingredients' thresholds like 600 or 1200. So if you want to make like 15 electronic components it queues up for you to make 600 glass frames when you only need 45.
I was using a github build from last night and it seems abominations are trying to spawn out of bounds. (-1000,0,-1000). So the event triggers but they fail to appear and there is no 'jump to' option. Playing on second largest map size.
Quote from: doodeeda on February 02, 2016, 07:33:25 PM
Doing productions with the Manager mod and using Add Job For Ingredients doesn't work. It makes the ingredients' thresholds like 600 or 1200. So if you want to make like 15 electronic components it queues up for you to make 600 glass frames when you only need 45.
Ugh, that's my bad. It gets a bit complicated with recursion and the weird way ingredients are defined/counted in the game code - I did know there was an error there but I didn't get around to fixing it, then conveniently forgot it was even there.
You can manually change the numbers though, it's just the calculated pre-sets that are wrong, it should respect what you set manually. I know that isn't ideal, but it's still better than adding jobs manually, right?
this mod pack more look like a dumpmod than a real modpack, last time i played rimworld was when nine get banned and we lost UOM too with him, i try 2 game with this pack and i play 5 game in 10min to be sure, every game there is around 30 crash at start so all my colonist or almost die or injuries and i start with 3 colonist but dont know how but i always finish to get 10 colonist less than 1min after i start this new world, so i dont want to know what happen to 5min LOL ! well i'm very disapointed to see there are no modpack that can rival UOM few months after his ban :'(.
(this is just my personal opinion and i respect the modpack creator and player who like it at least and sorry for my bad english too :-\)
Quote from: r4ky on February 03, 2016, 06:54:33 AM
this mod pack more look like a dumpmod than a real modpack, last time i played rimworld was when nine get banned and we lost UOM too with him, i try 2 game with this pack and i play 5 game in 10min to be sure, every game there is around 30 crash at start so all my colonist or almost die or injuries and i start with 3 colonist but dont know how but i always finish to get 10 colonist less than 1min after i start this new world, so i dont want to know what happen to 5min LOL ! well i'm very disapointed to see there are no modpack that can rival UOM few months after his ban :'(.
(this is just my personal opinion and i respect the modpack creator and player who like it at least and sorry for my bad english too :-\)
What you're describing is the "crash landing mod", which adds crashing events to the start of the game (and small crash random events later on). This mod is disabled by default as it drastically changes the initial landing/embark. You should retry the game with it disabled to get a better feel of how HSK is intended to be played.
If you played with the Syndicate D build then crash landing was still quite unbalanced at that time. I have tweaked it a bit since, but it is still an optional mod because of the nature of it. It is more intended for players who already have a firm grasp of HSK and want an extra challenge at the start of the game.
Hello everyone.
I didn't played Rimworld since alpha 9 and back then, I was playing with more than 100 mod without problem of compatibility.
I want to restart playing this game but hate to play it wihout A LOT of mod. I think about taking this modpack (easier than taking all those mod 1 by 1 o-O) but I have some question.
Can I still play this modpack without some of those mod simply by unpicking them in the game (I talk about superior crafting and combat realism to be clear, I hate them) without a problem of compatibility ?
And second question, can I ad some over mod I find interresting but not in the pack without to much problem ?
Thank you by advance for the response :)
Hey HBK, you can add mods to the modpack, depending on what they do they might break the game also you can unpick most mods, I dunno about combat realism, since there's quite a few patches integrated I'd guess.
For starting again this mod is pretty hardcore, progression is a lot slower than vanilla and if you don't know what to build in what order it adds to the difficulty a lot, take a map that makes it possible to grow food all year round.
-edit-
also tried 2.5 out, really nice work/progress from 2.4d
day 39
a tribe of norbals is trying to cross my lands (about 50 or 60 people) they're being hunted by a dozen norbals from another tribe (i really liked the story elements you put in there)
When I started to put the bottoms have my Koliniesten stopped working and for them then just stood waiting. Does anyone have a solution for this?
Quote from: Hec5 on February 04, 2016, 09:30:34 AM
When I started to put the bottoms have my Koliniesten stopped working and for them then just stood waiting. Does anyone have a solution for this?
What bottoms?
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)
Let's see if removing backpacks from the game will fix this, but I doubt it.
--- edit ---
does anyone by chance know of a quick little hack to disable prisoners from going on rampages? beside treating them well enough :P
Ok thank you Lude :)
I tested rapidly a game with the mod pack and see that their is no solution to disable "superior crafting", I can play with "combat realism" but "superior crafting" in my opinion add difficulty just to adding difficulty and not adding fun. Really no way to disable it and keep all the other mod ?
In last solution, I could took all the mod in the forum manually 1 by 1 but if I can do otherway, I take it xD
Quote from: HBKRKO619 on February 04, 2016, 01:00:04 PM
Ok thank you Lude :)
I tested rapidly a game with the mod pack and see that their is no solution to disable "superior crafting", I can play with "combat realism" but "superior crafting" in my opinion add difficulty just to adding difficulty and not adding fun. Really no way to disable it and keep all the other mod ?
In last solution, I could took all the mod in the forum manually 1 by 1 but if I can do otherway, I take it xD
I think superior crafting will be the least of the add to difficulty options, what you could do is track down a few recipes and defs to adjust them to an easier gaming experience if you want you can have my recipe changes, a few "bottleneckish" recipes (which now with 2.5 are less of a problem anyway due to how ore is handled now) it adds between 20 and 100% of certain products, also two mods that in my opinion work well together with the difficulty curve are
Powerless! and Adaption Refusal,
Adaption Refusal requires you to go into devmode and debug finish the research on it once you started a game, but it offers interesting lowtech solutions that are based completely on iron ore, iron eating bacteria for power and food(bacteria generators are only buildable after having aquired power other wise and produce 125 or 400 watt but only require iron ore (refined with two power needing workshops which basically both produce low quality food replacement stuff by magical algae bacteria stuff https://en.wikipedia.org/wiki/Iron_bacteria (https://en.wikipedia.org/wiki/Iron_bacteria)).
You could also edit the research definition to have less of a research requirement (it's over 100000 altogether, thus only really debuggable or total end game after having researched everything)
Powerless adds low level furniture, seedless and thus not balanced crop/farmstuff (so don't break your gaming experience with it) it also adds tree stumps for seats, log tables, charcoal pit, meat smoker and other low tech stuff, it also adds slightly imba powerless lighting that costs one glowstone and 50 silver, there's a bigger more expensive variant as well, but glowstone is not too common.
For my personal experience I edited the powerless workshops to include hardcore SK recipes and linked stuff that just made sense.
Right tool for the haul is also nice, but it's awfully buggy and having any carts can either work fine or occasionally fuck up your pathfinding and make the game considerably more slow.
Overall I can just give you the advice to try some more with the pack and customize it to your needs, it's pretty well made and has a lot of thought and love poured into it, especially 2.5d is awesome imho.
Anyway, imagine you'd just cut all research costs in half or put the to 75%, having a look at the crashlanding options and templates might also be interesting and it's okay if you give yourself 500 luxory meals and an icicat to keep it fresh to survive the first year, after one or two tries the learning curve is over and it's a lot less difficult but still very rewarding.
This modpack is particularly hard to get into after a long rimworld break.
Ok Lude, thank again, I will try again without the sentation to hate before even the beginning "superior crafting" and see if I can succed ^^
You talk about the 2.5 version of the modpack and I see it to in the second post of the thread but I only see the 2.4 in download link ??? any solution or i'm blind xD ?
https://github.com/skyarkhangel/Hardcore-SK you can get it here, becareful with prisoners tho, my game sometimes crashes when they berserk so I save a lot and sometimes use the give good thought tool to prevent it.
to install you need to delete everything in the mod folder but Core
or make a copy of the whole game and make a shortcut with -savedatafolder savedata at the end, it'll be a portable version then and you can play several modpacks without a hassle
also try out Adaption Refusal (needs devmode/godmode to unlock in the research bench) and Powerless! (works out of the box) i personally use small patches of the plantables there but will seedify it at some point for my personal use so it's more balanced, turnips are nice you can prepare them and then use the turnip greens together with hay to make silage for your animal farm ^^ at least that's what i do
--- edit ---
if a prisoner has a shield and goes berserk, tries to attack anything, it crashes on my end
time to amputate some limbs
don't want nasty naked norbs littering my prison
Ok thank you, I will start my game with this version :)
I hate to be that guy but I can't find the download for Version 2.5. The Nexus only has 2.4 and the uploads on the forum are 2.4 as well.
Quote from: Noopy on February 04, 2016, 11:34:51 PM
I hate to be that guy but I can't find the download for Version 2.5. The Nexus only has 2.4 and the uploads on the forum are 2.4 as well.
On here https://github.com/skyarkhangel/Hardcore-SK
I also tried 2.5, for some reason whenever I save and load a game, even at the start, with correct mod load order, the screen goes black and the error log thingo goes nuts. Not sure why :(
There appears to be some severe bugs with the Abomination event. Firstly, of the 4 pod drops I've had all 4 have been Abomination events. Not sure if this is intentional but if it is then it is probably necessary to reconsider as it becomes nothing but an "annoyance" event.
Secondly, something goes drastically wrong with saving and loading at any stage when a pod drop has occurred. If you have a captured pod person and you save/load between their capture and abominization (?) you will duplicate the event. ATM I have 4 pod dropped abominations because of this. It seemed to lead to a unavoidable lockup of Rimworld as well after the first Abomination.
Thirdly, cryocasketing the dropee before they are abominized (?) will cause a lockup under almost all circumstances from what I can tell.
Finally the abomination is butcherable but drops no meat. I don't know whether people should eat space monster meat but it's worth a rework.
This is all from the github version.
Quote from: CheekiestBreekiest on February 05, 2016, 01:02:43 AM
There appears to be some severe bugs with the Abomination event. Firstly, of the 4 pod drops I've had all 4 have been Abomination events. Not sure if this is intentional but if it is then it is probably necessary to reconsider as it becomes nothing but an "annoyance" event.
Secondly, something goes drastically wrong with saving and loading at any stage when a pod drop has occurred. If you have a captured pod person and you save/load between their capture and abominization (?) you will duplicate the event. ATM I have 4 pod dropped abominations because of this. It seemed to lead to a unavoidable lockup of Rimworld as well after the first Abomination.
Thirdly, cryocasketing the dropee before they are abominized (?) will cause a lockup under almost all circumstances from what I can tell.
Finally the abomination is butcherable but drops no meat. I don't know whether people should eat space monster meat but it's worth a rework.
This is all from the github version.
I noticed the duplication too, but I reloaded often due to the verbcast bug with the shield, probably a bug i have alone and none else
also version 2.5 is not compatible with 2.4 it requires a new colony, let alone for rimworld manager
Quote from: Griffith on February 05, 2016, 12:25:00 AM
Quote from: Noopy on February 04, 2016, 11:34:51 PM
I hate to be that guy but I can't find the download for Version 2.5. The Nexus only has 2.4 and the uploads on the forum are 2.4 as well.
On here https://github.com/skyarkhangel/Hardcore-SK
I also tried 2.5, for some reason whenever I save and load a game, even at the start, with correct mod load order, the screen goes black and the error log thingo goes nuts. Not sure why :(
Thanks a lot for the link! I fresh installed it and it's working fine for me, no black screen, no error log. Did you find out what was wrong?
Quote from: CheekiestBreekiest on February 05, 2016, 01:02:43 AM
There appears to be some severe bugs with the Abomination event. Firstly, of the 4 pod drops I've had all 4 have been Abomination events. Not sure if this is intentional but if it is then it is probably necessary to reconsider as it becomes nothing but an "annoyance" event.
Secondly, something goes drastically wrong with saving and loading at any stage when a pod drop has occurred. If you have a captured pod person and you save/load between their capture and abominization (?) you will duplicate the event. ATM I have 4 pod dropped abominations because of this. It seemed to lead to a unavoidable lockup of Rimworld as well after the first Abomination.
Thirdly, cryocasketing the dropee before they are abominized (?) will cause a lockup under almost all circumstances from what I can tell.
Finally the abomination is butcherable but drops no meat. I don't know whether people should eat space monster meat but it's worth a rework.
This is all from the github version.
with Abomination not solved some bugs yet. But, i think soon find & fix them.
on Github, today were update with Locusts mechanic.
The skshield.verb crash on unarmed people might be fixed with this
https://github.com/Skullywag/MedievalShields/commit/9a14e235aa1d1c305f641caf31e116675750f931
Quote from: lude on February 05, 2016, 01:58:00 PM
The skshield.verb crash on unarmed people might be fixed with this
https://github.com/Skullywag/MedievalShields/commit/9a14e235aa1d1c305f641caf31e116675750f931
ok. i'll check this.
Love this mod a lot !! totally change the game but it's fun !!
I have a big concern though : how do I get steel ? you get a certain amount of steel but very limited.. and I can mine is iron.. help please :)
You have to craft steel bars at a furnace. It uses either coal ore or charcoal from wood logs (done at the same furnace) and requires iron ore.
Damn I need carbon to make a furnace ;D
Mmmmmm
Thank you buddy ! I'll try and find Carbon.....
Fred you can change what materials that furnace is made of, you need to create some stone blocks first and use those
Quote from: lude on February 05, 2016, 05:12:39 PM
Fred you can change what materials that furnace is made of, you need to create some stone blocks first and use those
yeah thank you ! I just figured it out thank you !
I'm creating it now as we speak ! thanks a lot guys !!
Quote from: Noopy on February 05, 2016, 10:32:48 AM
Quote from: Griffith on February 05, 2016, 12:25:00 AM
Quote from: Noopy on February 04, 2016, 11:34:51 PM
I hate to be that guy but I can't find the download for Version 2.5. The Nexus only has 2.4 and the uploads on the forum are 2.4 as well.
On here https://github.com/skyarkhangel/Hardcore-SK
I also tried 2.5, for some reason whenever I save and load a game, even at the start, with correct mod load order, the screen goes black and the error log thingo goes nuts. Not sure why :(
Thanks a lot for the link! I fresh installed it and it's working fine for me, no black screen, no error log. Did you find out what was wrong?
Not sure what the go is, but Crash Landing gives me quite a few errors. Especially in Mountanious terrain. Might have to play without it for the moment. :)
new bug after playing for a while (a year)
Quote
System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator93.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at Hospitality.IncidentWorker_VisitorGroup.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
it doesn't do anything bad but probably slows down, counts a few hundred per second
a few minutes after a visitor spawned, perhaps unrelated
--- edit ---
Could you please, if possible change the blight incident to not kill all plants, just ~99? Also is there a way to increase the maximum number of bills per station? Perhaps I should just start using Rimmanager instead of dealingw ith limited bills on a crafting station :E oh well let's do this
It's something goes wrong with event "VisitorGroup" in hospitality, where script failed to execute incident with generated parameters. It's a rare accident.
Quote from: lude on February 05, 2016, 08:53:45 PM
new bug after playing for a while (a year)
Quote
System.ArgumentNullException: Argument cannot be null.
Parameter name: source
at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Where[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator93.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_NeutralGroup.SpawnPawns (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
... [cut]
it doesn't do anything bad but probably slows down, counts a few hundred per second
a few minutes after a visitor spawned, perhaps unrelated
Can confirm, this just happened to me too. Slows the game down to a 10% FPS rate. I'll too attach the error log but I think It's the same. Happened after a year.
[attachment deleted by admin - too old]
Anyone else have a significantly less amount of raider/trader/visitor encounters with 2.5? I have 4 different factions really close to my base, in 2.4 Id have traders 2/3 times a week. I havnt had a single trader/raider and only 1 visitor since in about ~4 hours of gameplay?
Hey Skyark! I just had raptors arrive in 2.5 (3 of them) and no option to hunt/tame them shows up. Even the "O" shortcut button for hunt wont work. I have to enlist a guy and manually control him to kill them. Intended? :). I can throw up my save file if you need.
It's not normal when I to build this up a field of 20x20 4-5 days takes the shelves, even though I have the materials? (From time to time are simply deviated and wait, or leave the material lying there, waiting.)
Is this a bug or do I have something in because change config?
Has a time to give me a little info?
I'm using 2.5 and now my tables have weird "range" where people will only use them in a certain distance. Can I extend it? If not how can I remove it?
Quote from: Griffith on February 06, 2016, 10:18:08 PM
Anyone else have a significantly less amount of raider/trader/visitor encounters with 2.5? I have 4 different factions really close to my base, in 2.4 Id have traders 2/3 times a week. I havnt had a single trader/raider and only 1 visitor since in about ~4 hours of gameplay?
Hey Skyark! I just had raptors arrive in 2.5 (3 of them) and no option to hunt/tame them shows up. Even the "O" shortcut button for hunt wont work. I have to enlist a guy and manually control him to kill them. Intended? :). I can throw up my save file if you need.
Hello! It's random. In latest 2.5, Raid event takes into account the outdoor temperature and weather. No raids when outd. temp below -65 or higher then +53. No raids when blizzard, heavy rainstorm.
Raptors now in hidden "bountyhunter" faction, but it will be removed. Bcs, successfully were added own brokenstate.
Quote from: Noopy on February 08, 2016, 12:55:35 AM
I'm using 2.5 and now my tables have weird "range" where people will only use them in a certain distance. Can I extend it? If not how can I remove it?
You can build as many tables as necessary. What problem? Range used only for a party to search alcohol and drafted members for party
Quote from: Hec5 on February 07, 2016, 05:07:35 AM
It's not normal when I to build this up a field of 20x20 4-5 days takes the shelves, even though I have the materials? (From time to time are simply deviated and wait, or leave the material lying there, waiting.)
Is this a bug or do I have something in because change config?
Has a time to give me a little info?
You should force joy as well as work in the restrictions, I usually have mine at anything, but having several joy and work restrictions a day leads to them chosing jobs a bit more intelligent and feeding themselves better as well as make hauling work a lot better.
So if you don't force work every day it can take a long time and then there is a mod called tool for the haul which might break pathfinding if you have it installed (with the modpack together)
also that raptor pack should count as enemy and be autoshot at
--- edit ---
also I noticed that seedless makes everything die on harvest and leaflessness that isn't a tree and that is not very realistic, I changed most of it for my personal use to reflect reality now, I wish there were three stages of "frost" aka "leaflessness"
because beans and a few other stuff would survive slight frost, just not heavy
also I really missed the non plantable raspberry bushes for aesthetic reasons (so I dropped new ones after I changed it)
are you by chance interested in it? some seed prices might be to low to work with it, since all bushes do not die on leaflessness nor harvest tho all of it is easy to change, also I added grass and tallgrass back in so they are genomed now as well, haygrass should be too (and I checked every plant on google for lifecycle and frost survivability, things like cotton I left as an annual, even tho it's a perrenial, but the harvest periods are too short in game and after 2-3 harvests they'd produce a lot less or less quality anyway)
I'm really enjoying the new events, especially the "darkness" one, that's cool AF. As a suggestion, can you make it so that the little blobs of darkness creatures could actually spawn "inside" were theres no light? I found it was easy to just hole up in the base while they go away since they can't go through doors. Instead if they could spawn inside the base where there are no lights, it could be a little more interesting.
Meteorites, great idea. I think though that they should always be made of some rare metal instead of 70% slate-marble-etc and should drop more resources. Maybe some should contain rubies or other gems too.
Static signals, what do they do? Does it remove trade ships currently in range?
---
Other things: most recipes' description for higher end armors contain only "ingredients" instead of what actually requires, making it difficult to figure out how to build what.
advanced mine extractor still drops titanium alloy instead of ilmenite ore.
sand is a very, vey important resource and compared to how much of it is needed it's very time consuming to make. for myself I made it so a chunk of stone is directly broken down into 100 sand at the electric workbench, instead of having to go through the chunk>block>rubble>sand cycle.
great work, keep it up!
Quote from: pongvin on February 08, 2016, 01:30:58 PM
sand is a very, vey important resource and compared to how much of it is needed and it's very time consuming to make. for myself I made it so a chunk of stone is directly broken down into 100 sand at the electric workbench, instead of having to go through the chunk>block>rubble>sand cycle.
for the time being you could build a sand plot for 20 each and designate it to be gathered which nets 5-8 and is a low prio mining but comes before rubble and after peat
i doubled the income of glass batches so i only have to do one batch per batch of glass frames
it helped a lot with the sand problem, even tho concrete still eats large numbers of it
Quote from: skyarkhangel on February 05, 2016, 02:37:13 PM
Quote from: lude on February 05, 2016, 01:58:00 PM
The skshield.verb crash on unarmed people might be fixed with this
https://github.com/Skullywag/MedievalShields/commit/9a14e235aa1d1c305f641caf31e116675750f931
ok. i'll check this.
Sky if you took a copy of my shields before this commit its definitley your issue. Should be a simple fix. :)
Updated github version with a lot of fixes & rebalance in events. I hope events with Abomination would work fine :) Hospitality returned. Reworked Earthquake, no flame explosion in conduits. Reworked powerplant explosion event. Darkness event now more dangerous + some fixes. Improved Insect AI and other.
Quote from: skullywag on February 09, 2016, 03:29:04 AM
Quote from: skyarkhangel on February 05, 2016, 02:37:13 PM
Quote from: lude on February 05, 2016, 01:58:00 PM
The skshield.verb crash on unarmed people might be fixed with this
https://github.com/Skullywag/MedievalShields/commit/9a14e235aa1d1c305f641caf31e116675750f931
ok. i'll check this.
Sky if you took a copy of my shields before this commit its definitley your issue. Should be a simple fix. :)
It's Wivex like shields, but AllowCast part the same :) Thank you, now it works fine :)
I like this mod, but i have a question. Is it normal that every living thing on the map become malaria at the beginning of the game? I cant build anything after a few days because my colonist are all infected. I use the new git version.
Quote from: Soulcube on February 12, 2016, 09:41:00 AM
I like this mod, but i have a question. Is it normal that every living thing on the map become malaria at the beginning of the game? I cant build anything after a few days because my colonist are all infected. I use the new git version.
In latest malaria were temp. removed untill i will not do optimal algorithm. You can update without start new game.
Quote from: skyarkhangel on February 09, 2016, 07:09:36 PM
It's Wivex like shields, but AllowCast part the same :) Thank you, now it works fine :)
Yeah his shield are my shields ;)
I'm going to address the recipes displaying "ingredients" instead of what they actually need, where possible. I'll fix up a few related things with recipe names and descriptions while I'm at it as well ("Produces X" missing on some, for example).
Been busy painting the house, which is why I have not done much lately. So many things to move, so many things to paint. Been about 10 years since anything was painted. Funny to see what you thought was white trim get painted with a fresh coat of white. Two very different colors.
the latest version from github for some reason causes a black screen when i load a save game (even ones made after adding the updated version of the modpack.) and the console displays alot of warnings bout not being able to find certain mods
Quote from: SuNnYxD on February 13, 2016, 12:27:25 PM
the latest version from github for some reason causes a black screen when i load a save game (even ones made after adding the updated version of the modpack.) and the console displays alot of warnings bout not being able to find certain mods
It's a sign of a corrupt save, if all your saves are like this, I doubt if there's any way to recover them. Upload the output_log.txt file from your game directory so the creators can check what caused it.
Quote from: pongvin on February 13, 2016, 01:16:51 PM
Quote from: SuNnYxD on February 13, 2016, 12:27:25 PM
the latest version from github for some reason causes a black screen when i load a save game (even ones made after adding the updated version of the modpack.) and the console displays alot of warnings bout not being able to find certain mods
It's a sign of a corrupt save, if all your saves are like this, I doubt if there's any way to recover them. Upload the output_log.txt file from your game directory so the creators can check what caused it.
It could be that you didn't do a clean install (not just overwrite - use a fresh, unmodded rimworld copy) or you forgot about the modsconfig.xml. I'm using the latest and save/reload is working properly without errors. Using old saves with a new mod version can cause errors though.
The problem with simply overwriting HSK copies on top of each other is, from time to time small mods get merged into core_sk. Mods also sometimes get disabled to fix serious bugs. This means that the original mod location/modlist entry will conflict with the duplicate in core (as the original was meant to be deleted in the newest update). That's how you get conflicts about it not finding mods and such. I've run into it a few times on accident.
Quote from: Masquerine on February 13, 2016, 02:55:44 PM
Quote from: pongvin on February 13, 2016, 01:16:51 PM
Quote from: SuNnYxD on February 13, 2016, 12:27:25 PM
the latest version from github for some reason causes a black screen when i load a save game (even ones made after adding the updated version of the modpack.) and the console displays alot of warnings bout not being able to find certain mods
It's a sign of a corrupt save, if all your saves are like this, I doubt if there's any way to recover them. Upload the output_log.txt file from your game directory so the creators can check what caused it.
It could be that you didn't do a clean install (not just overwrite - use a fresh, unmodded rimworld copy) or you forgot about the modsconfig.xml. I'm using the latest and save/reload is working properly without errors. Using old saves with a new mod version can cause errors though.
The problem with simply overwriting HSK copies on top of each other is, from time to time small mods get merged into core_sk. Mods also sometimes get disabled to fix serious bugs. This means that the original mod location/modlist entry will conflict with the duplicate in core (as the original was meant to be deleted in the newest update). That's how you get conflicts about it not finding mods and such. I've run into it a few times on accident.
this might explain that as when i took a look at the mods from the main menu, it tells me that some of the mods from the previous mod pack version was also currently added to the game (hospitality 1.08 for example)
In this particular case all upgrades von 2.4 to 2.5 will not be loadable, let alone because of the update of Rimworld Manager in it.
Hello when I activate the mod Crash Landing supplied in the pack but not enabled by default my search list is completely empty, no research is possible, if someone already had problem? A solution ?
Quote from: Badboy076 on February 15, 2016, 01:12:04 PM
Hello when I activate the mod Crash Landing supplied in the pack but not enabled by default my search list is completely empty, no research is possible, if someone already had problem? A solution ?
Looks to be a bug. I'm not sure why it would be doing it, as I didn't think crash landing had any research associated with it. Sky can figure it out. Error attached.
Oh, error says CCL. Guess a conflict with it.
[attachment deleted by admin - too old]
I suggest to play with disabled CrushLanding. There are a few incompatibilities with some mods now.
That error appears to be CCL related only indeed.
It's not the pack, it could be the mod but I got the exact same error when playing with a totally dif. mod that's using research conditions.
Wait and see... And report in CCL topic with your output_log files to help spot the pb, please :)
Even better: create or comment issues in CCL github (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues)
the research tab error only appears with CCL and adding mods without restarting
<li>RedistHeat.PlaceWorker_WallChecker</li>
doesn't work for most walls (all the modded ones), which disables almost all temperature/airflow solutions/structures on them
might also be another placeworker
OK thank you, I will follow with great interest mod pack
I added in the manual Refine Crude Oil recipe and modified it a bit (you process 35 crude oil and get all products in varying amounts, similar to real life crude oil processing). The amounts may need to be tweaked, but I want to see what people say about it first so feedback is welcome. The recipe was added to the Petrochemical Plant. Oil Refinery has been temporarily disabled (as it is currently useless).
I attempted to modify the Oil Refinery to become a manual craft station like the Petrochemical Plant, but the Oil Refinery had no right click option no matter what I did. The bill was there, I could set it but they could never actually do it. Worked fine on Petrochemical Plant though, so I went with that option. Since I couldn't get the Oil Refinery to work as intended, I simply reverted my changes and disabled the building and its hopper.
Having the processing like this will clear up the massive production delay on oil refining due to the slow, autonomous process that only granted 1 product at a time.
Going to tackle the "ingredients" on weapons and clothing now. It's a slow process for clothing, but it's coming along. Line 720 of 15k~! Woo!
Does this work with 914 version? Mine keeps crashing before I can even load the application
Quote from: Curgon on February 18, 2016, 02:19:53 PM
Does this work with 914 version? Mine keeps crashing before I can even load the application
Yes, it is for V 914. HSK may take a few minutes to load up the first time you install it depending on your computer. It may say "Rimworld is not responding" but just let it sit and it'll load.
Made it to line 4,900 of 13,200 (was 15.2k at start). Original file decreasing in lines as I create the recipes properly. Another day or two to finish up.
8.2k of 12.1k. Soon.
File done. Now to test and check every single recipe in game. Again.
Had a few minor errors, missing <> and whatnot. All fixed. Just need to verify the recipes in game to make sure everything is correct, and then all the clothing will be done. Do that in the morning.
Looks bug-free. Committing.
Weapon recipes next for description/"ingredient" fixes. Looks like guns are okay, melee and neolithic not. Fixing.
Epic moment from russian stream. Rey Torturer, Extreme. Glacier. No Save/Load. True hardcore for Pro-gamers.
Pro-gamers choose Hardcore SK: 2.5
https://www.youtube.com/watch?v=xOUbwyV8G_w
How do I make composters? Do I need to research something?
edit: nvm i found it, had to research agriculture twice
So do you put these mods in the same folder as the CORE? I added these mods to a subfolder that is in the /mod folder, so essentially there is CORE and then the other folder for my mods, is this not correct?
Quote from: Curgon on February 20, 2016, 09:39:22 AM
So do you put these mods in the same folder as the CORE? I added these mods to a subfolder that is in the /mod folder, so essentially there is CORE and then the other folder for my mods, is this not correct?
All the HSK folders get dumped into the /mods folder. I'll attach a picture to show. You also have to take the modsconfig.xml that will be in the /mods folder with the rest and move it to a different location so that Rimworld can automatically load the mods in the correct order. Taken from page 1 of this thread:
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
That's the location where modsconfig.xml has to go. Then you can start the game (may take a couple minutes to load it all up).
[attachment deleted by admin - too old]
Its weird because I added them all, activated them all, loaded in the game, so no difference.
Is there something obvious I'm missing about feeding animals? I have sleeping spots, an accessible zone full of raw fish, cooked meats etc, as well as a feeding bowl full of raw fish, animals are omnivorous so they should be eating, yes? They wait until very hungry then start attacking open doors instead of eating.
Quote from: Jotun on February 20, 2016, 10:56:00 AM
Is there something obvious I'm missing about feeding animals? I have sleeping spots, an accessible zone full of raw fish, cooked meats etc, as well as a feeding bowl full of raw fish, animals are omnivorous so they should be eating, yes? They wait until very hungry then start attacking open doors instead of eating.
Loved to know this as well!
Is the food at an edible temperature? I had my first animals starve to death because I didnt notice they cant eat frozen meat.
Quote from: Riun on February 20, 2016, 12:06:34 PM
Is the food at an edible temperature? I had my first animals starve to death because I didnt notice they cant eat frozen meat.
I wondered about that but yes, some of it is at edible temperature.
How do the mapGeneratorBlueprintDefs under Miscellanious_SK work? It's the ones that generate the village buildings. Is there some custom code somewhere beyond the xmls or is the blueprint system a thing that I can do with just the core game?
Quote from: Megfir on February 20, 2016, 02:59:31 PM
How do the mapGeneratorBlueprintDefs under Miscellanious_SK work? It's the ones that generate the village buildings. Is there some custom code somewhere beyond the xmls or is the blueprint system a thing that I can do with just the core game?
https://ludeon.com/forums/index.php?topic=3612.0
In off. page Miscellanious, you can found sources for "map generator".
Also, Haplo will be happy if you want to make your own blueprints.
i watched quill18 play with this mod on stream last night :D great fun i drew this meanwhile.
https://pbs.twimg.com/media/CbrTwlTWIAADtHR.jpg
he got so many traders and raptors that all killed each other in front of his base and he could get the loot
I can't seem to get the game to load. After a few minutes the game goes unresponsive and I close it. I've done a fresh install, started up the game once, quit, found the config folder and deleted the modsconfig.xml there, transferred all the mods from the zip folder to the Rimworld mods folder and then cut and pasted the modsconfig from the zip file into the config folder in appdata/locallow/LudeonStudios/Rimworld/Config.
Sometimes I can start the game fine but when I click on the "mods" button in the main menu the game again goes unresponsive after a few minutes and crashes.
EDIT: I fixed it. I don't know how but the 5th time or so trying I can now load the mods menu. Takes a little while the first time but it's working. Maybe I wasn't being patient enough? I'm not sure. Thanks for putting the pack together and to all the modders who contributed! Wish my colonists luck, they're going to need it!
For this mod, is there a new way to make aluminum? I couldnt find the exact recipe
Quote from: Curgon on February 21, 2016, 01:52:31 PM
For this mod, is there a new way to make aluminum? I couldnt find the exact recipe
It appears that the recipe is missing from the smelting furnace. Looks like it is on the electric smelter still though. I'll fix that. The recipe existed for it, it just didn't get added to the building again.
Quote from: Curgon on February 21, 2016, 02:39:10 PM
Is the electric smelter missing as well?
The electric smelter was still in game with the aluminum recipe for it. It was only the non-electric version of the recipe that was missing for whatever reason.
Is the electric smelter missing as well?
Hello there, I haven't messed with mods for rimworld in a while so i cannot remember and i have a question for this modpack upon installation. What do i do with the new core i get with the download? (ps- im on mac, just in case that has something to do with it)
posting so i can find this later lol
Quote from: msgunner501 on February 21, 2016, 10:46:27 PM
Hello there, I haven't messed with mods for rimworld in a while so i cannot remember and i have a question for this modpack upon installation. What do i do with the new core i get with the download? (ps- im on mac, just in case that has something to do with it)
All of the mod folders in HSK get placed in /mods. When it asks to overwrite "core" say yes. You'll need to copy the modsconfig.xml to a different location so Rimworld can read it (this is the auto-sort mod order list). For mac it should be:
/Users/your user name/Library/Application Support/RimWorld/Config
Copy and paste the modsconfig.xmle from HSK to that location, then you can start rimworld. You might have to let it sit for a few minutes to load everything the first time.
Fixed up the apparel recipes, material applied type and cost. Will fix the same for melee weapons/neolithic in the morning. Need to tweak the masks a little still.
Is Cataclysm not out yet? If so when will it be released?
I'm getting some very long load times using this pack, even after the first time loading. Clicking on the "mods" button in the main menu also takes a very long time to load too. When I say "long time" I'm talking around 30min+ to start the game and ~10min or so to access the mods menu. Is this normal? If not, do you have any idea what's going on? From searching around on the forums I saw that there was a bug with Unity's image loading code where it would only read 1 file ever 3 seconds which could lead to long load times in modded scenarios but that was almost a year ago and back in A10. I'm using A12d (Version 0.12.914 rev777) of Rimworld.
I've played the Ultimate Overhaul Pack before on Rimworld and it would take about 15min to load up for the first time but after that it was always less than 5min or so and accessing the mods menu was basically instant. The only thing that's changed on my PC is the amount of RAM. I upgraded from 8GB to 32GB, so if anything it should be faster!
Here are my specs in case you need them: AMD Phenom II X4 965 3.4Ghz processor and a GeForce 660 with 32GB of RAM running Windows 7. I can provide more if it would help figure out what's going on.
The long load times are just killing any motivation I have to play with the pack which is a shame because it looks like it'd be a lot of fun!
EDIT: Come to find it's an issue with Unity and Himachi...Don't know how that works out but disabling the Himachi Network seems to have fixed it. Such an odd bug.
Quote from: winowmak3r on February 23, 2016, 05:13:14 PM
I'm getting some very long load times using this pack, even after the first time loading. Clicking on the "mods" button in the main menu also takes a very long time to load too. When I say "long time" I'm talking around 30min+ to start the game and ~10min or so to access the mods menu. Is this normal? If not, do you have any idea what's going on? From searching around on the forums I saw that there was a bug with Unity's image loading code where it would only read 1 file ever 3 seconds which could lead to long load times in modded scenarios but that was almost a year ago and back in A10. I'm using A12d (Version 0.12.914 rev777) of Rimworld.
I've played the Ultimate Overhaul Pack before on Rimworld and it would take about 15min to load up for the first time but after that it was always less than 5min or so and accessing the mods menu was basically instant. The only thing that's changed on my PC is the amount of RAM. I upgraded from 8GB to 32GB, so if anything it should be faster!
Here are my specs in case you need them: AMD Phenom II X4 965 3.4Ghz processor and a GeForce 660 with 32GB of RAM running Windows 7. I can provide more if it would help figure out what's going on.
The long load times are just killing any motivation I have to play with the pack which is a shame because it looks like it'd be a lot of fun!
EDIT: Come to find it's an issue with Unity and Himachi...Don't know how that works out but disabling the Himachi Network seems to have fixed it. Such an odd bug.
Yes. Need to switch off Hamachi:)
Please tell me how to make advanced mechanism.
I researched all project,but I couldn't find "Lathe" in Hi-tech.
Is this Electric Assembling Workbench?
Quote from: yukkuri on February 25, 2016, 04:27:53 AM
Please tell me how to make advanced mechanism.
I researched all project,but I couldn't find "Lathe" in Hi-tech.
Is this Electric Assembling Workbench?
Yes it is. That bench was renamed to follow the pattern of other benches. So you go from Assembling Bench to Electric Assembling Bench like you would the Hand Sawmill to Electric Sawmill. The description probably didn't get changed on that yet. Will fix.
Started a game with steel pickaxe, as my colonist equip them, they will just be standing there if there`s nothing to mine. If there is something to attack nearby, they will automatically target and attack them with the pickaxe.
Is this normal or a weird bug I just came across?
Quote from: Zaraky on February 25, 2016, 01:47:45 PM
Started a game with steel pickaxe, as my colonist equip them, they will just be standing there if there`s nothing to mine. If there is something to attack nearby, they will automatically target and attack them with the pickaxe.
Is this normal or a weird bug I just came across?
Which version of the modpack are you running? 2.4d or the one from github?
Quote from: Zaraky on February 25, 2016, 01:47:45 PM
Started a game with steel pickaxe, as my colonist equip them, they will just be standing there if there`s nothing to mine. If there is something to attack nearby, they will automatically target and attack them with the pickaxe.
Is this normal or a weird bug I just came across?
Sounds like part of the "defend home area" feature Sky added not long ago. When colonists are given melee weapons, any hostile thing that enters a "home zone" can be automatically attacked and defended against. So things like flies and mosquitoes will automatically be killed instead of having to manually designate them to be killed. Helps prevent the hunter friendly fire incidents too.
It seems to be working correctly. I gave mine some pickaxes and mining orders. They did that and when done, I made stockpile. They were moving things until some mosquitoes interrupted and wandered into the home area, where all 3 colonists proceeded to pickaxe the mosquitoes to death. After that they went back to working.
Quote from: Masquerine on February 25, 2016, 02:06:01 PM
Quote from: Zaraky on February 25, 2016, 01:47:45 PM
Started a game with steel pickaxe, as my colonist equip them, they will just be standing there if there`s nothing to mine. If there is something to attack nearby, they will automatically target and attack them with the pickaxe.
Is this normal or a weird bug I just came across?
they only go to atk mode whit melee if they are hunter priority, and watch out (2.5) if colonist become dazed the hunter will go kill them.
If colonist are in standing mode you need check dev log for see the job creating the bug has it overflow job task and making the colonist not moving.
Sounds like part of the "defend home area" feature Sky added not long ago. When colonists are given melee weapons, any hostile thing that enters a "home zone" can be automatically attacked and defended against. So things like flies and mosquitoes will automatically be killed instead of having to manually designate them to be killed. Helps prevent the hunter friendly fire incidents too.
It seems to be working correctly. I gave mine some pickaxes and mining orders. They did that and when done, I made stockpile. They were moving things until some mosquitoes interrupted and wandered into the home area, where all 3 colonists proceeded to pickaxe the mosquitoes to death. After that they went back to working.
anyone cna tell me how to get rubber ???
Rubber is being made at the petrochemical plant (requires an oil extracotor).
The "help" button on the bottom right lets you search for "rubber" (and nearly everything else) to show you were its made, which research is necessary and which materials are used.
With one exception: Where do I make ash?
Quote from: Riun on February 27, 2016, 07:08:33 AM
Rubber is being made at the petrochemical plant (requires an oil extracotor).
The "help" button on the bottom right lets you search for "rubber" (and nearly everything else) to show you were its made, which research is necessary and which materials are used.
With one exception: Where do I make ash?
either make a log fire (tempoary) and burn stuff in there.
or make a crematorium - burn stuff and bodies for ash.
Good day, I Apologize in advance for my spelling. I am German and use Google translator.
I use a Oil Extractor, but this does not promote oeil more and I can tear him not. HAt someone to get close again to Oil a tip for me. the oil field'd me still displayed.
Thanks in advance.
Quote from: Dacksi on February 27, 2016, 12:36:26 PM
Good day, I Apologize in advance for my spelling. I am German and use Google translator.
I use a Oil Extractor, but this does not promote oeil more and I can tear him not. HAt someone to get close again to Oil a tip for me. the oil field'd me still displayed.
Thanks in advance.
destruct the Oil extractor then you can drill it again, and build a new one after, it reset is timer.
Thanks for the suggestion, but I can not him Destruct. I can switch on and off and power supply it only :(
guys im having trouble with my fishes
trouble being that i cannot get any food out of butchering them
it just butchers them, they disappear, nothing comes out
help pls :(
Lennard
Hi Folks,
My colonists won't interact with the Assembling Workbench. I have all the necessary resources but they won't make spare parts. If I order them manually to do so it says that I don't have the necessary resources. Argh!
Does anybody have an idea what to do? :)
Quote from: Dacksi on February 27, 2016, 01:17:18 PM
Thanks for the suggestion, but I can not him Destruct. I can switch on and off and power supply it only :(
true in 2.4d you cant destruct them you need blow it whit artillery. it is fix it 2.5 beta.
Quote from: Haxecutor on February 27, 2016, 04:57:33 PM
Hi Folks,
My colonists won't interact with the Assembling Workbench. I have all the necessary resources but they won't make spare parts. If I order them manually to do so it says that I don't have the necessary resources. Argh!
Does anybody have an idea what to do? :)
check detail of the receipt, you need 30 solid alloy and 30 conduction alloy (normally 30 steel alloy and 30 copper alloy) check if you move pick-up radius of the receipt (make it a bit bigger if you reduce it), check if you not forbidden the ingredients on ground. when if order manually you dont have the ressources you dont have it. be prepare dont read lot of receipt have later on they become complex whit other kind of alloy in the mix.
Colonists just stand and wander at the start. No idea what's causing it.
Quote from: Bob_Namg on February 28, 2016, 01:02:06 AM
Colonists just stand and wander at the start. No idea what's causing it.
which version do you use, if 2.4d, can you share your save maybe i will can help you.
Quote from: Haxecutor on February 27, 2016, 04:57:33 PM
Thanks for the help. Just one more question: Where & how can I produce copper alloy, which I need for the electronic part production? My thought was that either the smelting furnance or the electric smelter would help me here, but nope.
Copper Alloy is made at the Smelting Furnace, which is available from the very start of the game without research. If you are unable to see this, then perhaps you didn't copy over all of HSK's files correctly? When you get asked to overwrite "Core", you need to say yes. Attached is a picture from the latest version of Github HSK with the Smelting Furnace working as intended.
For anyone wondering why Aluminum by hand is absent from the Smelting Furnace, that is because of how the real life process for Aluminum works. In order to create Aluminum from ore, electrical current is needed as a reaction agent. This is why you can't make it by hand and why Coal Ore or Charcoal as a flux won't work like other ores types would. I added a few notes to the deposit, ore and alloy for Aluminum to describe that.
Quote from: angrybold on February 27, 2016, 04:41:44 PM
guys im having trouble with my fishes
trouble being that i cannot get any food out of butchering them
it just butchers them, they disappear, nothing comes out
help pls :(
Lennard
Are you using an old version of HSK? Current Github build seems to be allowing proper butchery of fish. I tested all the recipes on the Butcher Table. I know in Syndicate D there were a few issues with fish butchery, but it seems to be fine now.
We're still trying to get to the bottom of the "traders don't have goods/won't trade" issue. This one is stubborn because there is no actual error mentioned in the log, but something is obviously wrong.
[attachment deleted by admin - too old]
Hello,
How stable is the 2.5 version on GitHub? How close to release is it?
Also in my experience modding, the trader not trading/no inventory issue often has to do with the TraderDef XML files missing or certain trader types being incorrectly defined, or items/item categories being incorrectly defined or parsed. It doesn't deliver an error, it sounds like that may be the problem.
EDIT: I looked at the GitHum TraderDef XML File. I found this on the Deep Space Mining Ship:
<li Class="StockGenerator_SingleDef">
<thingDef>Apparel_HS</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Apparel_HSH</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
The problem could be that the <li Class="StockGenerator_SingleDef"> for the Apparel category items needs to be <li Class="StockGenerator_Category"> Since it's an item category, not a specific item.
Quote from: Delekhan on February 28, 2016, 12:49:05 PM
Hello,
How stable is the 2.5 version on GitHub? How close to release is it?
Also in my experience modding, the trader not trading/no inventory issue often has to do with the TraderDef XML files missing or certain trader types being incorrectly defined, or items/item categories being incorrectly defined or parsed. It doesn't deliver an error, it sounds like that may be the problem.
EDIT: I looked at the GitHum TraderDef XML File. I found this on the Deep Space Mining Ship:
<li Class="StockGenerator_SingleDef">
<thingDef>Apparel_HS</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Apparel_HSH</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
The problem could be that the <li Class="StockGenerator_SingleDef"> for the Apparel category items needs to be <li Class="StockGenerator_Category"> Since it's an item category, not a specific item.
I'll give that a try and see what happens, as well as taking a look at the others now that I have a hint at what might be the issue. Sky wants to release 2.5 soon, but no specific date mentioned. A lot of game breaking bugs and issues have been fixed since Syndicate D. There are a few outstanding bugs to fix that Sky will likely get to today dealing with the .dlls. Most annoying bug atm would be equipping melee weapons causes pawns to freeze when attempting to fight fires. I'm currently fixing up some minor things in a variety of areas (materials not being applied to some buildings, incorrect names, ect) The usual.
All items seem to be showing up now. Was an error in a different file preventing some of it from showing up, among other things. Possibly almost fixed it all. Possibly.
While testing I unintentionally found a different bug. The embark-spawn hidden Mechanoids (centipede and terminatrix in this case) spam the log with errors. Terminatrix also defied death. Immune to kill command, immune to 5k damage command. Only killed it after about 100x spam click of bomb area. Still spamming log. Centipede failed to die given enough injuries to kill it.
I've been having an issue with this mod pack, I don't know if it's particular to this pack, it doesn't happen every play through, and it's happened over multiple versions. At a certain point while playing my frame rate will start to drop a bit at 3x speed, then not too long after that it will drop enough that playing at 3x speed is slower or the same actual speed as 2x speed. Eventually everything is so slow that I can really only play at 1x speed. Usually before that point I will have quit that save.
I assume this is not graphics related, but due to the game not being able to calculate each cycle fast enough so the game seems to slow down while it does that. I am not seeing any of my CPU's max out. Is this a bottleneck in the engine, or is there something I can do to find out what is causing this issue?
Specs
i7 980X @ 3.33GHz
12 GB of Ram
Game and OS are running on an SSD
Please let me know if there is any other information I can provide or if there are any suggestions on troubleshooting this. Thanks in advance.
edit: Forgot to mention that this persists through reloads and reboots.
Glad I could help find the trader problem. Let me know if you'd like any more help with the mod as far as balancing, finding bugs, etc.
Quote from: krockle21 on February 28, 2016, 02:23:07 PM
I've been having an issue with this mod pack, I don't know if it's particular to this pack, it doesn't happen every play through, and it's happened over multiple versions. At a certain point while playing my frame rate will start to drop a bit at 3x speed, then not too long after that it will drop enough that playing at 3x speed is slower or the same actual speed as 2x speed. Eventually everything is so slow that I can really only play at 1x speed. Usually before that point I will have quit that save.
I assume this is not graphics related, but due to the game not being able to calculate each cycle fast enough so the game seems to slow down while it does that. I am not seeing any of my CPU's max out. Is this a bottleneck in the engine, or is there something I can do to find out what is causing this issue?
Specs
i7 980X @ 3.33GHz
12 GB of Ram
Game and OS are running on an SSD
Please let me know if there is any other information I can provide or if there are any suggestions on troubleshooting this. Thanks in advance.
edit: Forgot to mention that this persists through reloads and reboots.
need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
I'm having issues with the 2.5 pack on github. Twice now I stop receiving any events (traders, drop pods, raid, etc) around the end of the first year. The first time I had this issue I had changed storytellers a couple of times. The second time I replaced the pack with the latest version (around thursday last week) and never changed the storyteller. Not sure if there are any logs I need to provide, but let me know if I can give any additional info. Neither of these saves had any of the "optional" mods on.
Quote from: Wexit on February 28, 2016, 05:14:20 PM
I'm having issues with the 2.5 pack on github. Twice now I stop receiving any events (traders, drop pods, raid, etc) around the end of the first year. The first time I had this issue I had changed storytellers a couple of times. The second time I replaced the pack with the latest version (around thursday last week) and never changed the storyteller. Not sure if there are any logs I need to provide, but let me know if I can give any additional info. Neither of these saves had any of the "optional" mods on.
When you updated the pack, did you do a clean install of it or did you overwrite the old HSK version that was already installed? If you overwrote the old HSK with the new one then that could cause issues. If not, then it might be something else.
I think I'm done playing around fixing traders. They seem to be working as they should now with my changes.
Quote from: Masquerine on February 28, 2016, 05:19:43 PM
Quote from: Wexit on February 28, 2016, 05:14:20 PM
I'm having issues with the 2.5 pack on github. Twice now I stop receiving any events (traders, drop pods, raid, etc) around the end of the first year. The first time I had this issue I had changed storytellers a couple of times. The second time I replaced the pack with the latest version (around thursday last week) and never changed the storyteller. Not sure if there are any logs I need to provide, but let me know if I can give any additional info. Neither of these saves had any of the "optional" mods on.
When you updated the pack, did you do a clean install of it or did you overwrite the old HSK version that was already installed? If you overwrote the old HSK with the new one then that could cause issues. If not, then it might be something else.
I think I'm done playing around fixing traders. They seem to be working as they should now with my changes.
Clean install. Deleted the game folder and cleared the ludeon folder in .roaming.
Im sure im missing something but i dont understand how to get integraded circuits. i have the tech and capability to build them but they require plastic to make. Plastic is made from oil (I believe) which i need a mineral sonar to mine, but the sonar requires circuits. Im caught in a loop here so some advise would be appreciated. This is my first game with this mod and i like it so far, im just really confused about how to proceed now. If im missing something please point it out to me
Quote from: kaneage on February 28, 2016, 05:41:54 PM
Im sure im missing something but i dont understand how to get integraded circuits. i have the tech and capability to build them but they require plastic to make. Plastic is made from oil (I believe) which i need a mineral sonar to mine, but the sonar requires circuits. Im caught in a loop here so some advise would be appreciated. This is my first game with this mod and i like it so far, im just really confused about how to proceed now. If im missing something please point it out to me
you don't need mining sonar for mine, you need build a drill rig on the crude oil patch, then extractor finally process all this in refinery. Mining sonar is for find those patch more easily, but you can still find them by hand (whit beta 2.5 they are a lot more easier to find)
Quote from: Wexit on February 28, 2016, 05:23:58 PM
Quote from: Masquerine on February 28, 2016, 05:19:43 PM
Quote from: Wexit on February 28, 2016, 05:14:20 PM
I'm having issues with the 2.5 pack on github. Twice now I stop receiving any events (traders, drop pods, raid, etc) around the end of the first year. The first time I had this issue I had changed storytellers a couple of times. The second time I replaced the pack with the latest version (around thursday last week) and never changed the storyteller. Not sure if there are any logs I need to provide, but let me know if I can give any additional info. Neither of these saves had any of the "optional" mods on.
When you updated the pack, did you do a clean install of it or did you overwrite the old HSK version that was already installed? If you overwrote the old HSK with the new one then that could cause issues. If not, then it might be something else.
I think I'm done playing around fixing traders. They seem to be working as they should now with my changes.
Clean install. Deleted the game folder and cleared the ludeon folder in .roaming.
May we know which storyteller you pick and difficulty? do the dev log have anything special in red in it (dev log can be see whit activation dev mode in game option)
Quote from: Crusender on February 28, 2016, 06:31:04 PM
Quote from: kaneage on February 28, 2016, 05:41:54 PM
Im sure im missing something but i dont understand how to get integraded circuits. i have the tech and capability to build them but they require plastic to make. Plastic is made from oil (I believe) which i need a mineral sonar to mine, but the sonar requires circuits. Im caught in a loop here so some advise would be appreciated. This is my first game with this mod and i like it so far, im just really confused about how to proceed now. If im missing something please point it out to me
you don't need mining sonar for mine, you need build a drill rig on the crude oil patch, then extractor finally process all this in refinery. Mining sonar is for find those patch more easily, but you can still find them by hand (whit beta 2.5 they are a lot more easier to find)
Mineral Sonar requiring Integrated Circuits as well as requiring to be used was changed after Syndicate D release. It currently uses Electronic Components and doesn't do a whole lot scan-wise right now (I have ideas on how to improve it in fun ways that have not been implemented yet). Get a copy of HSK from github to get more up-to-date with the changes we've made since then. You'll see a "download zip" on the right side of this link here: https://github.com/skyarkhangel/Hardcore-SK
i see thx for the responses
Any chance I can get the animals separate from the modpack core? I want to try a more vanilla game with them and some of the other mods (the mods other than the animals have separate versions)
Quote from: Crusender on February 28, 2016, 03:54:17 PM
need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
Included are screenshots of my debug log shortly after the game starts. I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.
I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.
[attachment deleted by admin - too old]
Quote from: Masquerine on February 28, 2016, 07:08:22 PM
Quote from: Crusender on February 28, 2016, 06:31:04 PM
Quote from: kaneage on February 28, 2016, 05:41:54 PM
Im sure im missing something but i dont understand how to get integraded circuits. i have the tech and capability to build them but they require plastic to make. Plastic is made from oil (I believe) which i need a mineral sonar to mine, but the sonar requires circuits. Im caught in a loop here so some advise would be appreciated. This is my first game with this mod and i like it so far, im just really confused about how to proceed now. If im missing something please point it out to me
you don't need mining sonar for mine, you need build a drill rig on the crude oil patch, then extractor finally process all this in refinery. Mining sonar is for find those patch more easily, but you can still find them by hand (whit beta 2.5 they are a lot more easier to find)
Mineral Sonar requiring Integrated Circuits as well as requiring to be used was changed after Syndicate D release. It currently uses Electronic Components and doesn't do a whole lot scan-wise right now (I have ideas on how to improve it in fun ways that have not been implemented yet). Get a copy of HSK from github to get more up-to-date with the changes we've made since then. You'll see a "download zip" on the right side of this link here: https://github.com/skyarkhangel/Hardcore-SK
Cassandra on challenge.
Devlog has this when loading the save:
http://puu.sh/npgBd/e5562f0ac6.png
Quote from: krockle21 on February 28, 2016, 09:12:35 PM
Quote from: Crusender on February 28, 2016, 03:54:17 PM
need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
Included are screenshots of my debug log shortly after the game starts. I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.
I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.
Those screenshots would explain the problems you've been having. Sky had some trouble with getting Malaria to work correctly at one point, and you probably got a copy of HSK in the middle of him fixing it. The yellow error about an "li" missing could really break the game, depending on where it was. Malaria has since been fixed as well as that yellow error. Playing with Github builds can be hit and miss sometimes. We can test and check what we do, but sometimes obscure errors can pop up when you least expect it and then everything breaks. Part of the fun.
Quote from: Wexit on February 28, 2016, 10:12:15 PM
Cassandra on challenge.
Devlog has this when loading the save:
http://puu.sh/npgBd/e5562f0ac6.png
If you click on one of those red lines, you'll get a little mini window with a bunch of code stuff. Include that in the picture too. That usually points to some .dll code that Sky would understand. Sometimes it points to things that I can understand.
I have another Q regarding the stockpile system. is there a way to set the minimum amount in a stockpile before it triggers the call to replenish it. meaning if a single tile of iron stacks to 300 but i dont want to resupply it until it reaches say 150. is there a way to do this?
on a similar note is there a way to set max values to stockpiles or hoppers? i had 2 steam generators but all of my haulers kept sending the kindling to one generator rather than splitting them. I would much prefer to set a max value to one hopper to be at 150 kindling and let the overflow run to the other
Quote from: Masquerine on February 28, 2016, 10:14:07 PM
Quote from: krockle21 on February 28, 2016, 09:12:35 PM
Quote from: Crusender on February 28, 2016, 03:54:17 PM
need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
Included are screenshots of my debug log shortly after the game starts. I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.
I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.
Those screenshots would explain the problems you've been having. Sky had some trouble with getting Malaria to work correctly at one point, and you probably got a copy of HSK in the middle of him fixing it. The yellow error about an "li" missing could really break the game, depending on where it was. Malaria has since been fixed as well as that yellow error. Playing with Github builds can be hit and miss sometimes. We can test and check what we do, but sometimes obscure errors can pop up when you least expect it and then everything breaks. Part of the fun.
Quote from: Wexit on February 28, 2016, 10:12:15 PM
Cassandra on challenge.
Devlog has this when loading the save:
http://puu.sh/npgBd/e5562f0ac6.png
If you click on one of those red lines, you'll get a little mini window with a bunch of code stuff. Include that in the picture too. That usually points to some .dll code that Sky would understand. Sometimes it points to things that I can understand.
Quote from: krockle21 on February 28, 2016, 09:12:35 PM
Quote from: Crusender on February 28, 2016, 03:54:17 PM
need picture of your Dev log, and which version do you play, if 2.5, depending when you take it still have bug it that can start bottleneck game for error. About how mush playtime it start to slow down? and map size too, this game is not optimized and whit this mod pack add lot of stuff has you become bigger the game has to think of more stuff and more stuff so it will slow down. and a give a copy of the save maybe i will can see real trouble.
Included are screenshots of my debug log shortly after the game starts. I have 1 warning and 2 errors at load and then another error continuously repeats itself after the game starts.
I am currently on a git build from last week, but this has happened multiple times over the last few months with different play throughs and different versions.
do you guys have colony manager whit some task on the list? if yes check by removing the desk and list correct the error (export your list before do that if want keep it load it again)
the yellow error is the version whit lance before was fix by Sky.
this multiple errors with hospitality. Hospitality yesterday were updated to latest version.
Quote from: Crusender on February 29, 2016, 01:20:53 AM
If you click on one of those red lines, you'll get a little mini window with a bunch of code stuff. Include that in the picture too. That usually points to some .dll code that Sky would understand. Sometimes it points to things that I can understand.
http://puu.sh/npB3z/7d33e9eb1d.png
The trace is the same for all of the errors.
Quote from: Wexit on February 29, 2016, 06:07:55 AM
http://puu.sh/npB3z/7d33e9eb1d.png
The trace is the same for all of the errors.
Quote from: skyarkhangel on February 29, 2016, 02:05:46 AM
this multiple errors with hospitality. Hospitality yesterday were updated to latest version.
As Sky mentioned the Hospitality mod was updated yesterday, which your error relates to. Was your copy of HSK from before or after the Hospitality update? If it was after we updated that mod with the new copy, then that'll be more bugs to fix.
Looks like hospitality was updated again. Try a fresh HSK copy and see if it still occurs.
Hey First time user of this modpack, have stuck with the final release of the Ultimate mod pack for ages but wanted to try yours after Quill18's new series with it.
I have a few questions regarding it and possible bugs.
Lighted walls and Conduit walls use a different texture than the normal walls of the same type, also Lighted walls do not seem to light up, the areas remain dark, They are not like this in other modpacks or with in the original mod.
Animal hunting and aggression seems to be insane, all the hunting animals kill off all the herbivores and then mass attack my colony until the map has nothing left living on it, as new animals spawn repeat this cycle. (Jungle mountain map).
Tableware is used up each meal? do my people just smash the plates after eating? I Like the hardcore aspect but things like this seem difficult only for the sake of it.
*edits* Vents cannot be placed on Conduit walls at all, yet they can be placed on normal walls with conduits placed under them. (Would not be as an annoying issue if the textures all matched)
Cassie Extreme is giving me a good kicking so only have a single working colony in the three I have tried in the last 2 days.
Quote from: Mrshilka on February 29, 2016, 11:25:52 AM
Hey First time user of this modpack, have stuck with the final release of the Ultimate mod pack for ages but wanted to try yours after Quill18's new series with it.
I have a few questions regarding it and possible bugs.
Lighted walls and Conduit walls use a different texture than the normal walls of the same type, also Lighted walls do not seem to light up, the areas remain dark, They are not like this in other modpacks or with in the original mod.
Animal hunting and aggression seems to be insane, all the hunting animals kill off all the herbivores and then mass attack my colony until the map has nothing left living on it, as new animals spawn repeat this cycle. (Jungle mountain map).
Tableware is used up each meal? do my people just smash the plates after eating? I Like the hardcore aspect but things like this seem difficult only for the sake of it.
*edits* Vents cannot be placed on Conduit walls at all, yet they can be placed on normal walls with conduits placed under them. (Would not be as an annoying issue if the textures all matched)
Cassie Extreme is giving me a good kicking so only have a single working colony in the three I have tried in the last 2 days.
I can take a look at the lighted walls, maybe I can figure out why it isn't working. They seem to be working, both lighted and utility walls. The "Lighted Wall" version only turns on when it detects motion nearby, like a pawn walking near it. Utility Walls stay lit once supplied with power. I'll adjust the lighted wall description to clarify.
For animals hunting, my guess would be that the nutrition they get from gutted corpses is too low, causing them to consume more at once. This would lead to them needing to kill again sooner, leading to the map wipe. I'll bump it up a bit and watch how it goes.
Tableware. I'm not sure how to make it drop after a meal is consumed, as I can't think of any items that already do such a thing. Something for Sky to do, unless someone has some insight on what is needed to make it drop the specific tableware that went in to make it (meal with metal dropping metal one, ect).
Vents on walls. I think this is a .dll issue with it simply not accounting for modded wall types. I've seen it before when we had the alert speaker, as it had the same issue.
Quote from: Masquerine on February 29, 2016, 08:30:26 AM
Quote from: Wexit on February 29, 2016, 06:07:55 AM
http://puu.sh/npB3z/7d33e9eb1d.png
The trace is the same for all of the errors.
Quote from: skyarkhangel on February 29, 2016, 02:05:46 AM
this multiple errors with hospitality. Hospitality yesterday were updated to latest version.
As Sky mentioned the Hospitality mod was updated yesterday, which your error relates to. Was your copy of HSK from before or after the Hospitality update? If it was after we updated that mod with the new copy, then that'll be more bugs to fix.
Looks like hospitality was updated again. Try a fresh HSK copy and see if it still occurs.
My current version was from last Thursday, or thereabouts. I'll grab the latest version tonight and see if the issue arises again.
Thanks for the replies:)
I did a small edit when I found out the power saving on the lighted walls. I removed it so I can have my bright bases and will just pay for the extra power use of always being on.
I also could not find a quick fix the the vents on conduit walls so just going to suck up the texture difference that the normal walls have.
THe animal map wipes are fun but I pointed it out as it might not been what was planned so thanks again.
Great mod pack , really pushed the game up to 11, I am looking forward to seeing if I can break it and get my 1000+ pawn raids going again.
Thank you all for your work.
Quote from: Mrshilka on February 29, 2016, 03:10:52 PM
Thanks for the replies:)
I did a small edit when I found out the power saving on the lighted walls. I removed it so I can have my bright bases and will just pay for the extra power use of always being on.
I also could not find a quick fix the the vents on conduit walls so just going to suck up the texture difference that the normal walls have.
THe animal map wipes are fun but I pointed it out as it might not been what was planned so thanks again.
Great mod pack , really pushed the game up to 11, I am looking forward to seeing if I can break it and get my 1000+ pawn raids going again.
Thank you all for your work.
The animals wiping the map have been mentioned a couple times by people, so judging by the responses I'd say they don't like that idea too much. Not very realistic if environments are unable to sustain themselves with carnivores and herbivores (not factoring in events like raptors).
Your mention of the lighted wall actually made me notice errors on some other walls that I'm fixing now. Some redundancy, material cost wrong, materials not applied. Those kinds of goodies. Also noticed a couple of issues in research that I'll have to get to as well. I'll modify the utility lighted wall to be always on, and the motion lighted wall to only be on when near. That way both are different instead of being identical in behavior. Descriptions will note it.
One wall will be removed due to redundancy.
Glad you like the pack. :) I enjoy doing what I can to help improve it.
Been having a ton of fun with this pack so far. Haven't really found any issues with it that I can report, though I haven't gotten too far in.
About 4 Colonies managed to die before they got very established. The first one I attempted with the "Crash Landing" mod and the reactor landed in the area we were trapped in and I couldn't mine out fast enough before everyone died to radiation. :(
I tried again, but found out that you can't forbid an area, only items within it, and people kept walking through the radiation, getting sick, requiring medicine, needing to be healed, and then walking right through it again. I started my next few without Crash Landing because I just couldn't figure out how to deal with the radiation.
Third colony died because a room with Mechanoids in it spawned without one of it's walls, meaning all of my colonists were dead before they could really even get out of the area. I think that's a record for the shortest world I've ever had.
Fourth colony just ran out of food before I could do anything to prevent it, one of the growers getting upset at sleeping outside didn't help. =p
This new colony I've started is doing mostly okay so far. Have basic living spaces set up and production's just started.
Basically: Pack's fun, and I'm enjoying it.
Quote from: Slywyn on February 29, 2016, 06:58:56 PM
Been having a ton of fun with this pack so far. Haven't really found any issues with it that I can report, though I haven't gotten too far in.
About 4 Colonies managed to die before they got very established. The first one I attempted with the "Crash Landing" mod and the reactor landed in the area we were trapped in and I couldn't mine out fast enough before everyone died to radiation. :(
I tried again, but found out that you can't forbid an area, only items within it, and people kept walking through the radiation, getting sick, requiring medicine, needing to be healed, and then walking right through it again. I started my next few without Crash Landing because I just couldn't figure out how to deal with the radiation.
Third colony died because a room with Mechanoids in it spawned without one of it's walls, meaning all of my colonists were dead before they could really even get out of the area. I think that's a record for the shortest world I've ever had.
Fourth colony just ran out of food before I could do anything to prevent it, one of the growers getting upset at sleeping outside didn't help. =p
This new colony I've started is doing mostly okay so far. Have basic living spaces set up and production's just started.
Basically: Pack's fun, and I'm enjoying it.
You mention Crash Landing, so I'm assuming an older version is being played as Crash Landing is currently set aside to resolve a CCL issue. However, when you get a crashed reactor, if you click on it there is a "create allow area" or something button. It basically sets the entire map except for the danger zone as an allowed area, so you can set pawns to that zone to keep them out of it. You can manage the zone under the Restrictions tab, and then assign pawns to it there. Quick and easy way to keep them safe.
I grabbed the version that you can get from the first post on the thread.
It's set to optional, I enabled it because the idea seemed interesting.
I did not know that about the allowed areas, however. I could only figure out how to confine people to home, and I wanted them to be able to roam the map but not go near the reactor. =p
Quote from: Slywyn on February 29, 2016, 07:19:59 PM
I grabbed the version that you can get from the first post on the thread.
It's set to optional, I enabled it because the idea seemed interesting.
I did not know that about the allowed areas, however. I could only figure out how to confine people to home, and I wanted them to be able to roam the map but not go near the reactor. =p
That first page link is actually a bit old now, from Christmas eve I believe. A new public release is planned soon, but you can grab the latest in-progress update from Github. It has everything that has been changed since the last public release, which is far too many things to list. You can find it from the following link, the "download zip" will be on the right side. https://github.com/skyarkhangel/Hardcore-SK
Follow the same install instructions with a clean copy of Rimworld and off you go, enjoying all the updates! This way too if you do happen to encounter any errors, it'll be fresh, new things to fix instead of old ones that had already been fixed.
Going to go over the research descriptions and correct them. A few are outdated from changes made to certain buildings. Also a few bugged entries for some reason. Will know more soon.
Well I'm gonna let this world run it's course and then try out the new release!
Don't know if anyone has said this but the LMG M249 SAW caused my colonist to never stop making 1 thing and causing them to starve/exhausted. Only way to fix it was to pick up a different gun. :'(
Quote from: FatJesusSavesYou on March 01, 2016, 06:10:38 AM
Don't know if anyone has said this but the LMG M249 SAW caused my colonist to never stop making 1 thing and causing them to starve/exhausted. Only way to fix it was to pick up a different gun. :'(
I'll take a look at it. It is probably lacking the unfinished tag. Yup, looks like all guns are. The unfinished tag prevents the item from trying to swap material types/item types while it is still being made, which leads to the starvation/exhaustion from failing to finish. Will fix.
I had applied this to apparel, melee weapons and neolithic weapons not long ago, but not guns.
Nickel Ore was sharing defname with Nickel Alloy, causing the alloy to no longer exist and the ore being used in its place. Fixing.
Also found instance of titanium bar being given instead of ilmenite ore. Fixed.
BlackVoid - after 1-2 hour full darkness with some kind monsters(really fast and deadly) but they don't liked the light
(must stay in lighted room)
Had this black void event trigger on my map, while in my base that is drawing over 1000w of power for the lights alone where no part of it is considered in darkness they still spawned and wiped out my entire colony, they would spawn out of the lights.
Is this event broken or unbalanced?
Either lighting is far too dark, (and frankly I think they are) so the mobs spawn anyway.
Or the event is bugged and spawns wherever it pleases which means you die when 40 or 50 14 dps melee pawns spawn ontop of your people and kill them all in 1 or 2 hits.
This is apart of the custom events mod added in 2.5.
Quote from: Mrshilka on March 01, 2016, 12:21:33 PM
BlackVoid - after 1-2 hour full darkness with some kind monsters(really fast and deadly) but they don't liked the light
(must stay in lighted room)
Had this black void event trigger on my map, while in my base that is drawing over 1000w of power for the lights alone where no part of it is considered in darkness they still spawned and wiped out my entire colony, they would spawn out of the lights.
Is this event broken or unbalanced?
Either lighting is far too dark, (and frankly I think they are) so the mobs spawn anyway.
Or the event is bugged and spawns wherever it pleases which means you die when 40 or 50 14 dps melee pawns spawn ontop of your people and kill them all in 1 or 2 hits.
This is apart of the custom events mod added in 2.5.
That event is supposed to let them spawn anywhere that is dark enough, but they vanish when they enter a light area. Sounds like a bit of a conflict on the values of allow/disallowed. Sky would know more as he's the one that made this event. I sent him a message about it.
Just tried the event and there was a spammy ticker error. I'm not sure what that means but I know it shouldn't be there.
[attachment deleted by admin - too old]
Np I just wanted to report it, I can counter it via dev code as needed but other might run into this issue:)
I switched to the new build and I think I finally have a somewhat stable colony going. I had to make relatively OP colonists and have 5 of them, but I'm finally doing well I think.
Edit: A wanderer showed up, naked, with a melee weapon, decided he was a hunter, and before I could do anything about it he attempted to hunt a muffalo and was beaten to death by the herd in retaliation.
And by 'before I could do anything about it' I mean I was dealing with another situation and didn't realize we had a new colonist until he was in need of rescue.
I'm using 2.5 from Github (I do understand that it's not fully baked yet). I have a weird problem: the doors are all automatically forbidding themselves. When I unforbid one, it immediately forbids itself again. Everything else seems to be alright; this only started after an hour or two of gameplay, when I could start building my own doors. It didn't happen with the doors in the ruins initially, they were all fine the whole time, UNTIL I started building my own doors. Now they're all forbidden. This is game-breaking; I can't do much of anything.
Suggestions?
p.s. Absolutely love the modpack.
Are you using the "Do not disturb" mod? Your colonists might be forbidding the doors to attempt to get privacy before your proper rooms set up.
Quote from: Slywyn on March 02, 2016, 03:31:36 PM
Are you using the "Do not disturb" mod? Your colonists might be forbidding the doors to attempt to get privacy before your proper rooms set up.
Hmm Maybe. Though it's gone a bit haywire, if so. I'll attach a screenshot.
[attachment deleted by admin - too old]
Quote from: ijm on March 02, 2016, 07:30:08 PM
Hmm Maybe. Though it's gone a bit haywire, if so. I'll attach a screenshot.
Yes, like you can see, there are people sleeping in there. You need to make proper bedrooms for them. They will lock the doors, otherwise they get negative penalty if someone disturb their sleep.
Also, they will lock the doors if they are meditating etc....
So when I edited cats, I thought everything was working when I committed. I find out later there's an error on them. Try to fix it and something still not right. I reverted to before I changed anything with cats. They had an existing error. >.<
What a way to find a bug.
[attachment deleted by admin - too old]
How do i send my hounds after the attackers? Now my people dont send those even when that option is on.
Does cats hunt bugs, flyes etc.?
Quote from: Juujika on March 03, 2016, 12:29:00 AM
How do i send my hounds after the attackers? Now my people dont send those even when that option is on.
Does cats hunt bugs, flyes etc.?
Dogs and similar attack-capable pets need to be trained for Obedience and Release, and then assigned to a colonist. The assigned colonist will have a new icon beside their "draft" button for "release animal toggle", but only when the colonist is currently drafted. One mode has the animal remain near the colonist, the other lets it run out to attack hostiles. Picture attached. When I changed it to on with the green checkmark, the wolf ran out and mauled a hostile raider that I spawned while the colonist vomited from cryptosleep sickness.
I'm unsure what cats are capable of doing because the error is preventing them from working properly. From what I've experienced with red errors, any time one pops up it is possible to break a whole string of things as a side effect. In this particular case it seems limited to just domestic cats. We'll get it sorted out soon.
Quote from: Mrshilka on March 03, 2016, 08:38:44 AM
Hello me again.
I have some more bugs and questions I have discovered in my play time.
When Skynet raids happen the small drop down info box has no information in it beyond you are under attack.
The professional cook stove is not counted as a meal source like the cook stove is.
Skynet Terminators can spawn inside of Mechanoid crashed ships, Yet Mechanoids and Terminators are hostile to each other.
The trigger for the abomination spawn is very broken, had a tribes person captured from a raid for weeks in a bed, when I was finally able to give them a new leg it instantly triggered the horrors of the drop pod event and they began to transform into an abomination.
I also have found even with maxed out bionic research I am unable to remove any sort of advanced body parts from pawns, either my own or enemies without the part disappearing.
Is this a bug or have you made it so the stuff magically disappears?
Thanks again.
Sky was trying to fix the Skynet vs Mechanoids and found more errors with them (terminatrix basically godmode - only killable sometimes by explosions or being eaten by carnivores. Some other errors as well). Complete fix still pending. The infobox I can probably add to, I think I know where it is.
I'll look at the cookstove. Not counted as a meal source as in...? The recipes appear to be working (all 4x products of cookstove). Can add cat food/painting supplies to it for a bulk processing.
Abominations is another Sky thing, I'll mention that.
Advanced bodypart removal sounds like a bug. Maybe recipe not matching up? Can look. So far I've found that there is a duplicate "install peg leg" operation, likely more duplicates. I'm investigating.
[attachment deleted by admin - too old]
Hello me again.
I have some more bugs and questions I have discovered in my play time.
When Skynet raids happen the small drop down info box has no information in it beyond you are under attack.
The professional cook stove is not counted as a meal source like the cook stove is.
Skynet Terminators can spawn inside of Mechanoid crashed ships, Yet Mechanoids and Terminators are hostile to each other.
The trigger for the abomination spawn is very broken, had a tribes person captured from a raid for weeks in a bed, when I was finally able to give them a new leg it instantly triggered the horrors of the drop pod event and they began to transform into an abomination.
I also have found even with maxed out bionic research I am unable to remove any sort of advanced body parts from pawns, either my own or enemies without the part disappearing.
Is this a bug or have you made it so the stuff magically disappears?
Thanks again.
I'll look at the cookstove. Not counted as a meal source as in...? The recipes appear to be working (all 4x products of cookstove). Can add cat food/painting supplies to it for a bulk processing.
[/quote]
I am sorry let me be more precise When the only cooking device built is the Professional cook stove, you are prompted by the game via that small info popup in the bottom right corner that you have no way of making meals, the stove itself works wonderfully, but the game itself does not recognize it is a stove:)
Is it safe to remove or disable the Skynet mod when running this modpack? I'd prefer to play without it.
Quote from: Masquerine on March 03, 2016, 07:17:38 AM
Dogs and similar attack-capable pets need to be trained for Obedience and Release, and then assigned to a colonist. The assigned colonist will have a new icon beside their "draft" button for "release animal toggle", but only when the colonist is currently drafted. One mode has the animal remain near the colonist, the other lets it run out to attack hostiles.
I have tried that, they just dont do anything. It would be awesome if they could out run escaping enemies. I may need just to try harder then...
Quote from: Delekhan on March 03, 2016, 10:20:15 AM
Is it safe to remove or disable the Skynet mod when running this modpack? I'd prefer to play without it.
I'd go with "Yes" to being able to disable it, but would need to check to make sure nothing breaks as a result of it missing. Give me a bit and I'll play around. In theory everything contained within the mod should be disabled if it's gone. Seems like its okay. If you remove it via the in-game mods menu, you should restart rimworld. Then new world/new colony and away you go. Seems like it is working correctly with that one disabled.
Quote from: Juujika on March 03, 2016, 10:29:52 AM
I have tried that, they just dont do anything. It would be awesome if they could out run escaping enemies. I may need just to try harder then...
That might be it then. They'll only attack when the target is "red" for being hostile, but when they attempt to flee they turn "blue", so the animal stops chasing them. Sounds about right. Sky could maybe tweak it so if the faction's rep is in the hostile zone the animal will attack regardless of red or blue (if sent to free roam and hunt)?
Quote from: M00nStalker on March 03, 2016, 12:43:33 PM
First of all, awesome modpack! Been getting back to Rimworld again and this was the obvious choice for mods.
Today I checked out the latest version (Github one) and after a while I noticed that there's a huge threat to my colonists survival. It's not wargs, raptors or raids. It's mosquitoes, fleas and flies. One bite seem to be enough to make it necessary to amputate a body part (early game where advanced medicine is not available) and they are practically impossible to get before they get you.
Now, I get that disease is a huge problem in situations like the ones depicted in Rimworld but they just doesn't make sense the way they are now.
I hope that this is not the way it's supposed to be and if it is I sure hope it can be disabled somehow. I love hard features in games, but this is just frustrating.
Other than that, great job!
Disease chance might be too high, can look into it. Got the duplicate surgeries fixed, looking into part removal now.
First of all, awesome modpack! Been getting back to Rimworld again and this was the obvious choice for mods.
Today I checked out the latest version (Github one) and after a while I noticed that there's a huge threat to my colonists survival. It's not wargs, raptors or raids. It's mosquitoes, fleas and flies. One bite seem to be enough to make it necessary to amputate a body part (early game where advanced medicine is not available) and they are practically impossible to get before they get you.
Now, I get that disease is a huge problem in situations like the ones depicted in Rimworld but they just doesn't make sense the way they are now.
I hope that this is not the way it's supposed to be and if it is I sure hope it can be disabled somehow. I love hard features in games, but this is just frustrating.
Other than that, great job!
Quote from: M00nStalker on March 03, 2016, 12:43:33 PM
First of all, awesome modpack! Been getting back to Rimworld again and this was the obvious choice for mods.
Today I checked out the latest version (Github one) and after a while I noticed that there's a huge threat to my colonists survival. It's not wargs, raptors or raids. It's mosquitoes, fleas and flies. One bite seem to be enough to make it necessary to amputate a body part (early game where advanced medicine is not available) and they are practically impossible to get before they get you.
Now, I get that disease is a huge problem in situations like the ones depicted in Rimworld but they just doesn't make sense the way they are now.
I hope that this is not the way it's supposed to be and if it is I sure hope it can be disabled somehow. I love hard features in games, but this is just frustrating.
Other than that, great job!
I agree Malaria is insanely hard to cure, and even worse the mass malaria event will usually end your colony.
I also have another issue, I have a large freezer full of human corpses for my biomatter needs, I also have a large pack of dogs for my hauling work, even with the dog well fed with meat and vegetables and with the freezer and the area around it set as off limits for animals and the door is forbidden for all colonists, they still will rush into it to gut a corpse. and destroy it.
How can I stop this behaviour, the animals are fully trained and like I stated well fed.
Makes me wish for droids or drones for my hauling needs.
Quote from: Mrshilka on March 03, 2016, 02:15:08 PM
I agree Malaria is insanely hard to cure, and even worse the mass malaria event will usually end your colony.
I also have another issue, I have a large freezer full of human corpses for my biomatter needs, I also have a large pack of dogs for my hauling work, even with the dog well fed with meat and vegetables and with the freezer and the area around it set as off limits for animals and the door is forbidden for all colonists, they still will rush into it to gut a corpse. and destroy it.
How can I stop this behaviour, the animals are fully trained and like I stated well fed.
Makes me wish for droids or drones for my hauling needs.
Might be the preferable setting on corpses. Maybe animals are set to prefer corpses over other foods? Could be nutrition as well. Will look into that too. I think I found out how to make the surgery part removal work correctly. So if you remove a peg leg from a guy, it doesn't just vanish into the air. You'll get a previously enjoyed peg leg! (and a not so happy one or no legged person).
I may be able to apply this to meals to make them drop tableware too. Will see how it goes.
Quote from: Masquerine on March 03, 2016, 02:21:04 PM
Quote from: Mrshilka on March 03, 2016, 02:15:08 PM
I agree Malaria is insanely hard to cure, and even worse the mass malaria event will usually end your colony.
I also have another issue, I have a large freezer full of human corpses for my biomatter needs, I also have a large pack of dogs for my hauling work, even with the dog well fed with meat and vegetables and with the freezer and the area around it set as off limits for animals and the door is forbidden for all colonists, they still will rush into it to gut a corpse. and destroy it.
How can I stop this behaviour, the animals are fully trained and like I stated well fed.
Makes me wish for droids or drones for my hauling needs.
Might be the preferable setting on corpses. Maybe animals are set to prefer corpses over other foods? Could be nutrition as well. Will look into that too. I think I found out how to make the surgery part removal work correctly. So if you remove a peg leg from a guy, it doesn't just vanish into the air. You'll get a previously enjoyed peg leg! (and a not so happy one or no legged person).
I may be able to apply this to meals to make them drop tableware too. Will see how it goes.
My god your work is amazing!, thank you for responding so fast!, Will be good to be able to punish those pesky pirates that survive raiding you by helping yourself to any fancy body parts they have:).
I have found this modpack enjoy the idea of Colonist limb removal, I swear at one stage in my current colony every one was missing fingers toes and even hands.
The tableware is a welcome thing too, but I admit I have been able to overcome it and have been making glass tableware for ages thanks to a large sand farm.
My initial gripes with it was the woes of an early colony trying to make every resource and work hour count:)
I'm running 2.4, is there something I need to research before my colonists can clean? They keep going berserk, primarily because the place is a huge mess, and they go idle instead of cleaning.
Quote from: Jorlem on March 03, 2016, 06:11:28 PM
I'm running 2.4, is there something I need to research before my colonists can clean? They keep going berserk, primarily because the place is a huge mess, and they go idle instead of cleaning.
Cleaning zone is split from home zone, so you can have more control on what spots get cleaned and what don't. You just have to manually set a cleaning zone and they'll get to it. That is the "No Cleaning Please" mod.
The wolves/wargs/etc keep wiping out all the animals on the map. Maybe we could try to increase the amount of nutrition that a gutted carcass gives? It's a bit silly how quickly all the deer and squirrels die off because of a 3 or 4 hungry wolves.
Quote from: Masquerine on March 03, 2016, 07:44:55 PM
Quote from: Jorlem on March 03, 2016, 06:11:28 PM
I'm running 2.4, is there something I need to research before my colonists can clean? They keep going berserk, primarily because the place is a huge mess, and they go idle instead of cleaning.
Cleaning zone is split from home zone, so you can have more control on what spots get cleaned and what don't. You just have to manually set a cleaning zone and they'll get to it. That is the "No Cleaning Please" mod.
Ah, thank you. I had entered "clean" and such into the in-game help search, but nothing came up. Maybe this could be added to the help tab?
Again, thank you for clearing that up. :)
Quote from: Delekhan on March 03, 2016, 08:20:39 PM
The wolves/wargs/etc keep wiping out all the animals on the map. Maybe we could try to increase the amount of nutrition that a gutted carcass gives? It's a bit silly how quickly all the deer and squirrels die off because of a 3 or 4 hungry wolves.
Nutrition on gutted corpse still too low? I bumped it from .18 to .30 a couple days ago or so. Guess more is needed still. Maybe .4 or .45? Ready to commit my fixes for surgery anyway, so I'll tag the nutrition in too. Surgeries should no longer duplicate when attempting to install or remove anything. Additionally, when removing or replacing parts you should get the item back. So if you install a cybernetic lung, you get a normal lung back (or whatever they previously had). Should work for all things except maybe the basic spine.
Added in some missing animals for animal surgeries as well. Cobras will no longer allow peg legs to be installed on them (they don't have legs).
I was playing rimworld a few months ago, and I saw a let's play from quill18 with this modpack activated. It looks really fun and got me wanting to play again.
Thanks for your hard work, this looks very promising :)
How can I get rid of malaria completely? As soon as I start the game atleast one gets malaria within 10 minutes.
Quote from: Toxicated on March 04, 2016, 10:54:12 AM
How can I get rid of malaria completely? As soon as I start the game atleast one gets malaria within 10 minutes.
I made a no-malaria patch for HSK for you. Easier than trying to explain the files to edit and whatnot. You'd simply extract and overwrite the files (note that this will work for the current github version today as this is what I edited it on, but it may be invalid later on. If you have a copy of HSK from recent (week or less) then it should work fine too. Else, get a fresh copy from github).
Flies and mosquitoes will just wander around aimlessly and consume grass when they are near starving, using the old bugai. Malaria event doesn't seem to trigger when I try to force spawn it, so you shouldn't have that problem either. Seems to be malaria-free and working, so here's the patch. Hopefully you can keep enjoying HSK until malaria is properly fixed :D. Fixing malaria properly will be something for Sky to do, as he was the one playing around with it.
No malaria HSK patch link here: https://www.dropbox.com/s/biz6bdb7t8jm33r/NoMalariaPatchHSK.zip?dl=0
Download button in top right.
Github HSK if you need it here as well. "Download zip" on the ride side. https://github.com/skyarkhangel/Hardcore-SK
Holla at me if something errors.
Thank you mate, that was very nice of you :)
Masquerine, Thanks again for the work you and the HSK team are doing.
I have some more queries and bugs for you though sorry.
The XZero Railgun has no repair option in the mending table.
As for queries.
I have no idea how to keep animals Carnivores or Omnivores fed, I have a freezer with thousands of meat in it both fish and red meat yet my monkeys and dogs are all starving to death, they have full access to the freezer but refuse to eat and they all seem to prefer to butcher corpses of dead humans I am trying to turn into biomatter even though that freezer is forbidden to them.
This is the first time I have had issues with animals in Rimworld in both vanilla and other modpacks, What mod would I need to remove to make it so I can feed these animals.
I have found some power building require room temps to be in the hundreds of degrees C to operate yet I have found no way of heating up a room over 100c beyond setting fires which is a one time thing because once the room becomes so hot no one can go back inside.
How do you heat rooms up to these fantastic temperatures?
Quote from: Mrshilka on March 04, 2016, 03:30:27 PM
Masquerine, Thanks again for the work you and the HSK team are doing.
I have some more queries and bugs for you though sorry.
The XZero Railgun has no repair option in the mending table.
As for queries.
I have no idea how to keep animals Carnivores or Omnivores fed, I have a freezer with thousands of meat in it both fish and red meat yet my monkeys and dogs are all starving to death, they have full access to the freezer but refuse to eat and they all seem to prefer to butcher corpses of dead humans I am trying to turn into biomatter even though that freezer is forbidden to them.
This is the first time I have had issues with animals in Rimworld in both vanilla and other modpacks, What mod would I need to remove to make it so I can feed these animals.
I have found some power building require room temps to be in the hundreds of degrees C to operate yet I have found no way of heating up a room over 100c beyond setting fires which is a one time thing because once the room becomes so hot no one can go back inside.
How do you heat rooms up to these fantastic temperatures?
Keep the queries and reports coming. I can't help you if I don't know of a bug or problem. :D
I should be able to fix that weapon and any others not repairing.
I dunno about heat atm, can look into it.
First though, I think I've realized how to fix the meat issue thanks to your description of their behavior. Will edit this message once I've tested my theory.
Also, we think we know why malaria was so op to contract. Vanilla setting had it at 100-110% by the looks of it. The actual rate from mosquito was defined in HSK to be 1:450 chance per blood suck, but the vanilla chance was overwriting it. That is what it seems to be. Also need to test still.
Edit: The theory works, just need to apply it to everything. Will take some time but this also addresses some other related issues I noticed with meats and corpses. Picture attached shows success on testrun. (Yes, butchering a megascarab dropped chitin - it never did before. That'd be like butchering a human and not getting human skin. The fix doesn't just stop there tho ;))
[attachment deleted by admin - too old]
I am really looking forward to the changes:)
Thanks again!.
Is there a way to disable hungry animals attacking settlers? It makes the game frustrating and unplayable - both my maps seem to have a crap load of tarantulas who just keep killing them. It's incredibly frustrating.
Hello Me again.
The Plunderers event, which states some bounty hunters have arrived to collect a bounty on your colony only seems to spawn the aggressive warrior bugs from starship troopers, who then just wander around the map and only become hostile when your pawns wander close to them,I am not sure if this is unintended, does not seem very bounty hunterish.
I have had the event trigger 5 times in 9 years and each time it was the same.
Why does every recipe start with completely different materials? It's just a bit confusing, on other mods usually the lowest quality material is the first one that shows. Is it possible for me to change this in any way?
I am getting this error when Colonist tries to make Leather Grips on the loom. I think she tries to use wrong material or something.
MakeThing error: Tried to make UnfinishedApparel from Spare_Parts which is not a stuff. Assigning default.
...
then after 'work left' = 0:
...
JobDriver threw exception in initAction. Pawn=Prinny, Job=DoBill A=TableTailor576741 B=UnfinishedApparel981887 C=(58, 0, 148), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey26B.<>m__332 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Quote from: Dudok22 on March 05, 2016, 10:36:10 AM
I am getting this error when Colonist tries to make Leather Grips on the loom. I think she tries to use wrong material or something.
-snip-
Probably forgot to include a stuffcategory on leather grips, so it's randomly taking one of the ingredients and making into stuff. Spare Parts is not a stufftype, so it errors. Can fix.
Quote from: Toxicated on March 05, 2016, 08:42:45 AM
Why does every recipe start with completely different materials? It's just a bit confusing, on other mods usually the lowest quality material is the first one that shows. Is it possible for me to change this in any way?
This will be in the categories allowed per recipe. Needs a bit of an overhaul to make things flow better (don't want to be using rare alloys to make things like spare parts where material doesn't matter). When I finish up with meats and leathers I can address this too. Will also apply restrictions to things where weak materials shouldn't be allowed either, like some end-game structures/armors. The main issue stems from the fact that only one category type was applied, so everything simply uses everything in the same way.
Fixing categories will give more use to mixed alloys, and make other things more unique. My meat/leather fix is like the basics that will lead into category fixes. It's gonna be good.
Additionally to categories it will also fix NPC spawn types, so things like Norbals can't spawn with aluminum or sendust weapons - materials they don't have the tech to make/process. It's a complicated process but I understand it. Just gonna take some time.
Quote from: Masquerine on March 04, 2016, 01:52:17 PM
Quote from: Toxicated on March 04, 2016, 10:54:12 AM
How can I get rid of malaria completely? As soon as I start the game atleast one gets malaria within 10 minutes.
I made a no-malaria patch for HSK for you. Easier than trying to explain the files to edit and whatnot. You'd simply extract and overwrite the files (note that this will work for the current github version today as this is what I edited it on, but it may be invalid later on. If you have a copy of HSK from recent (week or less) then it should work fine too. Else, get a fresh copy from github).
Flies and mosquitoes will just wander around aimlessly and consume grass when they are near starving, using the old bugai. Malaria event doesn't seem to trigger when I try to force spawn it, so you shouldn't have that problem either. Seems to be malaria-free and working, so here's the patch. Hopefully you can keep enjoying HSK until malaria is properly fixed :D. Fixing malaria properly will be something for Sky to do, as he was the one playing around with it.
No malaria HSK patch link here: https://www.dropbox.com/s/biz6bdb7t8jm33r/NoMalariaPatchHSK.zip?dl=0
Download button in top right.
Github HSK if you need it here as well. "Download zip" on the ride side. https://github.com/skyarkhangel/Hardcore-SK
Holla at me if something errors.
A possibly cool addition to the mods, which would also help with the rampant diseases, would be to have animals be more aggressive towards disease vectors like mosquitoes/flies/fleas. Right now there might be dozens of mosquitoes/flies in an area, but the other animals just wander around, get bit, get sick, and die. If the other animals helped to control the mosquito/fly population, or if there were particular species (various birds?) that ate mainly bugs, disease wouldn't be so easily spread. (Also: it's annoying that pretty much every animal on the map will die of malaria unless you do weekly mosquito-punching-runs. There isn't usually time to tame animals before they get sick, otherwise.)
The bug and malaria thing does get rather silly, I will admit.
Quote from: Delekhan on March 05, 2016, 03:15:19 PM
The bug and malaria thing does get rather silly, I will admit.
Sky is currently working on fixing malaria. Lisi is working on fixing Skynet. Ellie is debugging heat max temp +descriptions. Ivan is working on adapting MAI (mentions its robots). I'm doing the thing with stuff and whatnot. Wordy bits. :D
Wine is good.
A thing I forgot to mention earlier about recipes is that for some I'll have the default behavior be the red X on things you might not want, so there will be less repetitive prep on new colonies to get your bills sorted out for mats. That I know how to do. Like how meal recipes disable humanlike flesh by default, but you can enable if you choose to do so. That thing, except applied to many recipes. I has plan. Need to incorporate.
No more wine tho. Can't function if <drunk>true</drunk>.
Hello, I am having problems with starting a game. I went in and downloaded everything, deleted the Config folder and replaced it with ModConfig. I am able to enable the mods(after ~1 minute of loading, might be normal). I can make worlds, create colonies, use EDB:prepare carefully(none of which have an affect on my problem). I can generate the map, and even see the shadows where my colonists will land, along with supplies. Then, my screen will completely freeze. I am able to hear the sounds effects of clicking the buttons, but other than that I am stuck at landing time, and I don't hear the colonist's pods opening either. I've tried things from new worlds and varying map sizes, to using different storytellers, and not using prepare carefully. I have tried not having Skynet and zombie apocalypse, other than that I have enabled all the mods. Would be awesome to play this modpack.
Quote from: Justicer3792 on March 05, 2016, 06:58:26 PM
Hello, I am having problems with starting a game. I went in and downloaded everything, deleted the Config folder and replaced it with ModConfig. I am able to enable the mods(after ~1 minute of loading, might be normal). I can make worlds, create colonies, use EDB:prepare carefully(none of which have an affect on my problem). I can generate the map, and even see the shadows where my colonists will land, along with supplies. Then, my screen will completely freeze. I am able to hear the sounds effects of clicking the buttons, but other than that I am stuck at landing time, and I don't hear the colonist's pods opening either. I've tried things from new worlds and varying map sizes, to using different storytellers, and not using prepare carefully. I have tried not having Skynet and zombie apocalypse, other than that I have enabled all the mods. Would be awesome to play this modpack.
Try turning on dev mode in the menu>options. It should probably come up with an error related to the issue that could help identify the cause. Initial loadup of the game with HSK can take a minute or two yeah, that is normal.
When you copied over HSK's files, did you allow it to overwrite the core folder as well? It needs to do so. The original mods/core should be untouched prior to installing HSK. Sometimes people delete it thinking that /mods needs to be empty.
I guess it was something to do with Edb mod order, but things seem to work fine now. Sorry for the trouble.
Quote from: Masquerine on March 05, 2016, 11:44:59 AM
Quote from: Dudok22 on March 05, 2016, 10:36:10 AM
I am getting this error when Colonist tries to make Leather Grips on the loom. I think she tries to use wrong material or something.
-snip-
Probably forgot to include a stuffcategory on leather grips, so it's randomly taking one of the ingredients and making into stuff. Spare Parts is not a stufftype, so it errors. Can fix.
Quote from: Toxicated on March 05, 2016, 08:42:45 AM
Why does every recipe start with completely different materials? It's just a bit confusing, on other mods usually the lowest quality material is the first one that shows. Is it possible for me to change this in any way?
This will be in the categories allowed per recipe. Needs a bit of an overhaul to make things flow better (don't want to be using rare alloys to make things like spare parts where material doesn't matter). When I finish up with meats and leathers I can address this too. Will also apply restrictions to things where weak materials shouldn't be allowed either, like some end-game structures/armors. The main issue stems from the fact that only one category type was applied, so everything simply uses everything in the same way.
Fixing categories will give more use to mixed alloys, and make other things more unique. My meat/leather fix is like the basics that will lead into category fixes. It's gonna be good.
Additionally to categories it will also fix NPC spawn types, so things like Norbals can't spawn with aluminum or sendust weapons - materials they don't have the tech to make/process. It's a complicated process but I understand it. Just gonna take some time.
What about the constructions, like walls, butcher's table ect? All of them usually have completely different material when I start the game. I am just used to that every structure or things to construct start with wood default and then you can change as you want.
Hello,
I've been trying the mod for a few days, and I'm a bit stuck with oil. I'm supposed to build a drilling rig but I can't build it anywhere. I am supposed to build it on a deposit of crude oil, but I can't find any. What does it look like?
Can't really continue with the game since stuff needs plastics and other derivatives from oil.
I really like this mod, it makes the game a real struggle, but a good part of the struggle is the search for information. I don't think I could have played the mod at all without the videos from quill18, unfortunately, he didn't get to the oil part yet.
Is there information anywhere (I read the faq ingame)?
Quote from: kazuma6666 on March 06, 2016, 06:25:18 AM
Hello,
I've been trying the mod for a few days, and I'm a bit stuck with oil. I'm supposed to build a drilling rig but I can't build it anywhere. I am supposed to build it on a deposit of crude oil, but I can't find any. What does it look like?
Can't really continue with the game since stuff needs plastics and other derivatives from oil.
I really like this mod, it makes the game a real struggle, but a good part of the struggle is the search for information. I don't think I could have played the mod at all without the videos from quill18, unfortunately, he didn't get to the oil part yet.
Is there information anywhere (I read the faq ingame)?
Here you go:
(http://i.imgur.com/qrcbQv8.jpg)
Hello Sk modders.
Me again.
Hay has no seeds in game and no way to extract them from Hay you buy.
So the only way to make Silage right now is to buy hay and then combine it with other materials.
Makes it hard to build up animal feed stocks to handle winters. cold snaps. Volcanic winters and Toxic Fallout.
*edit* So Sorry very blind of me I have missed the option staring me right int he face to just grow hay, it does not need a seed it seems.
On a side note colony defences in this pack are very weak, I Have reached the point now of 200+ pawn raids and they are nearly ending me everytime, no true embrasures, barbed wire can be walked through easily, automated guns that are wildly inaccurate and no way to mitigate incoming enemy damage, I mean I can make Antimatter but I cannot scale up the nano shields to defend my turrets or base?.
The 35mm auto sentry has a 1 in 4 chance to hit its target at max range for 1500 power while a single raider with a anti material rifle of good or better quality will sit back out of range and kill each turret.
The manned turrets have no hps, are either low fire rates or are inaccurate. Either cost massive amounts of power or a large cost of materials in ammo.
I am all for balance and Hardcore but when you make it cost alot take alot of power to run and then also make it easy to kill and weak to use, there is no balance.
Quote from: Mrshilka on March 06, 2016, 09:17:06 AM
Hello Sk modders.
Me again.
Hay has no seeds in game and no way to extract them from Hay you buy.
So the only way to make Silage right now is to buy hay and then combine it with other materials.
Makes it hard to build up animal feed stocks to handle winters. cold snaps. Volcanic winters and Toxic Fallout.
*edit* So Sorry very blind of me I have missed the option staring me right int he face to just grow hay, it does not need a seed it seems.
On a side note colony defences in this pack are very weak, I Have reached the point now of 200+ pawn raids and they are nearly ending me everytime, no true embrasures, barbed wire can be walked through easily, automated guns that are wildly inaccurate and no way to mitigate incoming enemy damage, I mean I can make Antimatter but I cannot scale up the nano shields to defend my turrets or base?.
The 35mm auto sentry has a 1 in 4 chance to hit its target at max range for 1500 power while a single raider with a anti material rifle of good or better quality will sit back out of range and kill each turret.
The manned turrets have no hps, are either low fire rates or are inaccurate. Either cost massive amounts of power or a large cost of materials in ammo.
I am all for balance and Hardcore but when you make it cost alot take alot of power to run and then also make it easy to kill and weak to use, there is no balance.
Hay + decorative flowers not needing seeds may have been intentional, but it could easily be implemented. My thoughts on it would be that you need to grow tons of hay for it to support even small herds of animals, so requiring seeds would greatly slow down production. Idea: need to find out why colonists can only carry like 5 seeds at a time. that's the real limiting factor here. Makes crop growing tedious with such a low amount.
I was thinking about security defenses the other day and how they relate to late game + hordes. Have some ideas to improve but it'll be a bit before I can get there (things that use alternative ammo sources for very unique effects). Also need to improve the help section/guide area as well. So much to do. Get there eventually I suppose, but your ideas are heard. All about adding content while retaining fun factor + balance. Played far too many games that don't understand how the player actually plays the game, so it's nice to finally be able to contribute and break that mold.
Hello guys, just started a new game and for some reason I can't tame, I've tried with every person I have but they do nothing and nothing happens if I try to right click over the animal either. Is there anything I need to be able to do it?
Quote from: Masquerine on March 06, 2016, 10:35:30 AM
Hay + decorative flowers not needing seeds may have been intentional, but it could easily be implemented. My thoughts on it would be that you need to grow tons of hay for it to support even small herds of animals, so requiring seeds would greatly slow down production. Idea: need to find out why colonists can only carry like 5 seeds at a time. that's the real limiting factor here. Makes crop growing tedious with such a low amount.
I was thinking about security defenses the other day and how they relate to late game + hordes. Have some ideas to improve but it'll be a bit before I can get there (things that use alternative ammo sources for very unique effects). Also need to improve the help section/guide area as well. So much to do. Get there eventually I suppose, but your ideas are heard. All about adding content while retaining fun factor + balance. Played far too many games that don't understand how the player actually plays the game, so it's nice to finally be able to contribute and break that mold.
I felt so dumb when I realised I could grow hay without seeds in this mod pack, I had just been buying all I could, I currently have a herd of 27 muffelo's 26 females and a single male. All the wool and milk I could want.
As for raids, my colony wealth now is so large I am getting 100+ mechs and 200 to 300 pawns from other factions.
the 40+ skynet raids are game overs but I have been deleting those raids because even 5 skynet's right now will end a colony.
I have to buy weapon crates to make defences also hurts when you lose half a dozen + guns per raid.
The fact Bucklers and Shields can block gunfire also makes melee even stronger.
Shooting seems so random with 95% of the weapons I switched my pair of hunters over to using Katanas since they kill in 1 or 2 hits and always bring the corpse back, and if some of the hundreds of hungry creatures attack him they have a sword and shield and ends them all without being hurt.
In the end I might make suggestions or gripe but this is your mod pack and I am just playing it:)
Quote from: Toxicated on March 06, 2016, 10:48:41 AM
Hello guys, just started a new game and for some reason I can't tame, I've tried with every person I have but they do nothing and nothing happens if I try to right click over the animal either. Is there anything I need to be able to do it?
A few things you can try friend, animals need certain levels of handling skill to be tamed, they also need food to be tamed with depending on the animal.
Handling skill needs to be set at a higher priority as well.
Hey! First of all, wanted to say, amazing mod-pack. I've been playing it quite a bit, and the work you do and your responsiveness is amazing!!
I just had an issue for the second time I wanted to report: On recruiting I got a message telling me that I failed recruitment with a 19% chance. But then I got the "new recruit" message and "chief angered" message, and my faction standing went down. The visitor is still in my camp, with 0 recruitment chance and is not my pawn. I cannot right-click to prioritize recruitment. This happened once before, and the pawn will just leave.
Edit:
I checked the debug menu on a reload and this might be related?
Exception in Tick (pawn=Jup, job=GuestRecruit A=Nova222289): System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Average[Single,Double,Single] (IEnumerable`1 source, System.Func`3 func, System.Func`3 result) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Average[Pawn] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
at Hospitality.State_VisitPoint.Cleanup () [0x00000] in <filename unknown>:0
at RimWorld.SquadAI.Brain.Cleanup () [0x00000] in <filename unknown>:0
at RimWorld.SquadAI.BrainManager.RemoveSquadBrain (RimWorld.SquadAI.Brain oldBrain) [0x00000] in <filename unknown>:0
at RimWorld.SquadAI.Brain.RemovePawn (Verse.Pawn p) [0x00000] in <filename unknown>:0
at RimWorld.SquadAI.Brain.Notify_PawnLost (Verse.Pawn pawn, PawnLostCondition cond) [0x00000] in <filename unknown>:0
at Verse.Pawn.SetFaction (RimWorld.Faction newFaction, Verse.Pawn recruiter) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_GuestRecruit.AdoptGuest (Verse.Pawn guest, RimWorld.Faction newFaction) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_GuestRecruit.TryGuestRecruit (Verse.Pawn recruiter, Verse.Pawn guest) [0x00000] in <filename unknown>:0
at Hospitality.JobDriver_GuestRecruit+<>c__DisplayClasse.<TryRecruitGuest>b__c () [0x00000] in <filename unknown>:0
at Verse.AI.Toil.Cleanup () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Quote from: Mrshilka on March 06, 2016, 11:21:33 AM
Quote from: Toxicated on March 06, 2016, 10:48:41 AM
Hello guys, just started a new game and for some reason I can't tame, I've tried with every person I have but they do nothing and nothing happens if I try to right click over the animal either. Is there anything I need to be able to do it?
A few things you can try friend, animals need certain levels of handling skill to be tamed, they also need food to be tamed with depending on the animal.
Handling skill needs to be set at a higher priority as well.
What kind of food? And handling is set to 1.
Hi, I was trying to install the mod but can't seem to find the config folder.
I'm using a MAC and I have tried both
Users/[username]/library/Application Support/Ludeon Studios/RimWorld/Config
and
Users/[username]/library/Caches/RimWorld/Config
directories and there's not a folder neither named "Ludeon studios" nor "Rimworld"...
I have also tried to click on the RimWorld game icon and go to the "show package contents" thing...
Am I missing something here? Doesn't seem like anyone else is having the same problem but me...
Quote from: wqw on March 06, 2016, 12:41:54 PM
Hi, I was trying to install the mod but can't seem to find the config folder.
I'm using a MAC and I have tried both
Users/[username]/library/Application Support/Ludeon Studios/RimWorld/Config
and
Users/[username]/library/Caches/RimWorld/Config
directories and there's not a folder neither named "Ludeon studios" nor "Rimworld"...
I have also tried to click on the RimWorld game icon and go to the "show package contents" thing...
Am I missing something here? Doesn't seem like anyone else is having the same problem but me...
If you first install Rimworld, run it and game creates config folder.
Is there any chance we could have hungry animals marked as hostile so our colonists autofire on them when drafted? Right now they have to be manually targeted, which can be a problem.
Also any chance that the old mod Haul Priority Designator can be updated and made part of the modpack? That mod added a key feature to the game which really, really improved it.
Quote from: skyarkhangel on March 06, 2016, 12:44:34 PM
Quote from: wqw on March 06, 2016, 12:41:54 PM
Hi, I was trying to install the mod but can't seem to find the config folder.
I'm using a MAC and I have tried both
Users/[username]/library/Application Support/Ludeon Studios/RimWorld/Config
and
Users/[username]/library/Caches/RimWorld/Config
directories and there's not a folder neither named "Ludeon studios" nor "Rimworld"...
I have also tried to click on the RimWorld game icon and go to the "show package contents" thing...
Am I missing something here? Doesn't seem like anyone else is having the same problem but me...
If you first install Rimworld, run it and game creates config folder.
Are you using a MAC also? I have actually ran the game several times but I still can't find the folder.
Also, I didn't need to "install" rimworld after I downloaded the game, it just opens right up without doing any installation.....
Quick question: does the mod include some sort of debuff to relations among factions? As you can get a taste of in the screenshot, every faction is at war with every other. And since everyone hates my colony--and came to do so quickly--I no longer get visitors, and no longer have a chance to 1) improve relations, 2) get walk-in traders. That really takes away a fun chunk of the game. Maybe it's not the mod, maybe everyone on my planet are simply real jerks. I just don't remember vanilla being like this. I'm using Phoebe/Challenge; does she just tend to do this?
It would be nice if other factions continued to visit, even when they didn't like you, sort of like diplomatic missions. Or if relations tended to slowly regress towards zero/neutral over time.
Still love the modpack. This complexity/difficulty is what I want out of Rimworld! Thank you devs.
[attachment deleted by admin - too old]
Quote from: ijm on March 06, 2016, 11:36:27 PM
Quick question: does the mod include some sort of debuff to relations among factions? As you can get a taste of in the screenshot, every faction is at war with every other. And since everyone hates my colony--and came to do so quickly--I no longer get visitors, and no longer have a chance to 1) improve relations, 2) get walk-in traders. That really takes away a fun chunk of the game. Maybe it's not the mod, maybe everyone on my planet are simply real jerks. I just don't remember vanilla being like this. I'm using Phoebe/Challenge; does she just tend to do this?
It would be nice if other factions continued to visit, even when they didn't like you, sort of like diplomatic missions. Or if relations tended to slowly regress towards zero/neutral over time.
Still love the modpack. This complexity/difficulty is what I want out of Rimworld! Thank you devs.
I also am loving this mod-pack! With the current 2.5 (assuming that's the one you downloaded) I also have this problem. I have made rooms with guest beds and tables, and even put food in the rooms both open and locked to see if they'd eat it when hungry. Visitors don't use the beds, or sit down and chat, or eat even when they have their own food. They just walk around the room getting more joy deprived, more hungry, more tired, and eventually leave pissed off even if I am chatting them up as much as possible. Dunno if there is a way to get around this or not. In 2.4 they'd do much the same thing, but at least they didn't leave giving me a faction hit unless I offended them. Just assume you'll eventually be at war with everyone.
Quote from: Edgewise on March 06, 2016, 11:46:35 PM
It would be nice if other factions continued to visit, even when they didn't like you, sort of like diplomatic missions. Or if relations tended to slowly regress towards zero/neutral over time.
Still love the modpack. This complexity/difficulty is what I want out of Rimworld! Thank you devs.
If factions are hostile to you, you can imprison their raiders and release them (after you've patched up their injuries). If they successfully leave the map, their faction gets like +15 rep. Do that a few times and you can make their faction friendly again. Hospitality did have a conflict with another mod but we think we've narrowed down why. You'd only get this conflict in an error log, else the mod seemed to be working as it should.
Visitors are a bit more picky now when visiting, I remember reading notes about that. Don't try chatting them up if your pawn doesn't have a decent social skill - you'll just end up offending them more.
I'm still working on the meats/leathers +categories. Making good progress at least.
Are there any plans to add mid-tech range temperature controls? That is, prior to getting someone to crafting level ten to make electronic parts, I can only heat a room by constantly rebuilding fires in it, and don't seem to have any options to cool it at all. A permanent stove or fireplace would be very nice for keeping things warm in winter, and something to deal with heatstroke in the summer would be great. Hand fans as an equipable tool, perhaps, or the ability to insulate ice so we can make an ice house (https://en.wikipedia.org/wiki/Ice_house_%28building%29). The mod already has straw, and IIRC, sawdust, so it would just be a matter of being able to apply it to ice blocks, to let them last into the summer. An ice house would probably be the equivalent of a firepit. Something on par with an in room stove or fireplace would likely be something like a mechanical cooling machine, which a bit of research shows did in fact predate modern use of electricity (https://en.wikipedia.org/wiki/Air_conditioning#Development_of_mechanical_cooling). (It was just really annoying to have to watch one of my colonists due of heatstroke because I didn't have the electronics to build fans or air conditioners, and I couldn't rescue her from her bed.)
Quote from: Masquerine on March 07, 2016, 12:30:36 AM
Quote from: Edgewise on March 06, 2016, 11:46:35 PM
It would be nice if other factions continued to visit, even when they didn't like you, sort of like diplomatic missions. Or if relations tended to slowly regress towards zero/neutral over time.
Still love the modpack. This complexity/difficulty is what I want out of Rimworld! Thank you devs.
If factions are hostile to you, you can imprison their raiders and release them (after you've patched up their injuries). If they successfully leave the map, their faction gets like +15 rep. Do that a few times and you can make their faction friendly again. Hospitality did have a conflict with another mod but we think we've narrowed down why. You'd only get this conflict in an error log, else the mod seemed to be working as it should.
Visitors are a bit more picky now when visiting, I remember reading notes about that. Don't try chatting them up if your pawn doesn't have a decent social skill - you'll just end up offending them more.
I'm still working on the meats/leathers +categories. Making good progress at least.
My current 2.5 game (my first actually, done on clean install of game and mod) I have a character with 19 social and gear to increase social impact doing the talking. They get a boost every time, but it doesn't matter. The visitors do not sit down at tables, or use the guest beds provided, or eat food. They just move around getting more tired, more hungry, and they do this until they are 'about to break' and then leave hungry and tired and I get a faction minus. Traders do not do this, just the visitors.
The guest room is very nice, better than the rooms my colonists use and are happy with. I even leave food, but nothing changes. They do not use any of the 'joy' items or other furniture, and leave exhausted, joy-deprived, starving and pissed off.
Quote from: Masquerine on March 07, 2016, 12:30:36 AM
If factions are hostile to you, you can imprison their raiders and release them (after you've patched up their injuries). If they successfully leave the map, their faction gets like +15 rep. Do that a few times and you can make their faction friendly again. Hospitality did have a conflict with another mod but we think we've narrowed down why. You'd only get this conflict in an error log, else the mod seemed to be working as it should.
Visitors are a bit more picky now when visiting, I remember reading notes about that. Don't try chatting them up if your pawn doesn't have a decent social skill - you'll just end up offending them more.
I'm still working on the meats/leathers +categories. Making good progress at least.
Phoebe seems to dislike other-colony raids in her stories. I think it's been 15+ real-time hours since I've had one. I get zombie raids a LOT, though. (Which aren't so fun, since they'll happily funnel themselves straight into a corridor with half a dozen armed pawns at the other end. I'll likely turn off the zombie mod next time.) Next time real people come to raid the colony I'll try to capture and release a few--thank you!
Quote from: Edgewise on March 07, 2016, 01:05:52 AM
My current 2.5 game (my first actually, done on clean install of game and mod) I have a character with 19 social and gear to increase social impact doing the talking. They get a boost every time, but it doesn't matter. The visitors do not sit down at tables, or use the guest beds provided, or eat food. They just move around getting more tired, more hungry, and they do this until they are 'about to break' and then leave hungry and tired and I get a faction minus. Traders do not do this, just the visitors.
The guest room is very nice, better than the rooms my colonists use and are happy with. I even leave food, but nothing changes. They do not use any of the 'joy' items or other furniture, and leave exhausted, joy-deprived, starving and pissed off.
If this happens, you have another mod overriding the visitors from Hospitality. If it's working correctly, the visitors plop down a little flag during their stay. If they don't, you got a mod conflict.
Gonna test out 2.5 after the download.. Hopefully all the previous bugs mentioned have been fixed.. Ill also try to reports some errors and bugs (if I survive long enough to try out most stuff xD)
Quote from: Orion on March 07, 2016, 02:40:25 AM
Quote from: Edgewise on March 07, 2016, 01:05:52 AM
My current 2.5 game (my first actually, done on clean install of game and mod) I have a character with 19 social and gear to increase social impact doing the talking. They get a boost every time, but it doesn't matter. The visitors do not sit down at tables, or use the guest beds provided, or eat food. They just move around getting more tired, more hungry, and they do this until they are 'about to break' and then leave hungry and tired and I get a faction minus. Traders do not do this, just the visitors.
The guest room is very nice, better than the rooms my colonists use and are happy with. I even leave food, but nothing changes. They do not use any of the 'joy' items or other furniture, and leave exhausted, joy-deprived, starving and pissed off.
If this happens, you have another mod overriding the visitors from Hospitality. If it's working correctly, the visitors plop down a little flag during their stay. If they don't, you got a mod conflict.
Got the same problem, using github build with no other mods.
Quote from: Toxicated on March 07, 2016, 09:34:24 AM
Quote from: Orion on March 07, 2016, 02:40:25 AM
Quote from: Edgewise on March 07, 2016, 01:05:52 AM
My current 2.5 game (my first actually, done on clean install of game and mod) I have a character with 19 social and gear to increase social impact doing the talking. They get a boost every time, but it doesn't matter. The visitors do not sit down at tables, or use the guest beds provided, or eat food. They just move around getting more tired, more hungry, and they do this until they are 'about to break' and then leave hungry and tired and I get a faction minus. Traders do not do this, just the visitors.
The guest room is very nice, better than the rooms my colonists use and are happy with. I even leave food, but nothing changes. They do not use any of the 'joy' items or other furniture, and leave exhausted, joy-deprived, starving and pissed off.
If this happens, you have another mod overriding the visitors from Hospitality. If it's working correctly, the visitors plop down a little flag during their stay. If they don't, you got a mod conflict.
Got the same problem, using github build with no other mods.
yes I can confirm, latest github build, I can't see any flags planted. They will not eat, or have fun. Sometimes they will sleep but that doesn't matter as they will leave pissed every time.
I've been really enjoying the mod pack, but I have to say the tableware system makes very little sense and feels annoying more than anything. If dropping the tableware when the meal is consumed is not technically possible currently, I think the tableware should be scrapped entirely or made part of the cost of tables instead as one user suggested.
Also, is there any chance I could get the added animals in a modular pack? Or if someone could tell me roughly how to pull them out of the pack for personal use, I would greatly appreciate it.
Hi, Ive sent out a colonist after having the dialog popup mentioning a raid with someones sister being captured or something? its been like a month ingame time now and the person is still not back. I cant imagine it shoudl take this long, the person still apears in my bar for colonists and has no indication of being dead if thats what happened
Quote from: nicsilver on March 07, 2016, 05:24:16 PM
Hi, Ive sent out a colonist after having the dialog popup mentioning a raid with someones sister being captured or something? its been like a month ingame time now and the person is still not back. I cant imagine it shoudl take this long, the person still apears in my bar for colonists and has no indication of being dead if thats what happened
Those resque events can take a few days to resolve, but you will get notice when they get back.
Not something to do with a new colony short on manpower.
The again I have 20 people now and am always short on man power since modpack lacks any sort of helpers or automation, beyond the most basic of conveyer belts.
Quote from: Agalyon on March 07, 2016, 11:36:41 AM
I've been really enjoying the mod pack, but I have to say the tableware system makes very little sense and feels annoying more than anything. If dropping the tableware when the meal is consumed is not technically possible currently, I think the tableware should be scrapped entirely or made part of the cost of tables instead as one user suggested.
Also, is there any chance I could get the added animals in a modular pack? Or if someone could tell me roughly how to pull them out of the pack for personal use, I would greatly appreciate it.
I felt the same way about tableware when I first was struggling to get my colony going, but I have found you value it later on it is a endless crafting job always helping you boost your crafting skill , because this mod pack you NEED high skilled crafters. I found glass was the easest for me to make it out of only needed glass batch to do it.
Quote from: Orion on March 07, 2016, 02:40:25 AM
If this happens, you have another mod overriding the visitors from Hospitality. If it's working correctly, the visitors plop down a little flag during their stay. If they don't, you got a mod conflict.
Yea, this was my assumption as well. I have used the hospitality mod before in a different mod-pack and it worked without any issues. I was just reporting it here so the guys putting this mod pack together could have some details about it, because I really like this mod-pack and hope they get it all sorted out.
Quote from: Mrshilka on March 07, 2016, 07:23:19 PM
Quote from: nicsilver on March 07, 2016, 05:24:16 PM
Hi, Ive sent out a colonist after having the dialog popup mentioning a raid with someones sister being captured or something? its been like a month ingame time now and the person is still not back. I cant imagine it shoudl take this long, the person still apears in my bar for colonists and has no indication of being dead if thats what happened
Those resque events can take a few days to resolve, but you will get notice when they get back.
Not something to do with a new colony short on manpower.
The again I have 20 people now and am always short on man power since modpack lacks any sort of helpers or automation, beyond the most basic of conveyer belts.
Your prayers will be answered soon, hopefully. Ivan is still working on the one robot mod. MAI or something. He's got a separate branch that he's testing it on. Soon tm.
That one event where it sends your pawns off-screen is the one with the conflict with hospitality. My idea was to change it from off-screen event to on-map events to avoid errors and conflicts. Like instead of sending 3 guys to search for treasure, you could get like an X on the map to go dig (mining) for ancient buried treasure. That sort of thing. Too many issues with sending pawns off-screen. Not worth the trouble. Neat idea, but bad application.
I'm aiming to finish up the basics of my overhaul tomorrow. Then I'll fix up a bunch of minor errors and bugs people have reported before carrying on with the next phase.
hello guys, enjoying the new updates very much.
couple things:
flies and fleas are a little frequent for my tastes. it'd be cool if the event could factor in the cleanliness of the home zone (maybe by counting dirt patches), and the dirtier it is, the more frequent these events could become.
antimatter reactor either doesn't come off cooldown or takes way, way too long. weird because the similar tesla towers work well.
when crafting apparel or armor, the "UnfinishedApparel" bug still occurs (when the pawn can't finish the unfinished part, because sometimes the unfinished part thinks it's of a different material than what was originally used to create it).
antibiotics seem to have too little effect. maybe I was just unlucky with the tests, but I had 2 pawns at the same time come off with a disease and I dosed one regularly with antibiotics in addition to medical care while I left the other to only medical care. the antibiotics pawn didn't recover much quicker, only a little.
when I have a tactical computer, pawns can start playing games anywhere on the map while they are tasked with joy, not just next to the tactical computer.
the quantum fabricator constantly draws the same amount of power, instead of consuming less when idle. I think the CommunityCoreLibrary.CompPowerLowIdleDraw comp is accidentally missing there.
What a great modpack. Good job for creating a fantastic tool to make exceptional experience. Every new version is better than its predecessor. I like how bugs are eating every loot I leave behind, it's fun to watch and crush them it's even funnier also all the carnivorous animals with hunger rage just make me stay in home zone :D
I have few issues but nothing that important and you already know about them. Looking forward for bug fixes and a clear and stable version but now it's playable as it is.
Quote from: Mrshilka on March 07, 2016, 07:25:37 PM
I felt the same way about tableware when I first was struggling to get my colony going, but I have found you value it later on it is a endless crafting job always helping you boost your crafting skill , because this mod pack you NEED high skilled crafters. I found glass was the easest for me to make it out of only needed glass batch to do it.
Do glass ones not require spare parts?
Quote from: Agalyon on March 08, 2016, 09:09:58 AM
Quote from: Mrshilka on March 07, 2016, 07:25:37 PM
I felt the same way about tableware when I first was struggling to get my colony going, but I have found you value it later on it is a endless crafting job always helping you boost your crafting skill , because this mod pack you NEED high skilled crafters. I found glass was the easest for me to make it out of only needed glass batch to do it.
Do glass ones not require spare parts?
They all require spare parts everything pretty much does so you just factor it into your stocks.
Quote from: Masquerine on March 08, 2016, 12:37:37 AM
Your prayers will be answered soon, hopefully. Ivan is still working on the one robot mod. MAI or something. He's got a separate branch that he's testing it on. Soon tm.
Ahh yes MAI, excellent, I do hope you guys will keep in both versions of MAI, the one using an AI core to be smart and learning, and the one I use the drone MAi I like to build enmass for cleaning and hauling:P
Remember kids they do not have feelings if you never installed any when you made them;)
Hey Sk team.
I was wondering if you could look at or explain why you have made it so you cannot put vents into conduit walls or Utility walls.
No vents or coolers or ducts nothing can be built on these walls, you are limited to just plain walls if you want to use them, and you DO want to use them alot.
This means for aesthetic reasons I never use those walls in any structure that is going to need vents and it feels to me to be a strange design choice.
Having used other mods and mod packs I know this is not a game limited reason and I have used both vents and ducts on walls with conduits in them.
Sitting here thinking Utility walls would be good in my base when I discovered I could not use ducts or vents with them at all.
And while I am asking why do normal walls have completely different textures to the same walls but with Conduits in them, Lighted walls as well.
The normal walls have what looks like base game textures, while the Lighted and Conduit walls have the newer Superior Crafting wall textures.
*Edit* I fixed this above issue by simply copying the graphics part of the conduit walls and replacing the standard walls one so now they match *glee*
*Second Edit* I found out why ducts and vents are limited this way
li Class="CommunityCoreLibrary.RestrictedPlacement_Properties">
<compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass>
<thingDefs>
<li>Wall</li>
</thingDefs>
Only thing they are allowed to be build on is basic walls not the half a dozen other wall types, not sure if this was your design choice, but pointing it out, going to fix it on my end so I can use whatever walls I like and have them all look good.
Thanks again.
Version 2.5
Why cant i organize work by squads, as in the restriction tabs. Also why the work tab is missing that upper option that allowed me to one click check/uncheck or set priority number for all squad selected colonists?
I'm not sure how this modpack works but it seems I have full of errors.
This happens in the main menu
Fresh install > Run as Admin > no mods (to create appdata files) > install SK 2.4 and start > start fine without active mods > activate all mods > no error > restart game > debug mode active and show errors.
Is there any mod queue in mod order or something like that? I also tried to put "CCL mod" after the "core" in mod order but no luck (same errors).
2.5 seems to work without debug errors at the start but you reported bugs in game, so I'm not sure if it works fine or not.
Quote from: testerke on March 09, 2016, 01:51:10 AM
I'm not sure how this modpack works but it seems I have full of errors.
This happens in the main menu
Fresh install > Run as Admin > no mods (to create appdata files) > install SK 2.4 and start > start fine without active mods > activate all mods > no error > restart game > debug mode active and show errors.
Is there any mod queue in mod order or something like that? I also tried to put "CCL mod" after the "core" in mod order but no luck (same errors).
2.5 seems to work without debug errors at the start but you reported bugs in game, so I'm not sure if it works fine or not.
After you copy the HSK files into /mods, you're then supposed to copy or move the modsconfig.xml that will be at the bottom of the /mods folder to another location. The location to move it to depends on your operating system. First page post in this thread has the instructions. The modsconfig.xml is the file that automatically sorts out the mod loading order we use by default, with "optional" mods kept as optional so you can decide to use them or not. Usually there is up to 4 optional mods, but we have like 2 major pending issues on 2 so they are disabled right now.
One more day or so and my overhaul first phase will be done. Assuming I don't horribly break the game in some unforeseen way afterwards, I'll go back like 10+ pages in this thread and list out reported errors and bugs that didn't get addressed yet and then go from there.
Are my pawns supposed to get malaria on specific body parts? Like "Malaria (minor), right leg)
I've got this mod and I've dicked around with it a bit. I like it a lot, but a few minor issues.
- I don't know what I'm getting when I research stuff. Some kind of list like "Construction 1 unlocks Wall 1" or something would be amazing.
- Certain weapons don't have realistic ammo count, like the Mosin Nagant.
- Embrasures don't mesh with walls, so I have to build the structure with stamped rock so it has a roof, then destroy the rock, then build the embrasures. Kind of annoying.
Really at this point I just want to see more content in regards to weaponry. Older stuff, not as much future space tech if at all possible. <3
Can you create a delay or something from the time you shoot someone and they hit the ground dead to the time crash bugs come to eat all their stuff to about 2 days or so? Atm I have a fight with my enemies followed immediately by a fight with crashbugs to try and get some loots from their corpses. This is also a bit exploitable since you can drop a garment right outside your kitchen and crashbugs show up almost instantly to try and eat it, which means you get a nice crashbug jerky dinner this way anytime your stocks on food are a bit low.
Quote from: Locusthorde300 on March 09, 2016, 12:01:40 PM
I've got this mod and I've dicked around with it a bit. I like it a lot, but a few minor issues.
- I don't know what I'm getting when I research stuff. Some kind of list like "Construction 1 unlocks Wall 1" or something would be amazing.
- Certain weapons don't have realistic ammo count, like the Mosin Nagant.
- Embrasures don't mesh with walls, so I have to build the structure with stamped rock so it has a roof, then destroy the rock, then build the embrasures. Kind of annoying.
Really at this point I just want to see more content in regards to weaponry. Older stuff, not as much future space tech if at all possible. <3
The research tree is fully clickable and will show you what research leads where and unlocks what, the help button will also show this.
I am guessing weapons have ammo loads changed for the sake of balance.
Embrasures are waist to chest high walls, they are not roof bearing as listed in real life and in the games code, they are a hard form of sandbags.
I just wanted to also confirm that it is a tad annoying not being able to place coolers and vents on utility walls. Other than that though great mod pack so far. :D
Quote from: Edgewise on March 09, 2016, 12:12:26 PM
Can you create a delay or something from the time you shoot someone and they hit the ground dead to the time crash bugs come to eat all their stuff to about 2 days or so? Atm I have a fight with my enemies followed immediately by a fight with crashbugs to try and get some loots from their corpses. This is also a bit exploitable since you can drop a garment right outside your kitchen and crashbugs show up almost instantly to try and eat it, which means you get a nice crashbug jerky dinner this way anytime your stocks on food are a bit low.
I think it's great as it is now. I love how all this insects gather around stuff. Today a visitor was killed by giant spider and first I've done was gather all my colonists and go to his corpse. 2 colonists was on overwatch with gladiuses and shields and rest grab everything whats left. Of course there was plenty of dead bugs to cook but I've left them. I like that idea because it force you to build a shelter right on the start that protects everything and everyone from bugs and carnivorous animals. To balance your problem there is a mod added it's called Mending, that's how you repair all the stuff eaten by insects.
Oh right, I forgot that Hospitality mod must be load in different order, I think that Orion have said it before, because visitors don't use guestrooms and that lead to war ;)
hey im having an issue where my colonist wont work they have plenty of thing to do like cleaning or mining but they go idle (all jobs are enable on the work tab ) any idea on how to fix this ?
Quote from: Grogfeld on March 09, 2016, 02:30:32 PM
Quote from: Edgewise on March 09, 2016, 12:12:26 PM
Can you create a delay or something from the time you shoot someone and they hit the ground dead to the time crash bugs come to eat all their stuff to about 2 days or so? Atm I have a fight with my enemies followed immediately by a fight with crashbugs to try and get some loots from their corpses. This is also a bit exploitable since you can drop a garment right outside your kitchen and crashbugs show up almost instantly to try and eat it, which means you get a nice crashbug jerky dinner this way anytime your stocks on food are a bit low.
Oh right, I forgot that Hospitality mod must be load in different order, I think that Orion have said it before, because visitors don't use guestrooms and that lead to war ;)
I too enjoy the horror of all those bugs waiting for you to die so they can eat your clothes.
ON a 325x325 jungle map I had upwards of 40 crash bugs swarming bodies to eat the clothing when a raid was going on, it became a race between me being able to grab the bodies and the bugs stripping and eating everything they had one them, and would watch the wounded I left to die as I had far to many other things to do surrounded by bugs just waiting for them to die.
I imagine them swatting the bugs away as they bleed out bugs getting closer and closer as they get weaker;)
I think it's great as it is now. I love how all this insects gather around stuff. Today a visitor was killed by giant spider and first I've done was gather all my colonists and go to his corpse. 2 colonists was on overwatch with gladiuses and shields and rest grab everything what's left. Of course there was plenty of dead bugs to cook but I've left them. I like that idea because it force you to build a shelter right on the start that protects everything and everyone from bugs and carnivorous animals. To balance your problem there is a mod added it's called Mending, that's how you repair all the stuff eaten by insects.
1 tabbleware per simple meal? They like use a metal fork one time and just throw it away?
Quote from: Edgewise on March 09, 2016, 08:04:01 PM
Quote from: Kadrush on March 09, 2016, 06:23:07 PM
1 tabbleware per simple meal? They like use a metal fork one time and just throw it away?
Basically. Disposable plates. Yea, it doesn't make a lot of sense in a setting where resources are scarce but maybe later there will be a 'sink' that allows you to get back table ware and the high tech later version, the dishwasher.
Yeah, known issue. I can fix that now (with a simple one for now. Proper dish washing will come later). I'll also go back like 15 pages and make a list of everything everyone has reported or mentioned and then start addressing them. Time to play catch up.
I've finally finished the first stage of the meat/leather overhaul. Everything seems to be working. Vanilla meats still in game, but you shouldn't be running into them unless you edb embark with it or god mode spawn. Traders will be bringing my items instead. For now they behave in the same way that vanilla did recipe-wise, but that will get expanded upon. If for some reason you do get a vanilla meat type, you can still make jerky from it (for now).
Guns will now use boiled leather instead of any leather. Boiled Leather made at cook stove or pro cook stove. Hide, Smooth and Furred leathers can be boiled (optional Exotic leather, but you really shouldn't). Wool can't be. Wool creatures now drop their wool upon shearing and butchering (didn't want 2 items to 1 creature). Icicat and Feenix will now have leather and no longer drop heart on death. Butcher them to get that heart.
Animals should now be allowed to eat delicious meats. Domestic cats are disabled due to numerous errors. Ignore the "domestic cat file is missing" yellow error. Stupid cats. Good riddance.
Apparel should hopefully no longer get the unfinished thing error. Went over all the recipes and made more unique unfinished things for them (no longer possible to pull items they are not allowed to use, as unfinished thing matches their recipe exactly).
Leathers are: Hide, Smooth, Furry, Exotic and Wool. Hides are rough, hairless or somewhere between. Smooth is like short haired, soft to the touch types. Fur is like thick ones, like most of the dogs. Wool is shearable, thick stuff for the most part. Thrumbos can now be sheared. I tried to vary up most recipes on the categories used, will go over again at some point to fine tune. Exotic leathers right now still retain their stats from what they were before, but I plan to make them even more unique. Same with meats. Want to add another feathered creature or 2 and add feathers as an item as well. Pillow fights anyone? :)
I did some other stuff but I can't remember what it was. Storytellers now display their quotation, giving a little more insight on what they are like and whatnot. It was always in their file but not displayed. Rey's quote is best.
Normally my editing is done and committed at the end of the day. This time it took me like 4-5 days to get it fully functional. :)
Quote from: Kadrush on March 09, 2016, 06:23:07 PM
1 tabbleware per simple meal? They like use a metal fork one time and just throw it away?
Basically. Disposable plates. Yea, it doesn't make a lot of sense in a setting where resources are scarce but maybe later there will be a 'sink' that allows you to get back table ware and the high tech later version, the dishwasher.
The whole tableware thing seems a tad ridiculous in my opinion. Adds pointless busy work and clutter, not fun at all.
Dude, if I may, can i suggest you to add Powerless mod to the pack. I really miss some power less light a heat options on early game.
Quote from: Masquerine on March 09, 2016, 07:32:02 PM
Quote from: Edgewise on March 09, 2016, 08:04:01 PM
Quote from: Kadrush on March 09, 2016, 06:23:07 PM
1 tabbleware per simple meal? They like use a metal fork one time and just throw it away?
Basically. Disposable plates. Yea, it doesn't make a lot of sense in a setting where resources are scarce but maybe later there will be a 'sink' that allows you to get back table ware and the high tech later version, the dishwasher.
Yeah, known issue. I can fix that now (with a simple one for now. Proper dish washing will come later). I'll also go back like 15 pages and make a list of everything everyone has reported or mentioned and then start addressing them. Time to play catch up.
I've finally finished the first stage of the meat/leather overhaul. Everything seems to be working. Vanilla meats still in game, but you shouldn't be running into them unless you edb embark with it or god mode spawn. Traders will be bringing my items instead. For now they behave in the same way that vanilla did recipe-wise, but that will get expanded upon. If for some reason you do get a vanilla meat type, you can still make jerky from it (for now).
Guns will now use boiled leather instead of any leather. Boiled Leather made at cook stove or pro cook stove. Hide, Smooth and Furred leathers can be boiled (optional Exotic leather, but you really shouldn't). Wool can't be. Wool creatures now drop their wool upon shearing and butchering (didn't want 2 items to 1 creature). Icicat and Feenix will now have leather and no longer drop heart on death. Butcher them to get that heart.
Animals should now be allowed to eat delicious meats. Domestic cats are disabled due to numerous errors. Ignore the "domestic cat file is missing" yellow error. Stupid cats. Good riddance.
Apparel should hopefully no longer get the unfinished thing error. Went over all the recipes and made more unique unfinished things for them (no longer possible to pull items they are not allowed to use, as unfinished thing matches their recipe exactly).
Leathers are: Hide, Smooth, Furry, Exotic and Wool. Hides are rough, hairless or somewhere between. Smooth is like short haired, soft to the touch types. Fur is like thick ones, like most of the dogs. Wool is shearable, thick stuff for the most part. Thrumbos can now be sheared. I tried to vary up most recipes on the categories used, will go over again at some point to fine tune. Exotic leathers right now still retain their stats from what they were before, but I plan to make them even more unique. Same with meats. Want to add another feathered creature or 2 and add feathers as an item as well. Pillow fights anyone? :)
I did some other stuff but I can't remember what it was. Storytellers now display their quotation, giving a little more insight on what they are like and whatnot. It was always in their file but not displayed. Rey's quote is best.
Normally my editing is done and committed at the end of the day. This time it took me like 4-5 days to get it fully functional. :)
Fantastic! thanks for your work!, Will I need to start a new map for this to work?, Just spent the last day or so getting a minus 40 Tundra colony up and going.
Quote from: Mrshilka on March 09, 2016, 11:39:13 PM
Fantastic! thanks for your work!, Will I need to start a new map for this to work?, Just spent the last day or so getting a minus 40 Tundra colony up and going.
Probably. Take your time. All I've really done is pave the basics of my plan out here. There's much more to come once I've caught up on user reports. Hospitality was updated last night too, hopefully resolving the flag issues. I'll do a bit of a rework on meals so there will be a point to some of the things people normally ignore in favor of make fine meal x500. I'll also remove a few redundant ones in favor of more specialized ones.
Seems I forgot to include the new leathers as materials for buildings. Whoops. I committed an edit to fix that. Haha.
Also fixing vanilla leather from generating. They didn't gen in my test but after merging the commit, they did again. Found the solution.
Version 2.5 - Randy Random (rough difficulty) just killed my game, lol. I was playing with Phoebe, but got bored (oh the regret).
1- He sent a tribal war in my map (factions spamming raids and attacking each other, ocasionally skimishing my base). On the raid I captured around 5 tribals and just couldnt (i am to nice guy for that) kill or release them (most of them lost a leg on the fight). One of the prisioners committed suicide (nice coding, lol)
2- One month latter, he sent a Cold Snap at end of may, killing all my crops (with the lack of seeds = dead on the winter). i managed to save some food and seeds from the potato crops, but lost my bamboo and corn ones.
3- Shortly after he spammed insectoids which wandered around the map, killing my hunting attempts to compensate the crops lost to the cold snap. I had to many injured people to put a fight on the insects. = starvation = bezerks = more injured people
4- Finally, on june, 5 colonists (out of 10) and 2 prisioners caught Malaria.
Lesson learned, back your saves each 6 months...
Not sure if I curse you or thank you for such amazing difficult on an intermediate level
Quote from: Kadrush on March 10, 2016, 11:02:32 AM
Version 2.5 - Randy Random (rough difficulty) just killed my game, lol. I was playing with Phoebe, but got bored (oh the regret).
1- He sent a tribal war in my map (factions spamming raids and attacking each other, ocasionally skimishing my base). On the raid I captured around 5 tribals and just couldnt (i am to nice guy for that) kill or release them (most of them lost a leg on the fight). One of the prisioners committed suicide (nice coding, lol)
2- One month latter, he sent a Cold Snap at end of may, killing all my crops (with the lack of seeds = dead on the winter). i managed to save some food and seeds from the potato crops, but lost my bamboo and corn ones.
3- Shortly after he spammed insectoids which wandered around the map, killing my hunting attempts to compensate the crops lost to the cold snap. I had to many injured people to put a fight on the insects. = starvation = bezerks = more injured people
4- Finally, on june, 5 colonists (out of 10) and 2 prisioners caught Malaria.
Lesson learned, back your saves each 6 months...
Not sure if I curse you or thank you for such amazing difficult on an intermediate level
And now I want to play with RR :D Are there problems when you switch between storytellers?
How to overcome the lack of spare parts?
This is the second game I play using the mod. The first one was a little bit ago. I remember spare parts consumed 30 metal and could be made easily with steel bars.
Now it needs 15 metal and 15 high conductivity. I am stuck on a game because I have no more spare parts and can't find copper or aluminium anywhere. Also, no traders are bringing it with then. Basically I am just researching, hunting and crop-growing very basic vegetables forever.
Is there any way to overcome this situation or I can only sit and wait for a trader?
Quote from: mark_valley on March 10, 2016, 12:20:14 PM
How to overcome the lack of spare parts?
This is the second game I play using the mod. The first one was a little bit ago. I remember spare parts consumed 30 metal and could be made easily with steel bars.
Now it needs 15 metal and 15 high conductivity. I am stuck on a game because I have no more spare parts and can't find copper or aluminium anywhere. Also, no traders are bringing it with then. Basically I am just researching, hunting and crop-growing very basic vegetables forever.
Is there any way to overcome this situation or I can only sit and wait for a trader?
I was worried about this being the case when the recipe got changed to be a split resource. I'll modify it to be solid again only. Solid only also works in my favor too for editing. Split resource is putting too much demand and emphasis on high con metals.
Bugfixes will come fast and dirty today, so if possible I'd recommend that you avoid updating HSK today. I'm committing when I complete each particular bugfix.
Kay, I compiled a list of reported bugs, errors and the like from a bunch of pages back. Time to squash them.
Quote from: Kadrush on March 10, 2016, 03:08:59 PM
Are you going to bring Hospitality 1.10 to your patch? I am playing it without hardcore and it is working fine. Visitors are setting flags, using guest beds, and using my joy furniture (didnt checked if they ate my food).
Hospitality 1.10d is currently in.
Added more walls to ducts, vents heater+cooler. Was oversight as both mods are standalone instead of core, so their files have to be edited to include coresk wall types. Also being standalone means they overwrote coresk changes, so revert to vanilla wall. Fixed.
Quantum Fabricator now has low idle power draw. Super large power buildings now require to be NOT under roofs. HP on antimatter reactor buffed a bit. Still has failure to come off cooldown. Sky can fix.
Spare parts now solid only. Default ingredients set to iron/steel, optional ones are red X. Same behavior for wires, mechanism, advanced mechanism, ect. Think I could apply this to buildings too, so instead of a random material at map start they could use a default, like wood or steel (but still allow everything else).
Xzero gun can now be found in stockpile+mending table.
Some weapon ammo counts adjusted to match real life version (error in copy paste lead to wrong amounts)
Antibiotics blood filter boost increased/fixed (was missing on two stages of using them).
Some other minor fixes and things.
holla if something breaks. I committed the edits to things I mentioned.
Seems I broke Sky's animal butchering. They convert MeatAmount into Gutted Corpse amount, but I'm no longer relying on MeatAmount for meats...so it breaks. He'll have to change it to also not rely on MeatAmount anymore. For now, you'll have hungry animals if they are the ones butchering (carnivores should be the only issue - herbivore and omnivore can munch on grass). Player butchering will work fine. They'll also eat any meat source just fine, as long as its not a corpse.
Are you going to bring Hospitality 1.10 to your patch? I am playing it without hardcore and it is working fine. Visitors are setting flags, using guest beds, and using my joy furniture (didnt checked if they ate my food).
Quote from: Kadrush on March 10, 2016, 11:02:32 AM
Version 2.5 - Randy Random (rough difficulty) just killed my game, lol. I was playing with Phoebe, but got bored (oh the regret).
1- He sent a tribal war in my map (factions spamming raids and attacking each other, ocasionally skimishing my base). On the raid I captured around 5 tribals and just couldnt (i am to nice guy for that) kill or release them (most of them lost a leg on the fight). One of the prisioners committed suicide (nice coding, lol)
2- One month latter, he sent a Cold Snap at end of may, killing all my crops (with the lack of seeds = dead on the winter). i managed to save some food and seeds from the potato crops, but lost my bamboo and corn ones.
3- Shortly after he spammed insectoids which wandered around the map, killing my hunting attempts to compensate the crops lost to the cold snap. I had to many injured people to put a fight on the insects. = starvation = bezerks = more injured people
4- Finally, on june, 5 colonists (out of 10) and 2 prisioners caught Malaria.
Lesson learned, back your saves each 6 months...
Not sure if I curse you or thank you for such amazing difficult on an intermediate level
This is why I only play with Randy random. Day 1, Malaria. Day 4, 2 traders. (only ones I'd see for a very, very long time) No bad events at all after the malaria for almost a month, then raid. In the middle of that fight, raid. I pause, scroll over to see a few more enemies and think ok, I can still deal with that probably. Unpause, 5 seconds pass, siege. Look over the siege party and they have a sniper. My 'long' range weapon at this time is a DE pistol with 25. My base was heavily trashed, all my colonists survived but one lost a finger and one lost a leg, and all 4 were injured. I get the injured treated, the dead buried, was trying to snag a couple loot items and capture one promising survivor and then a meteor (I think?) broke a wall that released a couple mechanoids. I set up a nice defense and got one, but the other took down all but my legless colonist and that was the end. RR is awesome fun but will sooner or later just crush you without remorse. Still, the only story teller I use.
In the latest version, when a predator butchers deer no meat is created, and they don't get any food from it. It causes a single furx to kill a whole herd of deer, and still leave the furx starving.
Quote from: Delekhan on March 10, 2016, 11:49:39 PM
In the latest version, when a predator butchers deer no meat is created, and they don't get any food from it. It causes a single furx to kill a whole herd of deer, and still leave the furx starving.
Doh! Quite the Furx to not get killed in the process as well.
A couple other issues I've noticed with various travelers. When they break (which I see often since I play on large maps and currently they never eat or sleep until they pass out) They will then start eating and sleeping normally, but forget what they were doing or where they were going and just walk around the map until something kills them.
Well, I guess that carnivorous stuff is quite an issue, as the guy above stated, if they cant feed they will kill the whole herd, corpses will rot and food will lack (early game rellies heavily on hunting).
Also, can I add Rimsenal with Rimsenal CR patch at the end of the modpack? Will it break something? (I need more guns ::)
Thanks for your effort.
I tried what you said and it worked but after 1 day I loaded the saved games and I got debug panel. Whatever I tried (restart game load every saved game) nothing helped. version 2.4
I downloaded the new version of the mod 2.5 and it worked (till I started to play) but I got errors again at the very bejgining of the game.
I think the mod is too buggy because there are a lot of stuff in there.
I tried fresh install and clear the appdata folder everytime to make sure it's the mod and not me!
damn.. i would really love if my guys would stop shooting their own legs of.. im going to have a pirate colony soon..
Some of my colonists want to do something with pork and beef which causes them to go to it grab a bunch and then generate error 'NAME started 10 jobs in 10 ticks' after which they grab some more and it repeats. They are not assigned as cooks so I dont know what they want to do with it. Their job description just says 'Taking pork'
Quote from: miguelcaldeira on March 11, 2016, 07:38:05 AM
damn.. i would really love if my guys would stop shooting their own legs of.. im going to have a pirate colony soon..
Thank Combat realism for that, somehow they equate realism with person using a long rifle shooting own legs off instead of boar on ground next to them.
Carnivores will now correctly butcher corpses. They now generate meat amount based on bodysize of creature (same method I was using for meatgen).
Will look into meat+recipe. I think I've found it. <ticker> didn't need to be on the meats. Seems fine so far.
People shooting own parts off might be due to the point blank accuracy not being 100%. So if PB was like 20%, they shoot and end up shooting their foot off or something. I bet that's it. Else, bug to find somewhere else to fix (disallow projectile on same tile as shooter).
Keep reports, suggestions and possible issues coming. We can only address things if we are aware of them.
Quote from: Masquerine on March 11, 2016, 10:04:31 AM
Carnivores will now correctly butcher corpses. They now generate meat amount based on bodysize of creature (same method I was using for meatgen).
Will look into meat+recipe. I think I've found it. <ticker> didn't need to be on the meats. Seems fine so far.
People shooting own parts off might be due to the point blank accuracy not being 100%. So if PB was like 20%, they shoot and end up shooting their foot off or something. I bet that's it. Else, bug to find somewhere else to fix (disallow projectile on same tile as shooter).
Keep reports, suggestions and possible issues coming. We can only address things if we are aware of them.
Thank you SK team for your hard work!.
Guys, fixed gutted corpse. May be need some new rebalance. Count ~ nutrition.
Quote from: InsanityMoose on October 12, 2015, 05:32:22 AM
Very nice collection of mods, but I seem to have a problem with conveyors. If the game is saved with uranium on a conveyor belt, it gets stuck after reloading. Looks like it's related to radiation damage checks.
Exception ticking A2BBelt2647709: System.NullReferenceException: Object reference not set to an instance of an object
at SK_Radiation.ItemRAD.CheckDamageRange () [0x00000] in <filename unknown>:0
at SK_Radiation.ItemRAD.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0
at A2B.BeltItemContainer.Tick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.DoBeltTick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at A2B.Building_ConveyorBelt.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
This error is still active just as a heads up.
If the the conflict cannot be resolved could maybe look into adding the A2B Teleporters to skip the entire belt issue.
Quote from: Mrshilka on March 11, 2016, 12:54:57 PM
Quote from: InsanityMoose on October 12, 2015, 05:32:22 AM
Very nice collection of mods, but I seem to have a problem with conveyors. If the game is saved with uranium on a conveyor belt, it gets stuck after reloading. Looks like it's related to radiation damage checks.
Exception ticking A2BBelt2647709: System.NullReferenceException: Object reference not set to an instance of an object
at SK_Radiation.ItemRAD.CheckDamageRange () [0x00000] in <filename unknown>:0
at SK_Radiation.ItemRAD.Tick () [0x00000] in <filename unknown>:0
at Verse.ThingContainer.ThingContainerTick () [0x00000] in <filename unknown>:0
at A2B.BeltItemContainer.Tick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.DoBeltTick () [0x00000] in <filename unknown>:0
at A2B.BeltComponent.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at A2B.Building_ConveyorBelt.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
This error is still active just as a heads up.
If the the conflict cannot be resolved could maybe look into adding the A2B Teleporters to skip the entire belt issue.
I notified Sky, as this will be C# territory. He fixed the issue with the anitmatter reactor, brackets in coding didn't match so it was broken (he didn't commit changes yet though).
This version is nearly unplayable for me, colonists want to 'Take pork/beef' even when they have no job assigned causing them to get stuck in endless loop.
look: http://i.imgur.com/QTC13IS.png
Quote from: Dudok22 on March 11, 2016, 01:30:26 PM
This version is nearly unplayable for me, colonists want to 'Take pork/beef' even when they have no job assigned causing them to get stuck in endless loop.
look: http://i.imgur.com/QTC13IS.png
Trying to figure it out. They have some kind of an obsession with hoarding meat on themselves.
I have the hoarding meat problem.
Also I have a problem with the reloading system. I have a target set for my colonist (I like to manually hunt animals, the AI for hunting with guns is stupid), but every time my colonist reloads he/she just stands there doing nothing. The target gets broken and the drafted colonist does nothing.
This makes combat and manual hunting extremely tedious. Can we make it so that reloading does not break the colonist's target?
Also I am using the version from yesterday, 2.5 Github. I have played for 5 game months, and not a single trader.
Also, Where is the comms console? I can't find the Communications research project.
Finally, and this is important, Electronic Components are very broken. They cost far too much, and basic things like batteries and air conditioners need several of them. The glass frames and sterling silver required make them very expensive. The 15 glass frames require 30 glass batches, which in turn requires 75 sand. So 75 sand per electronic component, plus silver, plus many other things. It is insane. At least increase the number of electronic components each production batch makes.
Quote from: Delekhan on March 11, 2016, 02:12:20 PM
I have the hoarding meat problem.
Also I have a problem with the reloading system. I have a target set for my colonist (I like to manually hunt animals, the AI for hunting with guns is stupid), but every time my colonist reloads he/she just stands there doing nothing. The target gets broken and the drafted colonist does nothing.
This makes combat and manual hunting extremely tedious. Can we make it so that reloading does not break the colonist's target?
Also I am using the version from yesterday, 2.5 Github. I have played for 5 game months, and not a single trader.
Also, Where is the comms console? I can't find the Communications research project.
Finally, and this is important, Electronic Components are very broken. They cost far too much, and basic things like batteries and air conditioners need several of them. The glass frames and sterling silver required make them very expensive. The 15 glass frames require 30 glass batches, which in turn requires 75 sand. So 75 sand per electronic component, plus silver, plus many other things. It is insane. At least increase the number of electronic components each production batch makes.
While the costs are high, the fact sand is unlimited and free to gather does make up for it, grind up a few hundred sand and lay out a large is sand floor, I do 10x10 usually, then use the gather sand option on your new floor, you initial cost of sand is returned to you exponentially.
Regarding the sand floor providing unlimited resources: Do you realize how ridiculous this sounds? If that is intended by design, then ok. But it seems really strange.
Quote from: Delekhan on March 11, 2016, 03:02:14 PM
Regarding the sand floor providing unlimited resources: Do you realize how ridiculous this sounds? If that is intended by design, then ok. But it seems really strange.
No idea, likely not but I am not fighting it:P
I have absolutely no clue what my Colonist is yelling about in this raid story. I think there might have been a translation error? I would be more than happy to help correct some of the grammar and stuff if you need any help.
http://imgur.com/IoQcKzN
Unsure if I did something wrong, but when I open the research menu there are no techs there.
Screenshot: http://clip2net.com/s/3vs07iL
The random raid stories in general make no sense and add nothing to the game, they just confuse the player.
Quote from: Delekhan on March 11, 2016, 05:16:29 PM
The random raid stories in general make no sense and add nothing to the game, they just confuse the player.
I was also confused about translating them. It acts as if one of your guys is saying it, and then they had all these really confusing stories. Idk what the point of it was meant to be.
Fixed the meat stacking issue.
Increased Electronic Component product amount.
Working on fixing cannibal meals.
Quote from: Kadrush on March 11, 2016, 05:51:10 PM
I noticed that the mod comes with zombie apocalipse, but it is not enabled. Is it working as intended?
On the other hand, I must insist, please add Powerless and Rimsenal (the weapons pack) to the mod
Zombie mod is simply optional, as it greatly changes gameplay. Should be working fine.
Will look into powerless/low tech alternatives for things (like the snow block/hay mix idea for cooling)
Loving the modpack, and greatly appreciate the work being put into it. Many thanks!
I noticed that the mod comes with zombie apocalipse, but it is not enabled. Is it working as intended?
On the other hand, I must insist, please add Powerless and Rimsenal (the weapons pack) to the mod
I've been playing with this mod pack for a while. I have to say that you guys did a great job - after so many hours I barely scratched the surface off all the content you mixed together. The furthest I got was preparing to manufacture electronic chips, but I didn't have anyone with enough Crafting skill. The rest of my colonies are attempts to survive on a desert, one is in progress.
What I feel like is missing from the mod pack is a minor overhaul of treating wounds and diseases. Currently there is no distinction between medicine, other than potency. I think it would be a good idea to replace medicine bags with separate bandages and drugs.
More importantly - how about disabling treating wounds bare handed?
Second thing - outfits. Correct me if I am wrong, but currently there is no way to auto equip infused items with specific bonuses. And bonuses are too good to allow pawns to pick them randomly. It really takes a lot of fun out of the game to have to force equip specific outfits every raid.
Currently every time I am being attacked I equip my colonists manually with weapons and armor and after the fight I equip them back with tools and +work speed apparel. There must be a better way.
I'm also worried about reaching the microchip phase again and being stuck with not enough Crafting skill. Low rate + high requirement + skill decay make it really tedious and grindy.
I've noticed few bugs in this release (carnivores fix):
- Pawns sometimes stand for hours and pick up lots of raw meat to keep it in their inventory. They do that even if jerky is available, but is lying further than the meat.
- New meat types don't seem to be spoiling at all. IIRC in my previous colony it was fine. Both of them were running on the same version of the mod pack. Current colony is made after activating and then disabling additional mods and reinstalling the modpack.
- Pawns don't get the cannibal mood debuff from Norbal (and maybe other humanoid) meat jerky.
Quote from: Delekhan on March 11, 2016, 02:12:20 PM
Finally, and this is important, Electronic Components are very broken. They cost far too much, and basic things like batteries and air conditioners need several of them. The glass frames and sterling silver required make them very expensive. The 15 glass frames require 30 glass batches, which in turn requires 75 sand. So 75 sand per electronic component, plus silver, plus many other things. It is insane. At least increase the number of electronic components each production batch makes.
+1 this.
Sterling silver requires 40 silver, 2 copper, and 10 coal to make 10 sterling silver. The base value of all the resources in the recipe is 64 silver and the value of the product is 40 silver. Right now it's not only much less work to just buy this stuff but also much cheaper.
The cost for spare parts is 45 silver worth of copper plus 30 silver worth of steel to make 12 parts for a cost of 6.25+labor per part which has a value of only 6 each. You lose money for making it yourself instead of just buying it.
Electronics components are worth only 100 silver each. They require 135 silver in copper, 75 silver in glass frames, 93.75 silver in spare parts, 108.8 silver in in sterling silver (if you made these) so 412 silver for 5 which means they cost 83 each to make plus a crap-ton of work. For the work going into them, these are way to cheap and way to frequently required.
The easiest fix would be to increase the batch produced of some of the sub components (sterling silver and spare parts in particular) and also increase the batch size of electronics components to account for the labor involved. Because of all the resource gathering, hording, and refining time requirements, the batch sizes should be better imo.
Some very cheap seeds plus time and a bit of harvesting atm yields a lot more value for the work. Enough that selling surplus food stuffs and then buying electronics is more work efficient than making electronics. Also, it requires only growing as a skill as well as no special work stations.
Edit: Sorry, forgot the integrated circuits. Increase the work amount and decrease the cost total of the materials in the recipe I think would be good. These things are really tiny! Very little material is contained in them, but a lot of work and precision (skill) is involved. Even more so for microchips.
Hey SK Team.
I have discovered a bug in my latest Colony.
Going into hardcore clothing manufacturing for my colonists using the Hyperloom.
I have found many of the recipes bug out when you try to make them.
Eg: Discharger gloves, I have them set to only use devilstrand or synthread yet it errors out and tries to make the item from something like steel ally or some type of leather, things impossible for it to be made from.
I have hundreds of each of the material I need to make these items,
Here is a screenshot of the error, (I am running the game in Dev mode to use speed 4 during quiet spots on my map)
The Makething error.
(http://i.imgur.com/l73XY0U.jpg)
The Rimdog erro is caused by the dogs still trying to path after my ninja has deprived them of the ability to do so.
I cannot create any growing zones. I am playing on the Arid Shrubland biome.
Speaking of the Arid Shrubland biome, how are we supposed to smelt any steel, copper, ANYTHING without trees? Charcoal requires a LOT of wood. If we cannot make charcoal and there isn't much coal (there usually isn't) then we can't make metal.
Coal, that's how I am doing it on that tundra map I am playing, mine all I can and then use the mining machines to give me more.
Okay, I guess with enough mining we can find sufficient coal to make something work.
However the bug where we can't make any growing zones on desert and arid shrubland biomes is a serious problem.
Quote from: Delekhan on March 11, 2016, 11:09:00 PM
I cannot create any growing zones. I am playing on the Arid Shrubland biome.
Speaking of the Arid Shrubland biome, how are we supposed to smelt any steel, copper, ANYTHING without trees? Charcoal requires a LOT of wood. If we cannot make charcoal and there isn't much coal (there usually isn't) then we can't make metal.
If you have neither trees nor hills/mountains with a moderate amount of coal on your map to get you started, it will be tough to get past this hurdle.
On another note, I am finding the insectiod hive raids and plunderer groups do not attack. They enter the map and just hang out and kill stuff there. Think I am using the next to last update or possibly from 2 builds ago, might not be the same in the current build.
Also, I think the barbed wire fence is very cool, but with the regular wood plank fence having more hp and using less material and being wood, I dunno what the use would be for barbed wire fencing. If you made it nearly immune to normal bullets and melee attacks, requiring fire or explosives to bypass, I'd be all in!
Latest bleeding edge update is bleeding a bit more than usual, started a new colony, opening research tab gives this in debug log with empty research tab. Clean mod install, restarted after getting load order situated, all the stuff that normally gets a working game.
(http://i.imgur.com/xpmRC1ih.png)
Weird temperature bug... With 3 AC units keeping my freezer nice and frosty, I notice that it slowly rises in temperature until I mouse over it, then it rapidly drops down again. Like don't look at it for 2-3 days, it goes up to about 40 degrees F, then I mouse over it and it quickly drops back down to 28, which is where I have it set. The ambient temp outside only changed 1 degree, and there was no interruption in power.
Also, I keep forgetting to bring this up. Especially with bugs now eating clothes, please set the default to forbidden on items dropped after bugs strip corpses. Otherwise some random person on the edge of the map dies, gets stripped, your colonists walk halfway across the map to loot some awful clothing item with 5% health, and it's gone before they make it. Thanks. :D
Quote from: Sekmeth on March 11, 2016, 04:52:47 PM
Unsure if I did something wrong, but when I open the research menu there are no techs there.
Screenshot: http://clip2net.com/s/3vs07iL
Tried doing a full reinstall of both the game and the mod, still no go.
Screenshot: http://c2n.me/3vsV8tz
Anyone else had this happen?
Quote from: Tiberiumkyle on March 12, 2016, 12:50:45 AM
Latest bleeding edge update is bleeding a bit more than usual, started a new colony, opening research tab gives this in debug log with empty research tab. Clean mod install, restarted after getting load order situated, all the stuff that normally gets a working game.
(http://i.imgur.com/xpmRC1ih.png)
I have the exact same issue, and tried the same troubleshooting.
Quick question; how does one create sugar from sugarcane? None of the production buildings seem to do the job for me. Thanks! :)
https://dl.dropboxusercontent.com/u/54281287/RimWorld/screenshot4.jpg
https://dl.dropboxusercontent.com/u/54281287/RimWorld/screenshot5.jpg
Am I doing something wrong or why do I have missing textures?
Edit: nevermind, fresh install of Rimworld fixed it. Also some other issues.
Quote from: bobdylan21 on March 12, 2016, 10:29:27 AM
Quick question; how does one create sugar from sugarcane? None of the production buildings seem to do the job for me. Thanks! :)
Butchers Table.
Hey SK Team.
Can you look at the Fungiponics basin, Mushrooms planted it it do not seem to grow at all, I have tried both with and without a sunlamp.
Sort of a small bug, but hopefully an easy one to fix:
Raptors attack zombies, but zombies don't attack raptors--not even in self-defense. So if you have a zombie raid that spawns near a raptor, you can just stay inside and wait until the raptor hunts down all the zombies.
Alas I think I might be done with this mod pack, Every colony I make that ends up successful has the issue that, with all the items in this mod pack, power plants and high end resources your colony wealth skyrockets and this causes monster raids
The Mod packs security options are frankly rubbish for the wealth it generates, inaccurate weak turrets with monster power costs does not bode well for defending your colony when raids breach over 300+ pawns.
People forget the Ai does not care if it lives or dies it can make all the free pawns it wants they have no history or goals beyond killing your people.
They do not care about taking losses up to the predetermined break point.
This is my Colony wealth at around 8 years
(http://i.imgur.com/6SfoVY3.jpg)
Yes that is over 2 million (Cassandra Classic Extreme)
As you can see the raid it has just given me.
Want numbers? I got that too.
(http://i.imgur.com/LUFNpvQ.jpg)
Over 300 pawns and best part of it is this is a Sapper raid, real raids will be over 400 now and Mechanoid raids will be over 250.
Nothing in this modpack that I can build will let me survive raids like this, no goal I can reach too to be able to hold the line and keep on playing.
I guess what I am trying to say it security needs to be looked at, things like base shielding like the old SC shields so you can keep your people alive
And they would need to be strong a 300+ raid put out somewhere close to 10k dps a second, 2k hp Beta Poly walls evaporate instantly under the weight of just missed shots from larger mechanoid raids.
Thanks for reading my mini rant.
Quote from: ijm on March 12, 2016, 07:10:55 PM
Sort of a small bug, but hopefully an easy one to fix:
Raptors attack zombies, but zombies don't attack raptors--not even in self-defense. So if you have a zombie raid that spawns near a raptor, you can just stay inside and wait until the raptor hunts down all the zombies.
Old bug in the Zombie code since creation, not unique to this mod pack. They never fight back against animals, used to be when trapped in your base from a zombie horde a crazed animals event or later on manhunter pack event would save you.
Quote from: Mrshilka on March 12, 2016, 02:29:49 PM
Quote from: bobdylan21 on March 12, 2016, 10:29:27 AM
Quick question; how does one create sugar from sugarcane? None of the production buildings seem to do the job for me. Thanks! :)
Butchers Table.
Thanks!
Kinda cheesy tactic I know, but one way to 'hide' your wealth from the AI is to stockpile everything you want where you want it and delete stockpiles once it's siting there so it's not in your inventory. Still, as you say, the very high end machinery will boost your wealth to the point that you must use ludicrous tactics to deal with raids. I've had to restart a few times because my colony wealth just grew faster than my colony firepower could defend.
Edit: Some type of cap on the enemy factions would be great, so they have a max number of people they can attack with and a manpower regain rate to limit how frequent those attacks will be. Maybe limit the max raid size to no more than X times the number of colonists you have or something along those lines, and moved up or down based on the quality of their equipment and type of raid.
I'm not sure whether or not this is a bug, or if I'm just missing something. I've attached a screenshot. As you can see: the sonar range is currently 138/50 (Current/Max). Is it supposed to go on expanding forever? I ran some power up to it because I noticed that the batteries weren't quite doing it. It's actually revealed everything on the whole map at this point. (325 map, pretty big.) (Ignore the impending zombie fun.)
[attachment deleted by admin - too old]
Quote from: ijm on March 12, 2016, 10:43:11 PM
I'm not sure whether or not this is a bug, or if I'm just missing something. I've attached a screenshot. As you can see: the sonar range is currently 138/50 (Current/Max). Is it supposed to go on expanding forever? I ran some power up to it because I noticed that the batteries weren't quite doing it. It's actually revealed everything on the whole map at this point. (325 map, pretty big.) (Ignore the impending zombie fun.)
The range goes up and up the longer you have it running until it hits the max, then it winds down. I haven't used it yet in this current version but a couple versions back (like 2 days ago) it was working right as far as I could tell. I use the biggest map size, and definitely it took multiple uses to scout out the area around me and there was still a large portion of map left I hadn't hit with it.
Quote from: Edgewise on March 13, 2016, 12:17:01 AM
Quote from: ijm on March 12, 2016, 10:43:11 PM
I'm not sure whether or not this is a bug, or if I'm just missing something. I've attached a screenshot. As you can see: the sonar range is currently 138/50 (Current/Max). Is it supposed to go on expanding forever? I ran some power up to it because I noticed that the batteries weren't quite doing it. It's actually revealed everything on the whole map at this point. (325 map, pretty big.) (Ignore the impending zombie fun.)
The range goes up and up the longer you have it running until it hits the max, then it winds down. I haven't used it yet in this current version but a couple versions back (like 2 days ago) it was working right as far as I could tell. I use the biggest map size, and definitely it took multiple uses to scout out the area around me and there was still a large portion of map left I hadn't hit with it.
Right--but the Max seems to be 50 on that sonar, but as you can see it's at 138. Actually, the game's been running since I posted and it's now at 162. I assume it's just not going to stop. That can't be right.
I am repeatedly getting worlds generated without oil deposits or without mineral deposits. This makes the game unplayable.
There are too many bugs and problems with this modpack. I will return and try again in 3 or 4 months once things have been fixed.
Quote from: ijm on March 13, 2016, 01:07:22 AM
Quote from: Edgewise on March 13, 2016, 12:17:01 AM
Quote from: ijm on March 12, 2016, 10:43:11 PM
I'm not sure whether or not this is a bug, or if I'm just missing something. I've attached a screenshot. As you can see: the sonar range is currently 138/50 (Current/Max). Is it supposed to go on expanding forever? I ran some power up to it because I noticed that the batteries weren't quite doing it. It's actually revealed everything on the whole map at this point. (325 map, pretty big.) (Ignore the impending zombie fun.)
The range goes up and up the longer you have it running until it hits the max, then it winds down. I haven't used it yet in this current version but a couple versions back (like 2 days ago) it was working right as far as I could tell. I use the biggest map size, and definitely it took multiple uses to scout out the area around me and there was still a large portion of map left I hadn't hit with it.
Right--but the Max seems to be 50 on that sonar, but as you can see it's at 138. Actually, the game's been running since I posted and it's now at 162. I assume it's just not going to stop. That can't be right.
Yea, that does seem unlikely to be working as designed. I will try it out in my current game, see if I get similar results. I built the sonar module just a bit ago but have yet to deploy it. Probably will be when I wake up tho, very late here atm.
Quote from: Mrshilka on March 12, 2016, 07:23:18 PM
Alas I think I might be done with this mod pack, Every colony I make that ends up successful has the issue that, with all the items in this mod pack, power plants and high end resources your colony wealth skyrockets and this causes monster raids
The Mod packs security options are frankly rubbish for the wealth it generates, inaccurate weak turrets with monster power costs does not bode well for defending your colony when raids breach over 300+ pawns.
People forget the Ai does not care if it lives or dies it can make all the free pawns it wants they have no history or goals beyond killing your people.
They do not care about taking losses up to the predetermined break point.
This is my Colony wealth at around 8 years
(http://i.imgur.com/6SfoVY3.jpg)
Yes that is over 2 million (Cassandra Classic Extreme)
As you can see the raid it has just given me.
Want numbers? I got that too.
(http://i.imgur.com/LUFNpvQ.jpg)
Over 300 pawns and best part of it is this is a Sapper raid, real raids will be over 400 now and Mechanoid raids will be over 250.
Nothing in this modpack that I can build will let me survive raids like this, no goal I can reach too to be able to hold the line and keep on playing.
I guess what I am trying to say it security needs to be looked at, things like base shielding like the old SC shields so you can keep your people alive
And they would need to be strong a 300+ raid put out somewhere close to 10k dps a second, 2k hp Beta Poly walls evaporate instantly under the weight of just missed shots from larger mechanoid raids.
Thanks for reading my mini rant.
From what I can see here, I think that our lovely storyteller just wanted you to say: go to sleep, you're playing now 2 weeks non stop!
Just joking. Nice raid. I couldn't play that long. Most of the time I've got a game ending bug or something like that. But yes, you have a good point. 300+ it's too big... or your enemies have cloning vats and just producing pawns. What can I say? GG :D
300 pawns is a baby raid for me though, some other mod packs I get raids like this and win.
(http://i.imgur.com/FSy1b2z.jpg)
and
(http://i.imgur.com/j1GJLCH.jpg)
I had access to dozens of defensive buildings to help me split the raids up and kill them.
Once I land on a planet I am not looking to escape I am looking to turn these raids into silver:P
Thrumbo Horns. There doesn't seem to be a damned trader that will take them. Even the exotic goods trader never seems to have an offer for me. Is trading Thrumbo horns unavailable in this modpack or am i getting unlucky?
Great mod, gives so much to the game!
I've noticed some things that could do with fixing.
1. The stuff that's dumped with you on the planet, is no longer randomized. It's always the same stuff, from the standard prepare carefully option.
The base game was rather interesting in giving you random stuff. While I like the prepare carefully option, I prefer the random version.
2. Prisoners with their legs shot off (and no prosthetic "installed")... If you have selected the recruit or release option, they won't be fed or interacted with. No recruitment happens and they slowly starve to death. Only the 2nd option allow your colonists to feed them.
3. Colonists will for no discernible reason begin to wander around (inactive), even though they have a lot of options for activity, like priority 3 or 4s, cleaning, chopping wood, hauling etc.
And there is definitely a lot of stuff that needs to be done... All they seem to react to, is priority 1 stuff.
A very small thing:
Neither the pro cook stove or simple grill are considered "meal sources", so the "Need meal source" message stays up if you don't also have a regular cook stove.
Quote from: Brasidas on March 13, 2016, 01:24:02 PM
3. Colonists will for no discernible reason begin to wander around (inactive), even though they have a lot of options for activity, like priority 3 or 4s, cleaning, chopping wood, hauling etc.
And there is definitely a lot of stuff that needs to be done... All they seem to react to, is priority 1 stuff.
So i wasn't going crazy there. I have noticed that too but i wasn't sure i was doing everything right
The Hand Assembly Workbench no longer has recipes for hand tools (IE pick axe).
Also, hive raids still don't have raid behavior. They enter the map and just chill there until I kill them. They act either like raptors (attack only when I'm close) or just carnivores (attack only when I'm close and they are hungry.)
I have RR story teller and he gave me a triple raid event with the first being the raid where you get friendlies helping you, then before those guys attacked a second raid from the same group popped up and they both came about the same time, then a 3rd raid. Anyhow, I describe this only because of the actions of the friendlies. They arrived last, the fight was over, and they just hung around on the map till they were killed by predators. I think they are supposed to leave after the fight, but maybe they got bugged because of the other raids or something.
Edit: They did eventually leave after many days! The two who were left... Well sorta, one is still just wandering around.
Quote from: kaptain_kavern on March 13, 2016, 07:30:29 PM
Quote from: Brasidas on March 13, 2016, 01:24:02 PM
3. Colonists will for no discernible reason begin to wander around (inactive), even though they have a lot of options for activity, like priority 3 or 4s, cleaning, chopping wood, hauling etc.
And there is definitely a lot of stuff that needs to be done... All they seem to react to, is priority 1 stuff.
any chance its a area permission thing ? i had that once where i forgot i had put a pawn into a restricted area and no tasks left within it to do.
So i wasn't going crazy there. I have noticed that too but i wasn't sure i was doing everything right
Quote from: Mrshilka on March 13, 2016, 11:48:14 AM
300 pawns is a baby raid for me though, some other mod packs I get raids like this and win.
I had access to dozens of defensive buildings to help me split the raids up and kill them.
Once I land on a planet I am not looking to escape I am looking to turn these raids into silver:P
ohh omg... in A13 i will try to rework Enemy Raids, so AI would trying to defeat you without raids in 100 and more pawn, but using another technique. For example organize diversion to your turrets, warehouses with ammunition... etc :)
Hey, is it just me or; 1. Biomatter does not appear to be usable to fix scars; even under the surgery tab. and 2. Thrumbo horns / hearts of "fire/ice" are not eligible to be sold to any traders?
is it only me or doesn´t the visitors sleep in the guest beds?
but even with the little bugs is this modpack great. i love it^^
edit: and it is impossible to raise your reputation with your visitors. no matter how many times you speak with them. almost all fractions are hostile to me because of the visitors.
Quote from: Killaim on March 13, 2016, 09:47:51 PM
Quote from: kaptain_kavern on March 13, 2016, 07:30:29 PM
Quote from: Brasidas on March 13, 2016, 01:24:02 PM
3. Colonists will for no discernible reason begin to wander around (inactive), even though they have a lot of options for activity, like priority 3 or 4s, cleaning, chopping wood, hauling etc.
And there is definitely a lot of stuff that needs to be done... All they seem to react to, is priority 1 stuff.
any chance its a area permission thing ? i had that once where i forgot i had put a pawn into a restricted area and no tasks left within it to do.
So i wasn't going crazy there. I have noticed that too but i wasn't sure i was doing everything right
Colonists don't need area permissions to go and cut down tagged trees or haul tagged stuff. The guy in question couldn't cut plant stuff, but he should've been able to both clean, haul or craft and did none of it (priority 2-4 AFAIR).
Another small bug: the "Mine Exhausted" announcement has some missing/wrong text. (See screen shot.) Also in this screen shot is the "Need meal source"--there because I don't have a basic cook stove, and despite the fact that I do have a pro stove and simple grill--that I mentioned a few posts ago.
Such a great mod collection. I have to keep saying it. And I can't imagine how much work it is for you; my sincere thanks for bringing me back to Rimworld. And a shoutout to Quill18 for introducing it to so many of us.
[attachment deleted by admin - too old]
Quote from: skyarkhangel on March 13, 2016, 10:31:25 PM
Quote from: Mrshilka on March 13, 2016, 11:48:14 AM
300 pawns is a baby raid for me though, some other mod packs I get raids like this and win.
I had access to dozens of defensive buildings to help me split the raids up and kill them.
Once I land on a planet I am not looking to escape I am looking to turn these raids into silver:P
ohh omg... in A13 i will try to rework Enemy Raids, so AI would trying to defeat you without raids in 100 and more pawn, but using another technique. For example organize diversion to your turrets, warehouses with ammunition... etc :)
Sounds fantastic:)
Quote from: bobdylan21 on March 13, 2016, 11:30:55 PM
Hey, is it just me or; 1. Biomatter does not appear to be usable to fix scars; even under the surgery tab. and 2. Thrumbo horns / hearts of "fire/ice" are not eligible to be sold to any traders?
Unlike SC Biomatter is not used to heal scars for that you need to research the tech that gives you the Dermal regenerator, a device that scans and heals tissue damage to your colonists, even Brain damage!.
Quote from: skyarkhangel on March 13, 2016, 10:31:25 PM
ohh omg... in A13 i will try to rework Enemy Raids, so AI would trying to defeat you without raids in 100 and more pawn, but using another technique. For example organize diversion to your turrets, warehouses with ammunition... etc :)
I thought about AI and how it is neglected. I think that it needs more semi stages. Now we have: 1. Spawn 2. Wait some time/build siege/attack 3. attack few targets. Problem is in no safe checks. You can shoot with sniper rifle to those who wait or build siege, EVEN those who guard. Only when some of them are dead they stop and attack. Yes they attack when you come to close but with combat realism and sniper rifle firing range or weapons with firing arc you can decimate them with ease and I don't even mention mortars. I think that it could be managed with few ways. I see two solutions. One is hard and it affect AI , so not a topic for now, the second one is simpler but I don't know if it's possible with incident mechanics and probably how AI manages raids of the same faction. So a faction attack with couple groups and with different tasks. There could be assault and a siege at the same time and when enemy pawn will be in close radius to our building than it could trigger a drop pod assault. This could mess with our defenses quite well. So if it is possible to trigger raid of specific faction then I think it is possible to make it happen. Is the "traitor" event triggered on ongoing raid?
Also I would recommend swapping to the RT Quantum Storage mod. Nano storage causes immense amounts of lag and overall isn't that great of a storage mod. Thanks for the awesome pack SK Team. :D
I just instal this mod, but I can't construct anything, I need steel, mechanics and spare parts, where I can get these without crafting tables? I explore whole map and there is nothing
Anyone else have trouble with making a Fine Meal ?
He always say he aint got any Materials - but actually iam pretty sure taht he have.
He just dont want to do it >D
1 TableWare
Meat
Potatos
Simple Meals works fine - but they dont detect the meat!
Do you have raw meat? or only jerky or the other prepared ones?
Quote from: Mrshilka on March 14, 2016, 02:16:13 AM
Quote from: bobdylan21 on March 13, 2016, 11:30:55 PM
Hey, is it just me or; 1. Biomatter does not appear to be usable to fix scars; even under the surgery tab. and 2. Thrumbo horns / hearts of "fire/ice" are not eligible to be sold to any traders?
Unlike SC Biomatter is not used to heal scars for that you need to research the tech that gives you the Dermal regenerator, a device that scans and heals tissue damage to your colonists, even Brain damage!.
Thanks!
Quote from: Mrshilka on March 14, 2016, 02:16:13 AM
Quote from: bobdylan21 on March 13, 2016, 11:30:55 PM
Hey, is it just me or; 1. Biomatter does not appear to be usable to fix scars; even under the surgery tab. and 2. Thrumbo horns / hearts of "fire/ice" are not eligible to be sold to any traders?
Unlike SC Biomatter is not used to heal scars for that you need to research the tech that gives you the Dermal regenerator, a device that scans and heals tissue damage to your colonists, even Brain damage!.
Is the dermal regenerator a item or a production bench; because i'm unable to find it :)
Quote from: Mrshilka on March 14, 2016, 02:16:13 AM
Quote from: bobdylan21 on March 13, 2016, 11:30:55 PM
Hey, is it just me or; 1. Biomatter does not appear to be usable to fix scars; even under the surgery tab. and 2. Thrumbo horns / hearts of "fire/ice" are not eligible to be sold to any traders?
Unlike SC Biomatter is not used to heal scars for that you need to research the tech that gives you the Dermal regenerator, a device that scans and heals tissue damage to your colonists, even Brain damage!.
Oops, never mind! Found it! :D
Quote from: Kadrush on March 14, 2016, 10:56:05 AM
Do you have raw meat? or only jerky or the other prepared ones?
I have normal meat.
I destroyed my cooker thingy - made a new one - then fine meal works.
But as soon as i do a SINGLE simple meal, the fine meal aint working anymore.. >D
Meat as an ingredient works only as raw, if you make jerky meat you have to eat it, but cant use to prepare a fine meal.
I got everything - i told alrdy, it works when i REMAKE teh building but only for a short amount of time... :(
(http://i.imgur.com/wlBpobG.jpg)
Quote from: Grogfeld on March 14, 2016, 04:37:46 AM
Quote from: skyarkhangel on March 13, 2016, 10:31:25 PM
ohh omg... in A13 i will try to rework Enemy Raids, so AI would trying to defeat you without raids in 100 and more pawn, but using another technique. For example organize diversion to your turrets, warehouses with ammunition... etc :)
I thought about AI and how it is neglected. I think that it needs more semi stages. Now we have: 1. Spawn 2. Wait some time/build siege/attack 3. attack few targets. Problem is in no safe checks. You can shoot with sniper rifle to those who wait or build siege, EVEN those who guard. Only when some of them are dead they stop and attack. Yes they attack when you come to close but with combat realism and sniper rifle firing range or weapons with firing arc you can decimate them with ease and I don't even mention mortars. I think that it could be managed with few ways. I see two solutions. One is hard and it affect AI , so not a topic for now, the second one is simpler but I don't know if it's possible with incident mechanics and probably how AI manages raids of the same faction. So a faction attack with couple groups and with different tasks. There could be assault and a siege at the same time and when enemy pawn will be in close radius to our building than it could trigger a drop pod assault. This could mess with our defenses quite well. So if it is possible to trigger raid of specific faction then I think it is possible to make it happen. Is the "traitor" event triggered on ongoing raid?
These are some great ideas. Rather than raids just getting bigger and bigger, make them get smarter. :) I've had these multi-raid things happen by coincidence since I use RR as my story teller, but to have it be just the normal way things are for raids to work like this would be awesome. I think the challenge there will be in the behavior of the various groups being tweaked. For example: If one force is a distraction force, they might fight to the last man as long as the other team is still in the fight, but withdraw even with no losses if the other team has failed. If one group is a siege force and the other the attack force, the siege force might withdraw if the attack force is wiped out or they run out of ammo, or take cover as much as possible if you're sniping them while the attack force might double back to protect the siege force/catch you in a pincer if you start sniping the siege force. This would be much better than just more enemies imo.
Edit: Having them go after resources would be cool too. I mean they are called 'raids' right? so they should be trying to steal something... like silver, gold, rare items, high quality items, etc. It is after all the colony wealth that is attracting more enemies to the raids. Maybe you can buy them off buy leaving stuff outside for them to haul away. Make some of the workstations able to be uninstalled and moved by raiders so a raid target might be to steal your long range communication relay or your Multi-Analyzer or to set time bombs next to your oil extractor/power generators or something like that. In the end, they should have some goal other than 'die en masse in order to maybe injure 1-2 ppl' like it currently is.
I'd love to play this mod pack but whenever I try to load the core sk mod in mods it gives me the outdated/incompatible mod notification and turns all mods off. What am I doing wrong?
So I am curious, since whenever I try to remove Seeds Please (the one mod I really hate, though it makes sense), it bugs up the research completely. Is there any way Seeds Please can be removed without messing up the tech tree?
Quote from: Justicer3792 on March 15, 2016, 01:13:51 AM
So I am curious, since whenever I try to remove Seeds Please (the one mod I really hate, though it makes sense), it bugs up the research completely. Is there any way Seeds Please can be removed without messing up the tech tree?
Every mod in the main mod pack are tightly wound together, and all reference each other so removing them would be a large amount of work.
Quote from: onelastlink on March 15, 2016, 12:07:11 AM
I'd love to play this mod pack but whenever I try to load the core sk mod in mods it gives me the outdated/incompatible mod notification and turns all mods off. What am I doing wrong?
Make sure you are installing the config file, it will enable all the mods int he correct order.
Quote from: Flamingwhitepony on March 14, 2016, 05:44:31 AM
Also I would recommend swapping to the RT Quantum Storage mod. Nano storage causes immense amounts of lag and overall isn't that great of a storage mod. Thanks for the awesome pack SK Team. :D
I will bump for Quantum Storage also, god I miss it, and the way it can synergise with the A2B belts is great also.
The ability to use Power into storage space is a great thing!
Anyone fast can tell me how i make a Crate for the Turrets ?
I cant find a Workbench :(
Crates for turrets can only be bought from merchants or sometimes captured during sieges.
Sometimes, those crates drop on the crash landings, if you have enabled this opitional mod.
Quote from: Mrshilka on March 15, 2016, 03:04:05 AM
Quote from: onelastlink on March 15, 2016, 12:07:11 AM
I'd love to play this mod pack but whenever I try to load the core sk mod in mods it gives me the outdated/incompatible mod notification and turns all mods off. What am I doing wrong?
Make sure you are installing the config file, it will enable all the mods int he correct order.
When I installed it I didn't see a config file when putting the mods in rimworld what's the name of it exactly?
Anyone have a idea how i make a chemlab ? (which research i need for it, tryed to find it.. :()
Quote from: Canute on March 14, 2016, 09:36:51 AM
You should be able to build 1 table with wood to made wood planks.
With these wood planks you can craft the next table ...
Or you can deconst. some existing buildings for stone blocks and build with these straight a smelter.
There is a reason why this modpack is called "hardcore" ! :-)
ok and how can I get mechanics and other stuff? and electrical pieces for research table? Can somebody expain to me in details how can I start the game and progress somewhere?
Quote from: Hudson161 on March 15, 2016, 03:27:42 PM
ok and how can I get mechanics and other stuff? and electrical pieces for research table? Can somebody expain to me in details how can I start the game and progress somewhere?
The modpack makes you start with 10 electronic components and enough spare parts and mechanisms to start building anything else. I usually build wooden log sawmill -> wooden plank butcher's table + steel grill -> dining table -> wooden plank machining (stonecutting) table -> smelting furnace -> beds -> steel assembling workbench -> wooden plank research bench -> wind turbine + battery -> glassworks -> electronics table. This is just the very, very beginning.
Welp, updated the modpack only to find that it doesn't work with my save any more.
Any ideas if I can fix the save or is it hopeless and I should either start with a new one or revert to the last known commit that worked with the save?
https://dl.dropboxusercontent.com/u/54281287/RimWorld/screenshot6.png
Quote from: Nimander on March 15, 2016, 04:15:22 PM
Quote from: Hudson161 on March 15, 2016, 03:27:42 PM
ok and how can I get mechanics and other stuff? and electrical pieces for research table? Can somebody expain to me in details how can I start the game and progress somewhere?
The modpack makes you start with 10 electronic components and enough spare parts and mechanisms to start building anything else. I usually build wooden log sawmill -> wooden plank butcher's table + steel grill -> dining table -> wooden plank machining (stonecutting) table -> smelting furnace -> beds -> steel assembling workbench -> wooden plank research bench -> wind turbine + battery -> glassworks -> electronics table. This is just the very, very beginning.
ok thats the problem, I don't start with all of these things, I start always with some iron, silver, wood, tamed animal, gun, nailgun and knife and thats it, I tried 10 new games, always the same, so I suppose something is broken, how do I fix it and where?
so far only error i have is on startup a error for silver wall.
Quote from: Hudson161 on March 15, 2016, 05:45:50 PM
Quote from: Nimander on March 15, 2016, 04:15:22 PM
Quote from: Hudson161 on March 15, 2016, 03:27:42 PM
ok and how can I get mechanics and other stuff? and electrical pieces for research table? Can somebody expain to me in details how can I start the game and progress somewhere?
ok thats the problem, I don't start with all of these things, I start always with some iron, silver, wood, tamed animal, gun, nailgun and knife and thats it, I tried 10 new games, always the same, so I suppose something is broken, how do I fix it and where?
When you drop out of the sky, a few electronics components and spare parts drop with you. Enough to build the ability to make more of them.
Also, the recipie for the force field net doesn't work. You do the work, use the materials, but no net is made.
The serving table is cool and seems like it's correct except the food you put in it disappears.
Also, if you rescue incap friendlies who got a leg shot off, there needs to be some option to attach a new leg so they can leave.
So I am trying the new 2.5 pack and I am very happy to see Hospitality working, I noticed I cannot plant any crops. Specifically potatoes in the start. Have someone with 15 growing, have the seeds, have the growing spot in a very temperate forest, selected potatoes in the menu but no one goes to plant anything and I cannot force plant either.
Anyone have a clue why i never see a trading ship - every hour or every 2 (real time) one pass by.
All game i couldnt buy any seeds yet... >D
Quote from: Mrshilka on March 15, 2016, 03:06:36 AM
Quote from: Flamingwhitepony on March 14, 2016, 05:44:31 AM
Also I would recommend swapping to the RT Quantum Storage mod. Nano storage causes immense amounts of lag and overall isn't that great of a storage mod. Thanks for the awesome pack SK Team. :D
I will bump for Quantum Storage also, god I miss it, and the way it can synergise with the A2B belts is great also.
The ability to use Power into storage space is a great thing!
RT Storage added :)
Quote from: Edgewise on March 15, 2016, 08:05:26 PM
Quote from: Hudson161 on March 15, 2016, 05:45:50 PM
Quote from: Nimander on March 15, 2016, 04:15:22 PM
Quote from: Hudson161 on March 15, 2016, 03:27:42 PM
ok and how can I get mechanics and other stuff? and electrical pieces for research table? Can somebody expain to me in details how can I start the game and progress somewhere?
Again, these
ok thats the problem, I don't start with all of these things, I start always with some iron, silver, wood, tamed animal, gun, nailgun and knife and thats it, I tried 10 new games, always the same, so I suppose something is broken, how do I fix it and where?
When you drop out of the sky, a few electronics components and spare parts drop with you. Enough to build the ability to make more of them.
Also, the recipie for the force field net doesn't work. You do the work, use the materials, but no net is made.
The serving table is cool and seems like it's correct except the food you put in it disappears.
Also, if you rescue incap friendlies who got a leg shot off, there needs to be some option to attach a new leg so they can leave.
Again, the resources didnt drop with me, read what I wrote again pls
Why do guests not use their beds or the tables? They just wander around the guest room.
I reistall everything and it fix the problem, but now I can't set cleaning area so my ppl will not clean the house and become unhappy, so its unplayable, how to fix this?
and I can't also research anything, omg this modpack is completely bugged
reinstall everything didnt help, don't know whats happening, pls any advice?
Quote from: Hudson161 on March 16, 2016, 09:33:56 AM
reinstall everything didnt help, don't know whats happening, pls any advice?
I got the research bug sometimes when I added optional mods, like the crash landing.
I suggest you to download latest release and reinstall everything:
QuoteUser guide for correct install.
1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!
EDIT:
I got a slight issue with the modpack and I'm not sure if it's good or bad. I play on RR Challenge and for some reason I am only being attacked by tribals and nightblades. I know there is a renegade base close to my colony, but they never appear. The problem is, all the guns I have is the starting Colt. With wealth growing, raids get bigger and I need to figure out how to defend myself without guns.
I either have to count on luck to get a weapon merchant visit or I need to get more colonists and equip them with melee weapons and nightblades' armors. I'll go with second option, but won't that increase raid sizes as well?
One thing's for sure - I can forget about getting microchips from shields.
same problems with science and the workthrough doesnt help.
Quote from: Hargut on March 16, 2016, 06:59:19 AM
Anyone have a clue why i never see a trading ship - every hour or every 2 (real time) one pass by.
All game i couldnt buy any seeds yet... >D
RNG, I can go ingame months without seeing traders. The choice of storyteller also will affect how often you see them.
A Trader is classed as a Good event.
Quote from: skyarkhangel on March 16, 2016, 07:29:10 AM
Quote from: Mrshilka on March 15, 2016, 03:06:36 AM
Quote from: Flamingwhitepony on March 14, 2016, 05:44:31 AM
Also I would recommend swapping to the RT Quantum Storage mod. Nano storage causes immense amounts of lag and overall isn't that great of a storage mod. Thanks for the awesome pack SK Team. :D
I will bump for Quantum Storage also, god I miss it, and the way it can synergise with the A2B belts is great also.
The ability to use Power into storage space is a great thing!
RT Storage added :)
Thank you!.
So happy to have RT storage I edited your work so I could fit it into my current colony using a older 2.5 build;) Thanks again:)
Quote from: Hargut on March 16, 2016, 06:59:19 AM
Anyone have a clue why i never see a trading ship - every hour or every 2 (real time) one pass by.
All game i couldnt buy any seeds yet... >D
Pure random luck. Sometimes you'll have 2 at once and a trader at the same time, other times you go months without any trade ships or traders. I had one game I thought was broke because I seriously got a trader every 2-3 days for a month, then nothing for about 6 months.
On another note... My hunter with 20 shooting skill is tasked with shooting a fly. The fly starts to enter the same square and the hunter shoots her own leg twice and is crippled. I know people often equate 'realism' with 'hard' but this is just dumb. A shooter with 0 skill or maybe 1 or 2 I could see but 20? This person can assemble a pistol while blindfolded using only her left butt cheek but if a fly gets to close she will shoot off her own leg? Rly? :/
I've been playing with this mod for a while now and I've faced that problem above more than a few times.
Another thing about this mod-pack that's annoying me is how linear the research path is. You must research A-B-C-D (with maybe exceptions on things that don't really matter) because you must unlock research for each 'tier' of production structures.
While that is a mechanic that allows you to control what players have in what sort of timing, the fact that you must follow a specific research path is actually a bit annoying because there's no option in it - you have to research X to make sure you can refine Y into Z to produce what you need to get N. You can't do something like research S instead so that it can produce Z as well, or create some kind of alternate that would allow you to bypass Z completely.
The pump that removes water... It would be great if you could pump water into a lake to make it larger and deeper also.
Additionally, the current hospitality mod in this pack is recruiting ppl even if you don't want to recruit them. When you're trying to maintain good relations with them, the 'convincing' ticker also goes down closer towards zero. If it hits zero before they leave, they auto-join. I should at least get an option like "Do you want Teabag the cranky abrasive one-armed fisherman who won't do dumb or skilled labor with a bad back and cataract in both eyes to join your colony?" so I can say no. :)
Quote from: Edgewise on March 17, 2016, 12:11:07 AM
The pump that removes water... It would be great if you could pump water into a lake to make it larger and deeper also.
Additionally, the current hospitality mod in this pack is recruiting ppl even if you don't want to recruit them. When you're trying to maintain good relations with them, the 'convincing' ticker also goes down closer towards zero. If it hits zero before they leave, they auto-join. I should at least get an option like "Do you want Teabag the cranky abrasive one-armed fisherman who won't do dumb or skilled labor with a bad back and cataract in both eyes to join your colony?" so I can say no. :)
I saw this as well, had a few double joining as well., remember any colonists you do not like that "join" you can quickly be fixed with a grave;)
Guys, If you have problems with hospitality probably you can fix it by downloading newer version and move it somewhere near end of mod loading list. I'm on 2.5 Cataclysm version from march 5th and I had to do it because there was no flag and every time someone visited me i had a war when he left because he didn't use furniture like beds and tables or anything. Hospitality is save friendly and most of the time you can move it or even remove it whenever you want.
Also I want to point out that Cataclysm is sooo great. I know that there are changes and bugfixes since march 5th but I have no major problems with it that I can't handle by myself. So kudos to you Team SK.
I Love this mod pack, you beat what the game throws at you and sit back and think yes this is good.
Let me share a Screenshot.
(http://i.imgur.com/lt3OOi4.jpg)
Abusing the use of Impact charges to create geysers deep inside my mountain hold (some editing of the Plasma reactors so I could build them closer together, I am the builder here I say if they are too close or not:P).
Pump in the icy cold air from outside via ducts to bring the reactors efficiency up (these always sit between 60 to 120% efficiency)
Use the 2 Plasma Generators for even more power and then box them up and take advantage of the free hot hot air they provide (always 100c and up to 600c when charging) to keep my base warm via active vents.
4 Mineral extractors mining bauxite to feed them all automated via conveyors belts so all my people have to do is maintenance on the belts.
Minus the running costs of the mines and the belts and easy 25+k endless safe power.
having problems with colonists. I have work stations set up with bills that require no skill to use but when i try to get a rank 1 crafting skilled colonist to use it i keep getting "skill to low cannot use". i get this even when i try and get a rank 2 crafting colonist to use them.
Quote from: shilum on March 17, 2016, 04:10:47 PM
having problems with colonists. I have work stations set up with bills that require no skill to use but when i try to get a rank 1 crafting skilled colonist to use it i keep getting "skill to low cannot use". i get this even when i try and get a rank 2 crafting colonist to use them.
What are the bills?
Hello,
First, thanks for a very nice modpack. V2.4 worked fine. Then I deleted all mod directories but the Core directory and copied v2.5 with crash landing (including an updated modsConfig.xml). When I start Rimworld I get two errors:
- Could not find a type named ArchitectSense.Bootstrap
- Could not find type named Core_SK.Genstep_Ammo from node <li class="Core_SK.Genstep_Ammo" />
Also, I can't research anything because the research box is empty. It even doesn't have Info in it.
Quote from: monksu on March 17, 2016, 07:44:45 PM
Hello,
First, thanks for a very nice modpack. V2.4 worked fine. Then I deleted all mod directories but the Core directory and copied v2.5 with crash landing (including an updated modsConfig.xml). When I start Rimworld I get two errors:
- Could not find a type named ArchitectSense.Bootstrap
- Could not find type named Core_SK.Genstep_Ammo from node <li class="Core_SK.Genstep_Ammo" />
Also, I can't research anything because the research box is empty. It even doesn't have Info in it.
Delete core as well, when you more to a newer version with these monster mod pack you basically want a clean new install of Rimworld.
Quote from: Grogfeld on March 17, 2016, 05:20:43 AM
Guys, If you have problems with hospitality probably you can fix it by downloading newer version and move it somewhere near end of mod loading list. I'm on 2.5 Cataclysm version from march 5th and I had to do it because there was no flag and every time someone visited me i had a war when he left because he didn't use furniture like beds and tables or anything. Hospitality is save friendly and most of the time you can move it or even remove it whenever you want.
Also I want to point out that Cataclysm is sooo great. I know that there are changes and bugfixes since march 5th but I have no major problems with it that I can't handle by myself. So kudos to you Team SK.
Thanks! This solved my problem with hospitality not working. Although I can say it might be working too well lol. I just set my negotiator to try improve a factions relationship and I ended up with 3 new recruits.
Quote from: Mrshilka on March 17, 2016, 08:06:32 PM
Quote from: monksu on March 17, 2016, 07:44:45 PM
Hello,
First, thanks for a very nice modpack. V2.4 worked fine. Then I deleted all mod directories but the Core directory and copied v2.5 with crash landing (including an updated modsConfig.xml). When I start Rimworld I get two errors:
- Could not find a type named ArchitectSense.Bootstrap
- Could not find type named Core_SK.Genstep_Ammo from node <li class="Core_SK.Genstep_Ammo" />
Also, I can't research anything because the research box is empty. It even doesn't have Info in it.
Delete core as well, when you more to a newer version with these monster mod pack you basically want a clean new install of Rimworld.
Thanks! First I cleaned all mods (including Core), downloaded a fresh zip from the Github and uncompressed v2.5 mods. I got same errors. Then I cleaned all mods, restored the original A12d Core directory and uncompressed v2.5 mods overwriting files within Core directory. Now it works! Thank you Mrshilka for replying!
a doubt, everywhere i look info about this mod pack say that i need to use the drilling rig to create a fissure and extract minerals/oil, i manage to get one for minerals but can get the oil thing to work... it only say that i need a hidden oil deposit, but have scanned the entire map and can´t find one... and the "use the drill to create a fissure" is not working because i can only use it in a "hidden deposit". Is this a bug or is working like it should? (if soo... well my colony is kind of doom)
Quote from: Balkri on March 18, 2016, 12:49:11 AM
a doubt, everywhere i look info about this mod pack say that i need to use the drilling rig to create a fissure and extract minerals/oil, i manage to get one for minerals but can get the oil thing to work... it only say that i need a hidden oil deposit, but have scanned the entire map and can´t find one... and the "use the drill to create a fissure" is not working because i can only use it in a "hidden deposit". Is this a bug or is working like it should? (if soo... well my colony is kind of doom)
If you're using 2.4, they are hidden. If you're using 2.5, they are visible as black spots sorta like a steam geyser except without the steam. Anyhow... there is always one somewhere on the map. I usually try to build close to one I can defend easily, then go for more distant ones later.
Quote from: Balkri on March 18, 2016, 12:49:11 AM
a doubt, everywhere i look info about this mod pack say that i need to use the drilling rig to create a fissure and extract minerals/oil, i manage to get one for minerals but can get the oil thing to work... it only say that i need a hidden oil deposit, but have scanned the entire map and can´t find one... and the "use the drill to create a fissure" is not working because i can only use it in a "hidden deposit". Is this a bug or is working like it should? (if soo... well my colony is kind of doom)
You're looking for a small black circles on your map, will be called Deposits of Crude oil, they appear on the map in full site in version 2.5 of the game, Build drill on top of it and then turn it on, once it finishes it will destroy itself and reveal a oil fissure, the amount of oil remaining in days in it will start to decrease so be ready to build your well on top of it.
Errors in Enviro (15-18 march on github), quick fix for this:
https://yadi.sk/d/KfEIR-F-qHBuA
Work with savegame.
Today updated on github.
Quote from: skyarkhangel on March 18, 2016, 07:27:50 AM
Errors in Enviro (15-18 march on github), quick fix for this:
https://yadi.sk/d/KfEIR-F-qHBuA
Work with savegame.
Today updated on github.
Where does this go?
Quote from: roy2x on March 18, 2016, 08:09:52 AM
Quote from: skyarkhangel on March 18, 2016, 07:27:50 AM
Errors in Enviro (15-18 march on github), quick fix for this:
https://yadi.sk/d/KfEIR-F-qHBuA
Work with savegame.
Today updated on github.
Where does this go?
CoreSK -> Assemblies
Huge bug/problem with my game/SK mod
See image to understand. I get ship crashes once per 2-3 seconds, forever. I don't know how to get it to stop. I've tried re-installing the modpack fresh. I am very familiar with modding, and can follow simple instructions.
http://i.imgur.com/3iCumCz.jpg
On GitHub it says that the 2.5 was rolled back to march 8th. All changes from march 8th to now are rolled back or only the changes related to enviromental sk.dll?
Quote from: Kadrush on March 18, 2016, 03:36:30 PM
On GitHub it says that the 2.5 was rolled back to march 8th. All changes from march 8th to now are rolled back or only the changes related to enviromental sk.dll?
Just the items causing issues, the github version is always the latest version of this modpack.
Flies will drop chitin (a bit op for a fly drop) but antis doesn't. :)
Also, weapon components are -very- overpriced. I shouldn't be able to double (or triple) my money by buying an awful rifle, deconstructing it, then selling the parts back to the same merchant and still have a bit left over.
Another thing... Guests in separate bedrooms still complain about shared bedrooms.
As there is a pick ax, hand ax, cleaver, etc... I'd love to see a mop or broom for quicker cleaning. :)
Is there any way you can simplify the instructions on how to set up this mod? I am unclear if I remove the core in your pack or move it or what. Also what the heck does "C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear type %APPDATA%\..\LocalLow -> this will open the appdata folder" mean? I get to the file but don't see any + button
I've released a fix for Hospitality against guests joining on their own.
Quote from: ckhawk00 on March 19, 2016, 08:36:30 AM
Is there any way you can simplify the instructions on how to set up this mod? I am unclear if I remove the core in your pack or move it or what. Also what the heck does "C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear type %APPDATA%\..\LocalLow -> this will open the appdata folder" mean? I get to the file but don't see any + button
If you do exactly what the instructions say, the mod will overwrite the core file with it's own core but not completely. It does not say to move it so don't move it. :) also, windows button + 'R' button opens the dos 'run' prompt. Typing 'C:\Users....' will tell it to open that file folder tree. You will have that file folder if you have installed Rimworld because that file has the instructions for how the game opens itself. In order to use the modpack, it needs to open the files in a very particular order. The reason he explained this method to reach that folder is because it will work with all versions of windows. Explaining a different method might only work with some versions of windows.
Also, this mod pack seriously needs a 'bug zapper' and maybe some bug spray/repellent as well. If I can make microchips and robots, I should be able to make a bug zapper that attracts insects from a range of about 10 or so and kills them. :)
Can you add to this modpack Tools for Haul Mod? ;p
Quote from: sma342 on March 19, 2016, 04:30:52 PM
Can you add to this modpack Tools for Haul Mod? ;p
I would like that mod too but as it is a great mod it has too many bugs, and last version is really unstable. From what I can tell, only 1.5C versions works for me, but only with backpack (I don't use carts and saddles). It's because haulers are looping all the time. I think i know why it's happen, i saw the code and think it's because the food in backpack, but author is gone and no one has time to mess with that mod. It's really big one.
You can add it by yourself, I did it and I don't think it needs any attention to adjust, balance or anything. Backpack cost 50 of material it just show up in tailors workshop. Oh and when you see that hauler is walking back and forth with food just drop anything on the ground and he probably will be ok.
let see if i understand this correctly.
1. move all mod from the mod folder except core.
2. delete all files in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
copy Modsconfig in this folder
3. unpack all mods from the zip file into 1. (mod folder) overwriting the core.
(do i leave it in Hardcore-sk-master or move them into "Mods" fold from Hardcore-sk-master?
Quote from: ckhawk00 on March 19, 2016, 06:02:28 PM
let see if i understand this correctly.
1. move all mod from the mod folder except core.
2. delete all files in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
copy Modsconfig in this folder
3. unpack all mods from the zip file into 1. (mod folder) overwriting the core.
(do i leave it in Hardcore-sk-master or move them into "Mods" fold from Hardcore-sk-master?
Yes this is basically correct, and yes you move the mods so they are just in the mods folder. The Hardcoresk master folder is a quirk of the unzipping programs.
You can keep your keybind and pref config files as well, they do not change with mod packs and will let you keep your custom sound settings and the fact you might have turned of tutorials and graphics settings.
But here is some good advice when installing mod packs such as this, Even newer versions.
Start with a clean copy of rimworld, these modpacks change core files and simply removing all mods except the core one can and will still cause issues.
We all have our original A12d.zip from when we bought the game, keep it, When you want to install this mod pack or even update it you delete ALL your mods even core, and then you copy your core back into your mods folder fresh and clean from your A12.zip.
Then install this modpack and overwrite files as prompted, this will eliminate most errors people will see.
Hey SK mod team!.
Using the latest release and loving it finally got a viable minus 93 ice sheet colony going, loving the new Ai helpers to send out when a mid winter cold snap drops temps into the minus 150's.
I just wanted to see if those Skynet units are still going to be balanced because right now they are ungodly hard.
(http://i.imgur.com/q5P6ueI.jpg)
One single unarmed Terminatrix vs 2 Brawler Superior and Legendary armed Beta poly Tsurugi armed pawns in full close combat armour with beta poly Ballistic shields, it took the pair of then nearly a minute to hack it apart, and this pair can kill 50 pawn raids with out breaking a sweat.
thanks for the quick help. I've made a fresh copy, over written the core and added the new mods, as well as deleted all the files in the config and copied the new modsconfig. One last question... do i add the folders in "other" the same why? (crashlanding, misc, and RWAutosell)
Quote from: ckhawk00 on March 19, 2016, 07:13:06 PM
thanks for the quick help. I've made a fresh copy, over written the core and added the new mods, as well as deleted all the files in the config and copied the new modsconfig. One last question... do i add the folders in "other" the same why? (crashlanding, misc, and RWAutosell)
The Other folder is optional mods and so on, As I do not use them I cannot give you complete install instructions for those sorry.
I find that concentrated fire from automatic weapons drops terminators pretty quickly, but they are almost impossible to melee.
The main problem is when they're packing microguns.
Quote from: Devon_v on March 19, 2016, 09:31:02 PM
I find that concentrated fire from automatic weapons drops terminators pretty quickly, but they are almost impossible to melee.
The main problem is when they're packing microguns.
Well since my melee weapons so 87 and 111 dmg and hit every time it is more the damage to take one out I am talking about, and the fact later on you see raids of 20 of them with guns
*edit*
The moment I posted this raid hit me.
(http://i.imgur.com/UGKyfiH.jpg)
so how much Concentrated firepower would you need;)
Heh, that's a lucky pull with only one microgun and one railgun. ;)
That's looking like at least 20 soldiers with good automatics to have any hope of dropping them fast enough. Baiting them with shielded guys might buy some time.
I can drop two with five guys, but its really down to fighting with good cover and tricking them into exposing themselves. With that many of them it's probably too dangerous to use a shielded guy. Plus all of them could have spawned with microguns which is game over.
Edit: Actually, that gives me an idea. If they have lots of projectile weapons you could step out with a shield, get them to warm up and start shooting, then duck behind cover and let them all friendly fire each other.
Had Mechanoids drop in just after that as part 3 of the 3 raid faction war event, 6 Skynet took out 24 mechanoids for the loss of one while I killed the other 3, was able to melee down the other 5 remaining thanks to stupid AI but still cost me 2 500 hp beta poly Ballistic shields.
Hey Sk mod team.
Found another bug, While stating it is refrigerated and food will not spoil when it is powered the Aquaculture hopper does not keep food fresh.
Mrshilka (named after the Rus AAA system I assume?) I always get owned when I try fighting Mech troops with gun v guns, or at least I take losses I cannot afford when their numbers start getting large. I usually try to build a maze-like death trap for enemy raids once I get into beefier enemies and use EMP grenades thrown in a spot they will stop to aim from by 2 or more grenadiers. A firing squad of other ppl does the rest. I have not tried this on the skynet troopers yet since I mostly keep restarting a new game everytime new updates come out so I haven't fought a huge skynet force yet, but it works 100% on mechanoids. Of course I always play in mountain maps and build into the mountain which makes this scenario possible.
Yes that is where I borrow my name;)
I have given up on guns with this mod pack, the ai does not care if it takes losses in a gun vs gun fight, and late game raids get into the hundreds. Guns are very inaccurate and since you have no defences like base shields to soak up the punishment you always lose, especially since late game energy weapons only need to hit you once to set you people on fire.
From Trial and Error I have switched to using Brawlers given the very best Heavy Close Combat armour and Ballistic Shields using the best Tsurugi I can make. Using a rockchuck filled L shaped entrance I simply funnel in the raids where they cannot shoot me and only move into close combat with my people and proceeds to turn into a slaughter, Those 2 in my screenshots have killed over 70 gun armed enemies of a 120 pawn raid without getting a scratch.
For Sapper raids my base has a throwaway outside wall that the enemy blows a hole in and when they enter via this hole my melee people are waiting for them.
This is the only way I have been able to survive the larger raids this game throws at you once you go above a million colony wealth without taking losses to valuable people or materials.
Even then as I stated in an earlier post 8 Skynet cost me 2 75 Beta alloy Ballistic Shields, a net worth of more than most vanilla colonies.
Yea seems like I'm not the only one to have seen that guns are a losing strategy in the big fights. I do like grenades though to soften them up when 1-2 incendiary grenadier or flame thrower can set them all on fire when they come around a corner. I will try more melee out. :)
It's funny how everything is screwed up when insects wandering around and starting to eat what you just shoot. I mean enemy raids of course. I just had 3 raids one after another. First, few bandits, killed with ease just minor wounds on two of my pawns, next raid was few seconds later, I just send those two to hospital and mechanoids drop on the edge of the map. 2 centipedes and 4 crawlers so i manage to kill them and when I killed the last enemy on the other side of the map landed another pod of mechanoids. 2 centipedes, 4 scythes and few crawlers. So i lost my 3 pawns (burned to death because of energy weapons) 2 of them was medic and a really great shooters. Well that's life so I've patch up rest of downed crew (one got 3 infections) and when I just thought that everything was fine I was raided by another bandits faction. Oh great, I thought, free guns! Nope. I went to the bunker with 3 pawns, rest was too lazy so they had to catch up. My 3 pawns in the bunker started automatically shoot to mosquitoes and crashbugs, of course in the other direction then the enemy was coming. Guess where was the rest of my pawns? Yup, in the line of fire. Salvo with light machine gun and 2 of my guys are downed. The enemy just came and start to shoot, but every time someone, on my side, reloaded gun next target he takes is a crashbug or something close and not the enemy. So I had to micromanage everything. Yea, 3 raids and everything is fine, casualties in the 3rd raid - not possible to avoid, BUT the last raid was just a disaster. Man, I just wish there was a mod with insecticides to spray and have no problem with those pesky bugs.
Quote from: Grogfeld on March 20, 2016, 12:49:16 PM
It's funny how everything is screwed up when insects wandering around and starting to eat what you just shoot. I mean enemy raids of course. I just had 3 raids one after another. First, few bandits, killed with ease just minor wounds on two of my pawns, next raid was few seconds later, I just send those two to hospital and mechanoids drop on the edge of the map. 2 centipedes and 4 crawlers so i manage to kill them and when I killed the last enemy on the other side of the map landed another pod of mechanoids. 2 centipedes, 4 scythes and few crawlers. So i lost my 3 pawns (burned to death because of energy weapons) 2 of them was medic and a really great shooters. Well that's life so I've patch up rest of downed crew (one got 3 infections) and when I just thought that everything was fine I was raided by another bandits faction. Oh great, I thought, free guns! Nope. I went to the bunker with 3 pawns, rest was too lazy so they had to catch up. My 3 pawns in the bunker started automatically shoot to mosquitoes and crashbugs, of course in the other direction then the enemy was coming. Guess where was the rest of my pawns? Yup, in the line of fire. Salvo with light machine gun and 2 of my guys are downed. The enemy just came and start to shoot, but every time someone, on my side, reloaded gun next target he takes is a crashbug or something close and not the enemy. So I had to micromanage everything. Yea, 3 raids and everything is fine, casualties in the 3rd raid - not possible to avoid, BUT the last raid was just a disaster. Man, I just wish there was a mod with insecticides to spray and have no problem with those pesky bugs.
Yea, I asked for bug zappers earlier. In a side note, I always have ppl killing all the bugs that come close to my colony to stop disease.
Hunters should kill automatically everything in home area but when you fight with raiders every bug, even that on the other side of the map will just rush to strip fallen enemy. next time I will just make a firewall between me and the rest ;)
found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.
Quote from: sidfu on March 20, 2016, 07:01:13 PM
found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.
Some sort of Hungry Animals mod overwrites your commands and hungry animals will ignore no go areas and forbidden corpses to go eat them, I stopped using meat eating animals for this reason.
A terrible mod if I could remove it and return animal to the saner vanilla ai I would.
Quote from: Grogfeld on March 20, 2016, 02:33:44 PM
Hunters should kill automatically everything in home area but when you fight with raiders every bug, even that on the other side of the map will just rush to strip fallen enemy. next time I will just make a firewall between me and the rest ;)
I have discovered Melee equipped hunters will automatically kill all bugs that enter my home zone.
Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)
Quote from: F3AR13 on March 20, 2016, 10:44:31 PM
Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)
It changes the game substantially from vanilla and is a group of mods that have been further modded to work together without trouble. The current 2.5 is still being tinkered with, so there will be a few issues. If you follow the directions at the beginning of this thread on installation it will work fine.
Quote from: Mrshilka on March 20, 2016, 09:42:40 PM
Quote from: sidfu on March 20, 2016, 07:01:13 PM
found a bug with animals not sure which mod thou. basicaly on dogs if u have them set to unlimited area they bug out when they get hungry and try to go eat a mangled corpse thats set to not touch. so far making a large animal area with no mangled corpes disabled seems to have fixed it.
Some sort of Hungry Animals mod overwrites your commands and hungry animals will ignore no go areas and forbidden corpses to go eat them, I stopped using meat eating animals for this reason.
A terrible mod if I could remove it and return animal to the saner vanilla ai I would.
well guess next time ill use pigs or tame boars. did find one thing thou if u make a animal area just big as your colony it dont happen often i had it happen once in 3 hours(had to restart game due to audio cutout bug). when it did happen i just switched to home area then back and they where good.
Quote from: F3AR13 on March 20, 2016, 10:44:31 PM
Hey there if i can ask for a little clarification i just recently started playing rimworld and i just downloaded the newest version 2.5 pack already got it all set up. im just wanting some clarification on the pack itself does the newest version come with everything old versions had or is it completely revamped and things are taken out im just trying to figure out what is included with the pack as not all mods listed are on my "mod list". or are alot of the mods packed into one single mod? just a little confused on if i need to manually download certain mods from the list. Thanks again. :)
Yes all the mod son the mod list are in this pack, Some are combined in with other mods for ease of install I am guessing and some are optional mods you can choose to add like the zombies or crash landing mods, I would recommend mastering the mods in this mod pack before thinking about adding more however;)
Just wondering, have adjustments been made to the joy "jobs"? Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on. My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tries to wander off every time he reloads his gun.) I'm running a version of 2.5 that I downloaded yesterday.
Quote from: Jorlem on March 21, 2016, 03:33:16 AM
Just wondering, have adjustments been made to the joy "jobs"? Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on. My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tires to wander off every time he reloads his gun.) I'm running a version of 2.5 that I downloaded yesterday.
I don't think that something was changed. Everything works as it should. Maybe you have set something wrong in work tab?
If you set in work tab everything on work, no one should wander around, except in cases when they are extremely hungry or tired or of course if you don't set priority on specific job for that pawn. Also in work mode they won't do joy things and go to sleep only when they tired. So check your needs tab, check job priorities and work tab.
If you have everything set on do anything than that's a problem. They will perform actions that will fulfill they needs, and then go working. Hunters check needs every time they reload so on work mode they should do job order or go to sleep (if tired) or eat (if hungry) never do joy task.
At the beginning you can have problems because beds are nerfed, compared to vanilla ones, and everyone will be tired really quick.
Quote from: Jorlem on March 21, 2016, 03:33:16 AM
Just wondering, have adjustments been made to the joy "jobs"? Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on. My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tries to wander off every time he reloads his gun.) I'm running a version of 2.5 that I downloaded yesterday.
No the issue is early on your people have no access to joy items that give large amounts of joy, the ones you describe take a very long time to give any joy, try building an archery target or research relaxation I to gain access to horse shoes, you will gain joy at a much faster rate.
Got a few questions about the modpack:
1. Are Aquaculture Basins working as intended? Harvesting only yields 1 blueblade fish. My fisherman with 20 skill and a bad back catches fish at literally 100x faster rate and consumes less food.
2. Is it possible to remove synthetic organs from dead bodies?
3. Does using different materials when making guns affect their stats?
4. How do you guys progress and how long does it take for you? I'm around 36h in the game, almost 300k wealth. My highest produced achievements are a huge base made of utility walls surrounded by embrasures, two geothermal generators, two Dragunov sniper rifles, a surrogate organ workbench, 8 hydroponic basins and a non-stop running polymer production. I have 9 colonists.
I feel like I am not progressing fast enough. I admit I don't focus on joy and comfort early on - hell, only now I started to research Relaxation I. May be this could speed things up. But getting all the necessities on a desert takes time. What do you guys do? Do you progress with comfort and joy evenly with heavy industry?
I think the most time-consuming thing for me was getting enough sandstone and spare parts to build rooms and defenses. Maybe next time I will look for more crafters and have two machining benches running all the time.
Also - what materials do you use for doors?
5. What type of furniture fits well with sandstone walls and floors? :P
Quote from: Mrshilka on March 19, 2016, 10:48:13 PM
Had Mechanoids drop in just after that as part 3 of the 3 raid faction war event, 6 Skynet took out 24 mechanoids for the loss of one while I killed the other 3, was able to melee down the other 5 remaining thanks to stupid AI but still cost me 2 500 hp beta poly Ballistic shields.
The latest update to Combat Realism addresses mechanoids being damage sponges by giving them internal systems so that they actually accumulate meaningful damage during a fight. They gained heavier armor to compensate, but the author states that heavy weapons are basically more effective against them now, while small arms are baiscally useless against them. That might fix Terminators.
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
Quote from: Devon_v on March 21, 2016, 09:42:30 AM
Quote from: Mrshilka on March 19, 2016, 10:48:13 PM
Had Mechanoids drop in just after that as part 3 of the 3 raid faction war event, 6 Skynet took out 24 mechanoids for the loss of one while I killed the other 3, was able to melee down the other 5 remaining thanks to stupid AI but still cost me 2 500 hp beta poly Ballistic shields.
The latest update to Combat Realism addresses mechanoids being damage sponges by giving them internal systems so that they actually accumulate meaningful damage during a fight. They gained heavier armor to compensate, but the author states that heavy weapons are basically more effective against them now, while small arms are baiscally useless against them. That might fix Terminators.
You misunderstand me, it is good they are changed in the new update but I am saying 6 skynet took out 24 mechanoids including mammoths and many centipedes for the loss of one skynet terminator;) Basicly the new changes would let Skynet kill them even faster.
My post was a friendly remind that Skynet is broken op;)
Quote from: Grogfeld on March 21, 2016, 04:13:11 AM
Quote from: Jorlem on March 21, 2016, 03:33:16 AM
Just wondering, have adjustments been made to the joy "jobs"? Because my colonists are doing things like visiting graves, meditating, and building snowmen to the exclusion of things like hunting, butchering, constructing, hauling, feeding and treating prisoners, and so on. My colony is only surviving at the moment because I am micromanaging everything they are doing (hunting is especially annoying, as my hunter gets bored and tires to wander off every time he reloads his gun.) I'm running a version of 2.5 that I downloaded yesterday.
I don't think that something was changed. Everything works as it should. Maybe you have set something wrong in work tab?
If you set in work tab everything on work, no one should wander around, except in cases when they are extremely hungry or tired or of course if you don't set priority on specific job for that pawn. Also in work mode they won't do joy things and go to sleep only when they tired. So check your needs tab, check job priorities and work tab.
If you have everything set on do anything than that's a problem. They will perform actions that will fulfill they needs, and then go working. Hunters check needs every time they reload so on work mode they should do job order or go to sleep (if tired) or eat (if hungry) never do joy task.
At the beginning you can have problems because beds are nerfed, compared to vanilla ones, and everyone will be tired really quick.
Adjusting the schedule did it, thank you. (Also, I do have an archery target, incidentally.)
On another note, how much charcoal does it take for the coal burning heater to turn on? I had over a hundred charcoal in the hopper, and it wasn't doing anything.
Quote from: Sekmeth on March 21, 2016, 10:06:09 AM
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
A single egg can substitute any ammount of meat in a food recipe. Example, lavish meal (guess thats the name) costs 5 meat and 5 ingredients, you can replace the 5 meat for a single egg, which is incredibly usefull as meat is not much easy to find, specially with zombies and ants wandering around the map.
Quote from: Kadrush on March 21, 2016, 01:14:15 PM
Quote from: Sekmeth on March 21, 2016, 10:06:09 AM
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
A single egg can substitute any ammount of meat in a food recipe. Example, lavish meal (guess thats the name) costs 5 meat and 5 ingredients, you can replace the 5 meat for a single egg, which is incredibly usefull as meat is not much easy to find, specially with zombies and ants wandering around the map.
Holy crap, really? 1 egg = all the meat in a recipe? The recipes don't actually list eggs and when I had chickens, my cook never grabbed them but that was a month or so ago, 2.5 has changed a fair bit since.
And also, the tailoring stations are a bit buggy and sometimes it tries to make things out of the wrong material type then fails to complete. Manually cancelling the project does fix it, but it's about 50/50 after that that the next time it happens again.
Quote from: Edgewise on March 21, 2016, 07:47:51 PM
Quote from: Kadrush on March 21, 2016, 01:14:15 PM
Quote from: Sekmeth on March 21, 2016, 10:06:09 AM
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
A single egg can substitute any ammount of meat in a food recipe. Example, lavish meal (guess thats the name) costs 5 meat and 5 ingredients, you can replace the 5 meat for a single egg, which is incredibly usefull as meat is not much easy to find, specially with zombies and ants wandering around the map.
Holy crap, really? 1 egg = all the meat in a recipe? The recipes don't actually list eggs and when I had chickens, my cook never grabbed them but that was a month or so ago, 2.5 has changed a fair bit since.
And also, the tailoring stations are a bit buggy and sometimes it tries to make things out of the wrong material type then fails to complete. Manually cancelling the project does fix it, but it's about 50/50 after that that the next time it happens again.
Hmm, my colonists have never even touched an egg, they eat them raw in a pinch but not for cooking :/
I think enemy AI needs a bit of tweaking in a couple areas. I just watched 2 mantis make about a 30 enemy raid group break and run. It went something like this... 12 or so of them went to melee with the insects while the rest used ranged weapons. In seconds, all the melee types were dead and then the mantis went after a couple of the ranged attackers, eventually causing the remainder to flee. I looked over all the corpses and all but 4 of them had 100% of their injuries from friendly fire. Of the other 4, they were about 80% killed by friendly fire. Especially the guys with area damage weapons need some tweaking imo, but in general ranged attackers should relocate if friendlies block their fire, and/or melee attackers should try to avoid blocking their friendly lines of fire when charging the enemy.
Maybe have a raid 'leader' or something decide the melee guys go in and the ranged ppl go to invade your base/do structure damage, or visa versa so the one group isn't just wiping out the other. Have the leader hang back where they are hard to kill, maybe with a guard or 2 that responds if the leader is attacked, and if the leader is killed -then- they fight stupidly with the melee ppl getting in the line of fire, etc. If possible, I think this would make enemies much less lemming-like.
I've been having issues with manned turrets failing to properly target things on their own when manned. I've seen it from every turret type, some are worse than others. I've determined it's not an issue of combat realism line of sight, as they'll fire fine with a force fire command. This has been an issue since I first started using the mod in early march, still present in latest github version as of this post.
Quote from: Edgewise on March 21, 2016, 09:44:33 PM
I think enemy AI needs a bit of tweaking in a couple areas. I just watched 2 mantis make about a 30 enemy raid group break and run. It went something like this... 12 or so of them went to melee with the insects while the rest used ranged weapons. In seconds, all the melee types were dead and then the mantis went after a couple of the ranged attackers, eventually causing the remainder to flee. I looked over all the corpses and all but 4 of them had 100% of their injuries from friendly fire. Of the other 4, they were about 80% killed by friendly fire. Especially the guys with area damage weapons need some tweaking imo, but in general ranged attackers should relocate if friendlies block their fire, and/or melee attackers should try to avoid blocking their friendly lines of fire when charging the enemy.
Maybe have a raid 'leader' or something decide the melee guys go in and the ranged ppl go to invade your base/do structure damage, or visa versa so the one group isn't just wiping out the other. Have the leader hang back where they are hard to kill, maybe with a guard or 2 that responds if the leader is attacked, and if the leader is killed -then- they fight stupidly with the melee ppl getting in the line of fire, etc. If possible, I think this would make enemies much less lemming-like.
This is something that is hardcoded into Rimworlds Ai itself and would have to be changed their and not apart of any mods.
is the coal plant suppose to burn thru peat faster than it can be mined? i put 50 peat in 1 thinkintg that enough for few days but it ate all 50 in less than a few hours. was gonna see if charcoal and coal get eaten the same.
Quote from: sidfu on March 21, 2016, 11:23:14 PM
is the coal plant suppose to burn thru peat faster than it can be mined? i put 50 peat in 1 thinkintg that enough for few days but it ate all 50 in less than a few hours. was gonna see if charcoal and coal get eaten the same.
If you use peat, you basically will need 1 person full time just collecting peat and someone to come put it in the hopper once in a while. I honestly hate using peat because it's very tedious to continuously micromanage your peat collector and someone to haul it. If you have someone on perma-haul duty, they will get stuck in a loop of hauling (assuming the peat collection is close to the hopper) because they will take about as long to move the peat as your collector takes to collect one more patch of peat. :)
Quote from: Mrshilka on March 21, 2016, 11:01:34 PM
This is something that i shardcoded into Rimworlds Ai itself and would have to be changed their and not apart of any mods.
Hmmm.... how about making enemy raid groups all melee or all ranged then? This should work, right? Maybe make 2 raids spawn at once with a possible mix of both types, but a delay, with the ranged guys going first and the melee types moving to a different part of the map before making their attack from another direction. Some raid groups will move to a spot and hold their in the current system, so make them move a fair distance so their attack vector will not be the same as the first group and then both move in at once, something like that.
About eggs substituting meat as an ingredient.
My bad, i was wrong. It works on stock and other mods, but not on hardcore.
Oh, and a possible bug report. Coal Burners are not working for me, or i am using them wrong.
Rather frustrated at the moment. My map didn't spawn with any gold ore as far as I can tell (I swept through it a few times with the debug viewer), so my ability to make integrated circuits and anything up is completely at the mercy of the RNG giving me traders with the right materials.
Quote from: Jorlem on March 22, 2016, 04:08:08 PM
Rather frustrated at the moment. My map didn't spawn with any gold ore as far as I can tell (I swept through it a few times with the debug viewer), so my ability to make integrated circuits and anything up is completely at the mercy of the RNG giving me traders with the right materials.
Have one pawn with skill bonus catch fish all the time and set fish stockpile close to the fishing pier. It yields enough gold ore for integrated circuits.
Wait, fishing generates gold? ???
How does that work?
Quote from: Jorlem on March 22, 2016, 04:08:08 PM
Rather frustrated at the moment. My map didn't spawn with any gold ore as far as I can tell (I swept through it a few times with the debug viewer), so my ability to make integrated circuits and anything up is completely at the mercy of the RNG giving me traders with the right materials.
As soon as you can mine mineral deposits, you can get gold from them.
Quote from: Jorlem on March 22, 2016, 06:55:14 PM
Wait, fishing generates gold? ???
How does that work?
There is a very small chance to catch 1-6 gold ore instead of a fish.
Also, even smaller chance to catch a dead marine with power armor, assault rifle and energy weapon. :P
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.
Quote from: Nimander on March 22, 2016, 08:13:48 PM
Quote from: Jorlem on March 22, 2016, 06:55:14 PM
Wait, fishing generates gold? ???
How does that work?
There is a very small chance to catch 1-6 gold ore instead of a fish.
Also, even smaller chance to catch a dead marine with power armor, assault rifle and energy weapon. :P
Huh, that's pretty neat. (As a side note, I wish the game prevented you from building the fishing pier without deep water, as the shallow water doesn't seem to actually produce anything, just lets the fisher waste time. And boy does it eat up time, my fisher keeps collapsing from exhaustion because he doesn't stop to eat or sleep.)
On another note, is there a way to automatically keep my colonists from planting seeds when there is not enough time left for them to grow? I forgot to disable sowing on one of my fields, and all of my xergium seeds were wasted. (There were three days left in the growing season, why would you plant all your seeds then? Gah!)
Edit:
Also, why does a simple power switch need an integrated circuit? If it had a timer or a remote control, I could see it, but for something like this (http://thumbs.dreamstime.com/x/retro-electrical-switch-very-old-lever-mounted-wooden-panel-isolated-illustration-white-background-39576520.jpg)?
Quote from: roy2x on March 22, 2016, 09:16:12 PM
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.
Different tool cabinets affect different stats and they are badly bugged with los but you can work around it, the work speed chair is the same.
Quote from: Mrshilka on March 23, 2016, 12:09:47 AM
Quote from: roy2x on March 22, 2016, 09:16:12 PM
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.
Different tool cabinets affect different stats and they are badly bugged with los but you can work around it, the work speed chair is the same.
Work speed chair?
just noted a small typo ;) Not sure if noone pointed it out yet but here it is in FAQ
"Q. There is no seed drops from pants!
A. You must wait until they are fully grown and then harvest them."
I think it should be Plants ? cuz why would seeds drop from Pants unless you know what "seeds " XD
Also I have enountered a bug ( or maybe not but then i have a question)
I have had a rimdogs and rimwolves tamed with plenty of meat and veggies lying around their accesible area but they chose to starve to death . ( like a starvation strike for too much hauling or smth :P ) all of them. They only ate "corse remains " if i found any gnawed by other preadtors . I tried feeding them difrent types of meat i tried alpaca mufallo and hedgehog and rimdogs (to be ironic) they ate noone. ( on the other hand they ate mufallo meat as treats during training, but after training was done couldnt feed poor beasts )
And another question
Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?
uhmm what do i need to make Electric Components? thank you
Quote from: Shushei on March 23, 2016, 03:38:24 AM
Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?
It does, but potatoes have 0.3 ground fertility ratio, so they get only 30% from the bonus given by fertile ground.
Can someone plz confirm that the coal burners are broken?
Edit: Found the problem. The coab burner hopper is set by default to accept charcoal, kidling and coal, but only works with coal.
Quote from: Shushei on March 23, 2016, 03:38:24 AM
just noted a small typo ;) Not sure if noone pointed it out yet but here it is in FAQ
"Q. There is no seed drops from pants!
A. You must wait until they are fully grown and then harvest them."
I think it should be Plants ? cuz why would seeds drop from Pants unless you know what "seeds " XD
Also I have enountered a bug ( or maybe not but then i have a question)
I have had a rimdogs and rimwolves tamed with plenty of meat and veggies lying around their accesible area but they chose to starve to death . ( like a starvation strike for too much hauling or smth :P ) all of them. They only ate "corse remains " if i found any gnawed by other preadtors . I tried feeding them difrent types of meat i tried alpaca mufallo and hedgehog and rimdogs (to be ironic) they ate noone. ( on the other hand they ate mufallo meat as treats during training, but after training was done couldnt feed poor beasts )
And another question
Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?
there is a bug with one of the mods for animals so dogs and tamed wolves shouldnt be used. what happens is instead of eating food like other animals carnivors butcher even if its just catfood. for whatever reason they pass over eating the cat food and try to butcher corpses all time so their ai gets stuck. just open dev mode and look at console u will see a message aboout more than 10 tasks applied per tick for the animal. tthe work around to fix is to have tthem assigned to a area(never use unrestcted) and if they bug switch them to a small area differnt from where they are and they unbug till it happens again.
for now your best bid is to just use pigs or wild boars. they carry less but tend to be better works. also wild boars tend to reproduce better than dogs. i tamed 2 boars first summer of game and by second summer they produced 6 pigs.
There is a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.
It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.
are terminators gonna get a nerf as i had 2 attack my 6 person colony year and half in and they literly 1 shoted everyone even when they had bucklers and such.
Quote from: sidfu on March 24, 2016, 07:13:40 AM
are terminators gonna get a nerf as i had 2 attack my 6 person colony year and half in and they literly 1 shoted everyone even when they had bucklers and such.
Same for me. Terminators are the only threat i have problems defending against. How do you guys usually deal with them?
Guys, I could use a hand as it seems i really suck playing with this mod. I can only play with phoebe, the other storytellers just keep fu**** my colony and i dont play well (seems) to rebuild nicely.
1- I need an early game option for medicine, getting paraffin to make medicine is to high tech for me. I tried mushroom tincture, but took a while, which exposed me.
2- I need an option to defend against mechanoids, that laser weapons of them is to precise and my colonists just keep burning to death or loosing limbs.
3- I need an option for turret, as animals and insects keep smashing my doors to invade my base, i weak turret probably can do the jop.
4- I need a good option for early game heating. Coal burners, as the name says, work only with coal which is hard to find (they dont work with charcoal) and the campfire lasts only for a day, which demands a lot of micro.
5- anyway, i guess i could use a tutorial at all.
I have a hydroponic basin in a room. The room is brightly lit by a sun lamp, and is heated up to 21C stable. Potato plants are growing at 170% in these basins, yet they still die off as if affected by the outside temperature (6C, but toxic fallout). Any suggestions?
Here's the room: http://i.imgur.com/Y16oHxG.png
Quote from: Tivec on March 24, 2016, 01:10:20 PM
I have a hydroponic basin in a room. The room is brightly lit by a sun lamp, and is heated up to 21C stable. Potato plants are growing at 170% in these basins, yet they still die off as if affected by the outside temperature (6C, but toxic fallout). Any suggestions?
Here's the room: http://i.imgur.com/Y16oHxG.png
It looks like you have no roof, strangely looking basin construction blueprints with rain, or fallout rendering on them. Probably not the case because you said that temp and light is ok but maybe check it out. Or problems with power?
I've triggered fallout event (toxic and radiation) on my game, it's ver 2.5 Cataclysm, and basins work fine, no crop damage. Could it happen because pawns walk in and out of the building?
was about to restart and use the newest on git so decided to see which is tougher dev console exposions ore the termanators. so drop a term down and took around 2 emp blasts,2 lighteing strikes and 20 explosions from dev console to kill 1 terminator.
next was 6 colonist with various projectile weapons from shotguns assault rifles and pistols. armor was leather and below. ofcouse 1 term killed them all 1 shotted them
Quote from: sidfu on March 24, 2016, 09:12:48 PM
was about to restart and use the newest on git so decided to see which is tougher dev console exposions ore the termanators. so drop a term down and took around 2 emp blasts,2 lighteing strikes and 20 explosions from dev console to kill 1 terminator.
next was 6 colonist with various projectile weapons from shotguns assault rifles and pistols. armor was leather and below. ofcouse 1 term killed them all 1 shotted them
If it's just 1, it's usually very easy to kill with 1-2 colonists with pistols as you can focus on/outsmart it. The problem comes when there are a bunch of them. Enriched Uranium as a destructive trap might work on them, have not tried that yet. It works on just about everything. :P I realized this when a 'guest' decided to drop some and it killed everything that came within 3 spaces of it and a few things that were at 4 spaces.
Also, marine suit, marine shirt, and a few other recipes indicate you do not have the resources to make them when you do. Several glove/shoes recipes get bugged when you start making them, trying to make them from the wrong material and never completing. Leather gloves and stabilizer gloves, shoes, and a couple others I have seen.
Blazer has heavy negatives and not much benefit for the amount of material that goes into the recipe. It has a very big negative to move and work speed, very mediocre protection stats... There is nothing it does well to offset this. No social bonus or anything like that, I think it should be adjusted to be more balanced with other similar clothing items.
Professional cooking stove has a very limited number of recipes. I think you should be able to cook a hamburger here for example.
Dried fruits are 1 to 1 about 7x more valuable, 21x more nutritious, and 10x more joyful than non-dried fruits. 10 low value fruits (around 21 silver) + 25 work = 10 dried fruits (140 silver) is afaik the 2nd most efficient and least difficult way to make a huge chunk of silver, or just feed a large colony with almost no work or land required. Maybe change dried fruits into 2 resources, 1 as an ingredient and one as a meal made from 5-10 units of dried fruits. Atm it's a really powerful 1 ingredient self contained meal.
Shallow moats I would think should be a terrain type. Atm they are a defensive structure that takes damage from earthquakes.
Quote from: Kadrush on March 24, 2016, 11:11:00 AM
Guys, I could use a hand as it seems i really suck playing with this mod. I can only play with phoebe, the other storytellers just keep fu**** my colony and i dont play well (seems) to rebuild nicely.
1- I need an early game option for medicine, getting paraffin to make medicine is to high tech for me. I tried mushroom tincture, but took a while, which exposed me.
For me I hardly use any medicine. I just make sure I get a clean room as early as possible with a simple bed thats made out of iguana/lacsodile hide and later on stylish beds made out of silver to deal with infections. You can do medical operations with antibiotics.
Quote from: roy2x on March 24, 2016, 11:03:24 PM
Quote from: Kadrush on March 24, 2016, 11:11:00 AM
Guys, I could use a hand as it seems i really suck playing with this mod. I can only play with phoebe, the other storytellers just keep fu**** my colony and i dont play well (seems) to rebuild nicely.
1- I need an early game option for medicine, getting paraffin to make medicine is to high tech for me. I tried mushroom tincture, but took a while, which exposed me.
For me I hardly use any medicine. I just make sure I get a clean room as early as possible with a simple bed thats made out of iguana/lacsodile hide and later on stylish beds made out of silver to deal with infections. You can do medical operations with antibiotics.
Also, if you can make tinctures then you have gleamcaps, which work well enough by themselves. Honestly, I do make them into tinctures once I have a stupid surplus of them, but for a long looooong time I just use, as was recommended above, a clean room with a good quality med treatment/immunity gain material and gleamcap stems. That alone is 100% adequate. You just need the good stuff if you want your colonists to go from deaths door to not a scratch in just a few hours.
You need medicine to do operations though, don't you?
Quote from: Jorlem on March 25, 2016, 02:23:50 AM
You need medicine to do operations though, don't you?
Gleamcaps work for medical operations, Basicly the only reason you need better medicine early on is to counter badly skilled doctors but most of all to build immunity quicker when you get stuff like malaria, you can counter this by making your early medical beds out of Tortoise or Feathered Raptor leather.
Late game ignore medical beds, use pod beds made from silver for some of the best medical care.
(changed it in my game so Medical beds can be made from silver thus placing the advanced medical bed back to top dog.)
Hello SK mod team!.
I have discovered a new bug\omission where the norbal race cannot receive cybernetic organs, Both humans and narns can but not norbals.
The max they seem to be able to receive in advanced bionic and Synthetic.
Quote from: Grogfeld on March 24, 2016, 05:02:27 PM
Quote from: Tivec on March 24, 2016, 01:10:20 PM
I have a hydroponic basin in a room. The room is brightly lit by a sun lamp, and is heated up to 21C stable. Potato plants are growing at 170% in these basins, yet they still die off as if affected by the outside temperature (6C, but toxic fallout). Any suggestions?
Here's the room: http://i.imgur.com/Y16oHxG.png
It looks like you have no roof, strangely looking basin construction blueprints with rain, or fallout rendering on them. Probably not the case because you said that temp and light is ok but maybe check it out. Or problems with power?
I've triggered fallout event (toxic and radiation) on my game, it's ver 2.5 Cataclysm, and basins work fine, no crop damage. Could it happen because pawns walk in and out of the building?
I think it might have been because of a poison ship I had missed in the region. None the less, my colony ended fairly quickly after fixing the issue when one of my starving troopers decided to go berserk. In the oil room. Let's just say it was painful.
I posted this on the issue tracker, but I figure it might be something that could be discussed here as well.
The seeds requirement is a great thing, but *really* hard to work with unless the traders you get bring the seeds you need. That said, once you have them, there is one thing I'd like to change.
At the moment, it is not intuitive which kind of soil is needed for a specific plant. Research screen is not helpful either since it says "can be planted in soil", just not what kind. 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.
Quote from: Tivec on March 25, 2016, 05:57:45 AM
I posted this on the issue tracker, but I figure it might be something that could be discussed here as well.
The seeds requirement is a great thing, but *really* hard to work with unless the traders you get bring the seeds you need. That said, once you have them, there is one thing I'd like to change.
At the moment, it is not intuitive which kind of soil is needed for a specific plant. Research screen is not helpful either since it says "can be planted in soil", just not what kind. 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.
It's in the fertility rating of the soil and fertility requirement of the seeds iirc. I'm not sure it works that way in this mod but I will double check that shortly. Yea, it does say this, but only -after- you plant them. Doh.
Heavy statis signals... just there to mess with people with epilepsy? I'm just unsure what this is all about.
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
[attachment deleted by admin - too old]
Quote from: Edgewise on March 26, 2016, 01:59:21 AM
Heavy statis signals... just there to mess with people with epilepsy? I'm just unsure what this is all about.
Same I have no idea what these things do other then take my game out of speed 4 and trigger epileptic fits.
Playing with test version from git i catched a bug, which pervents me to research anything. Research screen just goes blank. Is it a bug, or something wrong with my rimWorld client?
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Скачал тестовую версию с гита, теперь не могу ничего исследовать, потому что интерфейс окна исследований пропал. Это у вас со сборкой проблемы, или я напортачил?
Quote from: kobar on March 26, 2016, 02:11:46 PM
Playing with test version from git i catched a bug, which pervents me to research anything. Research screen just goes blank. Is it a bug, or something wrong with my rimWorld client?
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Скачал тестовую версию с гита, теперь не могу ничего исследовать, потому что интерфейс окна исследований пропал. Это у вас со сборкой проблемы, или я напортачил?
Try a fresh install of RW and then the mod-pack exactly as the instructions explain and it will work.
Bug report on Faction wars.
I got a faction war event saying that one of my allies got into a war with a tribal faction. The first raid was a tribal one, the second was a high tech facition siege, the third one was a mechanoid. First time it happened but i am sure it was not supposed to be like that (never happened before).
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)
[attachment deleted by admin - too old]
Another annoying bug with animals and insects breaking doors. Game dont pause or get into normal speed, I lost the count of the times that i was surprised by an ant inside my base eating my colonists (early game, so no turrets)
Quote from: kj16609 on March 26, 2016, 03:13:45 PM
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)
If you look at the start, you will see a lot of "Could not resolve cross-reference to..." messages. These mean it can't actually find certain things. I'd try installing a fresh version of Hardcore SK (clean install) and then loading up the save. It's clearly not loading something that is required.
Quote from: Tivec on March 26, 2016, 03:28:51 PM
Quote from: kj16609 on March 26, 2016, 03:13:45 PM
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)
If you look at the start, you will see a lot of "Could not resolve cross-reference to..." messages. These mean it can't actually find certain things. I'd try installing a fresh version of Hardcore SK (clean install) and then loading up the save. It's clearly not loading something that is required.
Should I replace the modsconfig aswell?
Quote from: kj16609 on March 26, 2016, 04:54:49 PM
Quote from: Tivec on March 26, 2016, 03:28:51 PM
Quote from: kj16609 on March 26, 2016, 03:13:45 PM
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)
If you look at the start, you will see a lot of "Could not resolve cross-reference to..." messages. These mean it can't actually find certain things. I'd try installing a fresh version of Hardcore SK (clean install) and then loading up the save. It's clearly not loading something that is required.
Should I replace the modsconfig aswell?
here some advice always if u update the mod pack fresh install whe whole rimworld. as u download rimworld as a rar just keep to side and reexract it when u need to. the file to say order of mods should always be reinstalled as he might change the order of some mods.
if u cant load a save after a update its cause something in the mod pack changed. besides its best to restart if u updateing anyway.
Quote from: sidfu on March 26, 2016, 05:13:38 PM
Quote from: kj16609 on March 26, 2016, 04:54:49 PM
Quote from: Tivec on March 26, 2016, 03:28:51 PM
Quote from: kj16609 on March 26, 2016, 03:13:45 PM
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack
Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)
If you look at the start, you will see a lot of "Could not resolve cross-reference to..." messages. These mean it can't actually find certain things. I'd try installing a fresh version of Hardcore SK (clean install) and then loading up the save. It's clearly not loading something that is required.
Should I replace the modsconfig aswell?
here some advice always if u update the mod pack fresh install whe whole rimworld. as u download rimworld as a rar just keep to side and reexract it when u need to. the file to say order of mods should always be reinstalled as he might change the order of some mods.
if u cant load a save after a update its cause something in the mod pack changed. besides its best to restart if u updateing anyway.
that's the problem I had a nice colony going for the past hour then I had to quickly do something s I saved and exited and now I get this rainbow screen withsome sort of squad ai glich
here is my log I just did a fresh install and I moved my save over
[attachment deleted by admin - too old]
With the latest mod version DL'd today, I do not seem to be able to talk to visitors. They show up green like traders rather than blue as visitors normally look.
Quote from: Edgewise on March 26, 2016, 06:04:22 PM
With the latest mod version DL'd today, I do not seem to be able to talk to visitors. They show up green like traders rather than blue as visitors normally look.
Had the same issue today, couldn't talk to visitors, traders weren't setting up their tents. Fixed by reinstalling the modpack and starting a new colony.
Quote from: Nimander on March 26, 2016, 06:19:28 PM
Quote from: Edgewise on March 26, 2016, 06:04:22 PM
With the latest mod version DL'd today, I do not seem to be able to talk to visitors. They show up green like traders rather than blue as visitors normally look.
Had the same issue today, couldn't talk to visitors, traders weren't setting up their tents. Fixed by reinstalling the modpack and starting a new colony.
Hmmm.... Guess I can try that, but I just did a fresh install and it did this, then redid it and it happened again. Traders are acting normally, and the visitors are as well. It's just that they show up green and my negotiator can't actually talk to them.
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L
Latest test release. Utility walls' description says that they are conduits, but they aren't. They don't require wires any more - is this by design?
Quote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L
Possibly an area restriction or something else? If not, sounds like a corrupted file or conflict.
Quote from: Edgewise on March 26, 2016, 08:24:11 PM
Quote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L
Possibly an area restriction or something else? If not, sounds like a corrupted file or conflict.
definitely no area restriction, fresh install of both the pack and rimworld, interesting thing ive found is when set to non manual priority (the one with just ticks not 1-4 numbering) they seem to work fine? which is rather irritating
Update: after i bumped mining up in the priority tree (priority details tab) my colonists seem to do it without issue and now seem to be doing other jobs normally too? rather odd
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.
Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.
Quote from: Mrshilka on March 26, 2016, 09:24:24 PM
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.
Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.
I tried to reinstall it and everything but nothing would let it reload the mods in the order so I have to get it from someone else to try to fix it and yes I did clean install both the mod and rimworld to try to fix it so this is my last shot.
Quote from: Turner on March 26, 2016, 09:36:19 PM
Quote from: Mrshilka on March 26, 2016, 09:24:24 PM
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.
Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.
I tried to reinstall it and everything but nothing would let it reload the mods in the order so I have to get it from someone else to try to fix it and yes I did clean install both the mod and rimworld to try to fix it so this is my last shot.
I think you are misunderstanding. The modsconfig file will load them in the right order for you. Right click the windows icon in the lower left, scroll up to 'run' type in '%APPDATA%\..\LocalLow ->' and hit enter. It should open up the file folder something like this:
C:\Users\(your name here)\AppData\LocalLow
Then navigate the directory tree a couple folders deeper to:
C:\Users\(your name here)\AppData\LocalLow\Ludeon Studios\RimWorld\Config
Delete everything here and put the modsconfig file from the mod pack into this folder. This file will now tell your mods which order to load.
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P
I got it to work finally but I had to do the correct order manually now I got one more problem...Im using the newest version of this mod pack and I need to know is it normal to have no research station? even when I bring up the research it causes a error and the debug log to show up....I do not feel that is normal....
Quote from: Jakey52 on March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P
It's not in the main folder because most ppl don't use it, but it works fine. It was kinda neat, except you start with tons of resources you normally wouldn't, very ez mode. And sometimes things happen right at the start, like a chunk of ship hits a mechanoid inhabited building and scythers run out and kill you 3 minutes into the first day.
Note to self: A wise man does not smelt the fire extinguisher.
Is there a way to manually debug and end the faction war event? I had insectoids spawn during that and after killing them it didn't end. Playing my current colony became horribly boring with no events happening, other than visitors.
EDIT: It seems to be working normally now. I guess it wasn't really a bug, just a random chance to not have any raids in 2 months. With Cassandra.
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...
Yea, it's completely not worth it unless you are mending a very hard to make or expensive item. On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.
Quote from: Edgewise on March 27, 2016, 02:42:11 PM
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...
Yea, it's completely not worth it unless you are mending a very hard to make or expensive item. On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.
Did a bit of digging on the github, and it seems to be in the works: https://github.com/skyarkhangel/Hardcore-SK/issues/45
is there any way to modify spawn rates for biodiveristy mobs? like the rimdogt and spindlecrab, mosquito etc etc, if so how do i go about doing it?
Im still missing a research bench...was it renamed?
Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?
Check the misc tab. If it is not there, you have not installed the mod pack properly :)
Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?
Nope. It should be in the miscellaneous tab.
Edit: Doh! Guess I shoulda refreshed the page before posting.
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...
I only set up a mending area for superior or greater clothing items I have set for my colonist to wear, keeping 2 of every item they where is stock they come in and swap clothing out when it has lots a few hps and much quicker to repair, the only long term repairs I end up doing are my ballistic shields after raids and I carry 4 of those spare.
It seems that every single game I've tried to play (about 15 or 16) there has been a re-occurring, game-breaking problem.
After several days (usually just about long enough to get a basic base set up, with some real beds. Just before I start getting power sorted out) the Cooking Grills stop working completely.
This causes my colonists to eventually begin to starve to death.
After said problem begins, my colonist will no longer prioritize cooking jerky on the grills, regardless of the availability of raw (fresh) meat to cook. The colonists (when manually told to cook on grill) cannot do so, because the option to Cook on Grill is grey'd out, and says that it "lacks materials".
This has happened to every single colony I've attempted to make, while the Grill DOES NOT lack materials. There is always plenty of fresh raw meat in appropriate stockpiles to be cooked. They ALWAYS have the required cooking level to attempt to cook jerky.
Also, once this problem begins, my colonists will no longer acknowledge the existence of (fresh) cooked Jerky in my stockpile, and they will make no attempt to auto-eat it themselves. I have to force them to Consume Jerky before they starve to death.
Is this a common bug? It's completely game breaking for me, as I prefer to make Jerky the early game food of choice until Power is readily available.
Also, I'd like to say that I'm very aware of how to install the SK modpack, and I've tried to completely uninstall and re-install the entire pack (even start with a completely new game installation) multiple times.
tl;dr
After several days, no matter what I do the Cooking Grill stops working completely. Says its lacks materials, and colonists can no longer craft/cook jerky. The colonists will also completely disregard any jerky in my stockpile, no matter how fresh it is.
Should I just be able to de-activate the crash landing mod? I did not really like how much resources and many many settlers come out of it.
When I do disable the mod, it seems to take the option of reloading with it. That is, when a guy has a weapon equipped there is no longer an option to manually reload. I have to wait until they run out of ammo entirely to start reloading.
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
It seems that every single game I've tried to play (about 15 or 16) there has been a re-occurring, game-breaking problem.
After several days (usually just about long enough to get a basic base set up, with some real beds. Just before I start getting power sorted out) the Cooking Grills stop working completely.
This causes my colonists to eventually begin to starve to death.
After said problem begins, my colonist will no longer prioritize cooking jerky on the grills, regardless of the availability of raw (fresh) meat to cook. The colonists (when manually told to cook on grill) cannot do so, because the option to Cook on Grill is grey'd out, and says that it "lacks materials".
This has happened to every single colony I've attempted to make, while the Grill DOES NOT lack materials. There is always plenty of fresh raw meat in appropriate stockpiles to be cooked. They ALWAYS have the required cooking level to attempt to cook jerky.
Also, once this problem begins, my colonists will no longer acknowledge the existence of (fresh) cooked Jerky in my stockpile, and they will make no attempt to auto-eat it themselves. I have to force them to Consume Jerky before they starve to death.
Is this a common bug? It's completely game breaking for me, as I prefer to make Jerky the early game food of choice until Power is readily available.
Also, I'd like to say that I'm very aware of how to install the SK modpack, and I've tried to completely uninstall and re-install the entire pack (even start with a completely new game installation) multiple times.
tl;dr
After several days, no matter what I do the Cooking Grill stops working completely. Says its lacks materials, and colonists can no longer craft/cook jerky. The colonists will also completely disregard any jerky in my stockpile, no matter how fresh it is.
I have not seen this bug. There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines. I would try a clean install of the game and mod-pack. This gets rid of most issues for me. In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem. This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack. Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
Quote from: Edgewise on March 27, 2016, 11:23:04 PM
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
"..."-Snipped
I have not seen this bug. There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines. I would try a clean install of the game and mod-pack. This gets rid of most issues for me. In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem. This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack. Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
I think I may have figured it out. I think that I forgot to download one of the specific patches a few months ago, from Github. I'll get back to you to confirm or deny the fix.
How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)
Quote from: KingRStone on March 28, 2016, 01:44:31 AM
How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)
Easiest (not necessarily safest) way is deconstructing mechanoids.
Quote from: RooSalad on March 27, 2016, 11:35:07 PM
Quote from: Edgewise on March 27, 2016, 11:23:04 PM
Quote from: RooSalad on March 27, 2016, 09:14:04 PM
"..."-Snipped
I have not seen this bug. There could be a conflict somewhere in your files affecting behavior of your colonists or something along those lines. I would try a clean install of the game and mod-pack. This gets rid of most issues for me. In a couple cases I DL'd an updated version of a mod that was newer than the one in the SK pack in order to deal with a problem. This should be a last resort, as most mods in the SK pack have been further altered to work in their mod-pack. Hospitality with the hotfix to stop visitors from self-recruiting is the only one I can say for sure should be treated this way.
I think I may have figured it out. I think that I forgot to download one of the specific patches a few months ago, from Github. I'll get back to you to confirm or deny the fix.
Figured it out. I've been playing on HardcoreSK pack that I got from Nexus, which is COMPLETELY differetnt from the one on Github. The github version seems to work fine.
Quote from: Edgewise on March 27, 2016, 12:56:22 AM
Quote from: Jakey52 on March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P
It's not in the main folder because most ppl don't use it, but it works fine. It was kinda neat, except you start with tons of resources you normally wouldn't, very ez mode. And sometimes things happen right at the start, like a chunk of ship hits a mechanoid inhabited building and scythers run out and kill you 3 minutes into the first day.
Note to self: A wise man does not smelt the fire extinguisher.
Crash landing actually made the game harder for me.
I was trying to set a good start for me, and changed the crash template on the mod folder to giver me, 4 cryosleep, 2 weapon decks, 2 food, 1 nutrient, 1 domestic animal and 2 medicine modules + random drops. Needless to say that my wealth skyrockets on year one, I had to feed a lot of people in low tech and worse, had to deal with strong raids related to that wealth, from tghe beginning. Result, lot of frustration and curses.
Turned off the mod, used extra points on prepare carefully and made a drop with 6 colonits, much funnier, year 3 and colony is still alive, altough cassandra keep trying to destroy it.
I was wondering if anyone could explain the developers mode menu? Especially the "enable damage' and "enable player damage". I tried disabling them one at a time and both at a time. After testing it by trying to kill an animal no damage was caused with each test.
Quote from: shilum on March 28, 2016, 08:22:18 AM
I was wondering if anyone could explain the developers mode menu? Especially the "enable damage' and "enable player damage". I tried disabling them one at a time and both at a time. After testing it by trying to kill an animal no damage was caused with each test.
Unchecking 'enable damage' turns off
ALL damage, nothing will take damage. Certain scripted deaths may still occur, haven't tested that much.
Unchecking 'enable player damage' makes it so player controlled colonists and tamed animals won't take damage. Everything else will, such as friendly pawns (guests), enemies, wild animals, buildings, items, etc. This includes things equipped on player controlled colonists, they won't be hurt, but their gear will be.
cool thanks for the info
Quote from: KingRStone on March 28, 2016, 01:44:31 AM
How to make carbon fiber? It's necessary to make alloy table. ( ͡° ʖ̯ ͡°)
Its from refined oil products, made in the oil refinery and then the chemical workstation.
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...
can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?
Quote from: sidfu on March 28, 2016, 06:00:30 PM
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...
can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?
I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?
Is it possible to force the mod load order to actually load the mods correctly? say if you disabled the mods and want them back in the order it was do you have to do it your self or re-download? I'm asking because even if I download it correctly It does not force the mod config file to actually load the mods as I had to do it all my self one mod at a time while going back and forth from one screen to another to see where one mod goes in the order
Quote from: CastAway on March 28, 2016, 06:14:43 PM
Quote from: sidfu on March 28, 2016, 06:00:30 PM
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...
can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?
I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?
I understand your point, I would also like to see the sources for the assemblies so that I can properly report bugs (and even find the solution for them). That said, you can always run the game sandboxed if you are paranoid (Sandboxie for example).
Quote from: Turner on March 29, 2016, 12:00:40 AM
Is it possible to force the mod load order to actually load the mods correctly? say if you disabled the mods and want them back in the order it was do you have to do it your self or re-download? I'm asking because even if I download it correctly It does not force the mod config file to actually load the mods as I had to do it all my self one mod at a time while going back and forth from one screen to another to see where one mod goes in the order
the file that comes with it is for the load order. use that just do this.
1. make sure to run the game before u install the mods and the .xml.(u just need to go to the main menu then quite)
2.go to the folder stated and overwrite the mod order .xml thats in there with theone thats provided by the mod pack and when u boot the game up all mods will be in that order.
Quote from: Tivec on March 29, 2016, 12:22:43 AM
Quote from: CastAway on March 28, 2016, 06:14:43 PM
I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?
I understand your point, I would also like to see the sources for the assemblies so that I can properly report bugs (and even find the solution for them). That said, you can always run the game sandboxed if you are paranoid (Sandboxie for example).
There is apparently sandbox-exec built-in in OSX, so I could make a config for RimWorld and remember to always run it sandboxed and NEVER start normally, but it would be much more simple just to compile the sources myself.
Edit: I believe I can override CFBundleExecutable in Info.plist to always start it sandboxed by default so it seems to be less a hassle than I thought, but still one has to rely on the sandbox and to be unable to tweak the binaries. Any comment on why the mods sources are not in the repo?
I too, am a little concerned about what mods can potentially do. Mods have (at least in windows - I can't speak for unix based OS's) full access to your filesystem, including network - limited only by what the account Rimworld is in can do. I could quite easily download another executable, say a keylogger, and have that run in the background every time you run Rimworld - and probably have it keep running even after you quit the game. I've never tried this, and I'm not sure whether or not antivirus/antimalware would pick up on this, but I am fairly sure that if they didn't - hardly anyone would notice.
Asking for source is a very reasonable request in these circumstances. The argument that if noone reported anything it's safe is a non-argument, it's much harder to detect this stuff if there's no source actually available.
This is part of the reason I include source in all of my mods (the other reasons being: Allowing others to learn from, and improve upon my code; allowing others to adopt and continue my mods if I ever go AWOL; and making sure I don't accidentally loose the source (happens more often than I'd like!). In the end, it's a bunch of text files - they hardly take any space, and the benefits of including them far outweigh the drawbacks.
I know many authors don't include source, but I believe many are slowly coming around to doing so as well - in many cases because it's just simpler for them. I'm not sure if the modpack authors (both HCSK and MVP) keep source around if it's available, but in my opinion they definitely should. I may even add this to my license requirements.
The main reason for not showing your source is protection of your code from people who might use it against you in some way/competition. However we all have access to ilspy etc so there really is no point to not showing your source. Ludeon own anything you write into a mod anyways so just include it. Lets be that community that helps and drives each other forward. Not the other kind that so many games have out there.
is there a reason my colonists won't clean anymore?
Quote from: skullywag on March 29, 2016, 03:29:55 AM
-snip- Ludeon own anything you write into a mod anyways -snip-
I've heard that before, but was never able to find anything about that in the (almost non-existant) license terms. Where do you get this info?
Quote from: Ienkoron on March 29, 2016, 04:13:38 AM
is there a reason my colonists won't clean anymore?
you must set a clean zone, check the architect
Quote from: Kadrush on March 29, 2016, 06:10:57 AM
Quote from: Ienkoron on March 29, 2016, 04:13:38 AM
is there a reason my colonists won't clean anymore?
you must set a clean zone, check the architect
Okie dokie :)
So can the darkness-sk mod be used separately apart from the rest of the modpack like the zombie apocalypse_sk mod or does it require other mods within the sk modpack in order to function?
Quote from: Fluffy (l2032) on March 29, 2016, 04:53:59 AM
Quote from: skullywag on March 29, 2016, 03:29:55 AM
-snip- Ludeon own anything you write into a mod anyways -snip-
I've heard that before, but was never able to find anything about that in the (almost non-existant) license terms. Where do you get this info?
Makes sense as a recent post of the changes on the upcoming Alpha 13 have many features that were already available before on mods. Not very creative from the devs, but it is part of life.
Neat Mod Pack, one [of many] *tiny* problem I found.
Ram Wool
ArmorRating_Electrical is defined twice (1.25 and 1.2)
[ \Mods\Core_SK\Defs\ThingDefs\Items_Resource_SK.xml ... lines 2077 + 2078 ]
-edit-
After looking through just the apparel files my eyes began to bleed. There were items that contradicted their descriptions everywhere. Also noticed there's a melee weapon hammer that has a range of 8.
Quote from: Fluffy (l2032) on March 29, 2016, 03:23:22 AM
I too, am a little concerned about what mods can potentially do. Mods have (at least in windows - I can't speak for unix based OS's) full access to your filesystem, including network - limited only by what the account Rimworld is in can do. I could quite easily download another executable, say a keylogger, and have that run in the background every time you run Rimworld - and probably have it keep running even after you quit the game. I've never tried this, and I'm not sure whether or not antivirus/antimalware would pick up on this, but I am fairly sure that if they didn't - hardly anyone would notice.
Asking for source is a very reasonable request in these circumstances. The argument that if noone reported anything it's safe is a non-argument, it's much harder to detect this stuff if there's no source actually available.
This is part of the reason I include source in all of my mods (the other reasons being: Allowing others to learn from, and improve upon my code; allowing others to adopt and continue my mods if I ever go AWOL; and making sure I don't accidentally loose the source (happens more often than I'd like!). In the end, it's a bunch of text files - they hardly take any space, and the benefits of including them far outweigh the drawbacks.
I know many authors don't include source, but I believe many are slowly coming around to doing so as well - in many cases because it's just simpler for them. I'm not sure if the modpack authors (both HCSK and MVP) keep source around if it's available, but in my opinion they definitely should. I may even add this to my license requirements.
Openly showing the source also allows others to verify if you're just stealing code from others or actually doing stuff yourself and/or crediting others properly (according to license requirements).
It also allows you to show up in another contributors thread and tell them to stop breaking the license if they appear to be using your code with support from other users in case your claim is valid.
I kind of dont agree with that last point theres only so many ways of doing something so some code will obviously be duplicated, if you are ripping the whole mod off then yes i agree, but bits of it no. Art and stuff like that is another matter.
While I think the initial source code point is a valid one, I think the thread might get derailed.... Maybe a new thread devoted to this topic is in order.
Ok, issues with the terraforming pump and the regular pump:
The regular pump is basically worthless due to it's ridiculously slow speed. It's much easier and faster to drop sand over a muddy area and then build whatever other ground type you want on the sand. This thing needs a performance buff imo, and the power requirement of 400 watts is a bit much.
The teraforming pump on the other hand is OP -except- for the fact that it can't be moved. It very quickly converts terrain to soil, even paved tiles and such. I think it should be toned down a bit to only work on mud, sand, marsh, and maybe shallow water. With these as they are, hydroponics are made to inefficient by comparison, and thus obsolete.
Quote from: Fluffy (l2032) on March 29, 2016, 03:23:22 AM
I too, am a little concerned about what mods can potentially do. Mods have (at least in windows - I can't speak for unix based OS's) full access to your filesystem, including network - limited only by what the account Rimworld is in can do. I could quite easily download another executable, say a keylogger, and have that run in the background every time you run Rimworld - and probably have it keep running even after you quit the game. I've never tried this, and I'm not sure whether or not antivirus/antimalware would pick up on this, but I am fairly sure that if they didn't - hardly anyone would notice.
Asking for source is a very reasonable request in these circumstances. The argument that if noone reported anything it's safe is a non-argument, it's much harder to detect this stuff if there's no source actually available.
This is part of the reason I include source in all of my mods (the other reasons being: Allowing others to learn from, and improve upon my code; allowing others to adopt and continue my mods if I ever go AWOL; and making sure I don't accidentally loose the source (happens more often than I'd like!). In the end, it's a bunch of text files - they hardly take any space, and the benefits of including them far outweigh the drawbacks.
I know many authors don't include source, but I believe many are slowly coming around to doing so as well - in many cases because it's just simpler for them. I'm not sure if the modpack authors (both HCSK and MVP) keep source around if it's available, but in my opinion they definitely should. I may even add this to my license requirements.
One part of HCSK source contains mod sources (with some changes) from mod authors, which can be found in authors mod page or topic. In the first page of this topic, there is a list with all mods and links.
Other part of source contains my part of the code closely related to Hardcore SK. We make a ready for a game content and not collect "library" with foreign sources, which can be found as described above. At the moment, full update on github includes about ~8000 files, if I add sources for all mods..I'll go crazy :D
Generally, I dont see any problems :)
Quote from: Kadrush on March 29, 2016, 11:40:58 AM
Quote from: Fluffy (l2032) on March 29, 2016, 04:53:59 AM
Quote from: skullywag on March 29, 2016, 03:29:55 AM
-snip- Ludeon own anything you write into a mod anyways -snip-
I've heard that before, but was never able to find anything about that in the (almost non-existant) license terms. Where do you get this info?
Makes sense as a recent post of the changes on the upcoming Alpha 13 have many features that were already available before on mods. Not very creative from the devs, but it is part of life.
Yes, Enviro AI it seems to die after A13. Ludeon took the most ideas of this mod. I dont want to say that it's bad, Tynan makes it better.
Hey first of all amazing work on the modpack! Spent days on it so far!
I have come across a weird graphical bug that started as i loaded up my save today (tried a new save and fresh install but bug persists). My colonists have a weird "invisible box" around them and look shirtless with tattered underwear on. I check gear and they are fully equipped. stripping them and re equipping doesnt fix either. Any ideas?
Quote from: beanbag on March 30, 2016, 07:20:37 AM
Hey first of all amazing work on the modpack! Spent days on it so far!
I have come across a weird graphical bug that started as i loaded up my save today (tried a new save and fresh install but bug persists). My colonists have a weird "invisible box" around them and look shirtless with tattered underwear on. I check gear and they are fully equipped. stripping them and re equipping doesnt fix either. Any ideas?
After alot of problems that arose in other games it turned out my graphics driver corrupted itself! solved!
Quote from: Mrshilka on March 24, 2016, 06:17:33 AM
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.
It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.
Is this a bug with rimworld or with certain mods? I am using a Git version of this pack from a couple of weeks ago and at least 1/3 of my tailoring creations have to be cancelled(causing sometimes expensive resource loss).
Has anyone seen the silver come out as a red box with a X in it? If so has anyone found out why? Its starting to get annoying.
Quote from: Turner on March 30, 2016, 04:20:07 PM
Has anyone seen the silver come out as a red box with a X in it? If so has anyone found out why? Its starting to get annoying.
that normaly means the texture is missing or cant load.
I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).
Quote from: Utherix on March 30, 2016, 09:04:40 PM
I just switched to 2.5 and it's literally twice as good as 2.4. Love this mod (pack).
Yea, agreed 2.5 is great. Still has some stuffs to be fixed but it's still very fun.
Quote from: krockle21 on March 30, 2016, 01:17:18 PM
Quote from: Mrshilka on March 24, 2016, 06:17:33 AM
Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.
It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.
Is this a bug with rimworld or with certain mods? I am using a Git version of this pack from a couple of weeks ago and at least 1/3 of my tailoring creations have to be cancelled(causing sometimes expensive resource loss).
I am having this issue now as well. It wasn't present in 2.4 but is in the latest git version.
I would like to see some re-balancing of the stats for metals.
Cast-Iron: In the game, there is no reason to ever make this. In reality, it is the base metal for most fabrication machinery today because it is very rigid, allowing machines to hold close tolerances repeatably and it's easily worked. Work stations made from this metal should be as good as or better than other metals.
Copper alloy: Very good natural anti-bacterial properties. I'd say immunity gain should be extremely good with this material, much better than any of the other metals excepting those made from silver. The 'work speed' of work stations made from this should be about on par with wood, maybe a tiny bit better.
Aluminum: Stronger than steel pound for pound, but not even remotely close to as strong volume vs volume. A thick aluminum bracket can hold a shelf better and weigh less than a thin steel bracket, but a pinky sized steel cutting tool can turn a 100 KG block of aluminum into tiny aluminum chips and not even get dull if your surface cutting speed is correct. Aluminum work stations I'd say are mediocre. It lacks mass to be good as a blunt weapon and is to soft to hold an edge as a blade. It's extremely easy to work (cuts about 4-10x faster than plain carbon steel depending on the situation) so the 'work to make' I think should be about the same as copper, very very fast to build things from this metal. Also, it's got very slow deterioration except in the presence of certain chemicals and elements like mercury.
Plain Carbon Steel: Not as rigid as cast iron, but it won't crack or deform nearly as easily. Much better in 'shock' impact situations such as being the barrel of a gun or the blade of a sword. Rust deterioration is a problem. Good overall rounded properties but high mass. It's the most common metal in manufacturing that does not require some specific property that steel lacks in.
Alnico: A very cool material with high resistance to heat, but it's not as strong as stainless steel or high carbon steel. More importantly, it's a strong permanent magnet. A magnetic weapon presents all kinds of problems... Wearing a steel helmet when you go to work on your magnetic Alnico workbench? I think you see where I'm going with this. Maybe limit this to a specialized ingredient that can't be made into walls, weapons, work-stations or furniture.
If you're interested, I would like to help come up with some good info on all kinds of metals. I am a machinist who cuts this stuff into machinery parts every day. :)
Can someone help? I can't research anything and there's an error that says Exception filling window for communitycorelibrary.maintabwindow_research: system.nullreferenceexception:object reference not set to an instance of an object.
Quote from: SirDerpface on March 31, 2016, 06:29:31 AM
Can someone help? I can't research anything and there's an error that says Exception filling window for communitycorelibrary.maintabwindow_research: system.nullreferenceexception:object reference not set to an instance of an object.
Try redownloading the mod, and move everything over. remove your normal mods/core folder first.
On an unrelated note harvested a bunch of strawberries I had planted then realized I needed to uh research them before I could plant them? However that is supposed to work, it doesn't seem to.
Guys, please, i am going to insist.
Fix the faction warfare, when the game says one faction VS another, it doenst means all factions against the player. Makes no sense mechanoid attacks in support of tribal raid with an extra of a nova corp siege.
Quote from: Kadrush on March 31, 2016, 11:58:28 PM
Guys, please, i am going to insist.
Fix the faction warfare, when the game says one faction VS another, it doenst means all factions against the player. Makes no sense mechanoid attacks in support of tribal raid with an extra of a nova corp siege.
Except they do not all work vs you, they are all fighting with your base as the centre, hell I have had raids of tribals preparing to attack and a second raid come sin behind them and they slaughter each other, had a massive Orion raid sapping me only to have half a dozen Skynet plow into them from behind.
If the Factions are hostile they will fight, all you need to do is play this off against each other.
So tried loading in a colony where they had power armor with the shielding in at start and got an "object reference not set to an instance error" Starting at "Should Display" of Core_Sk.PowerShield.Apparel_PowerShield.
Quote from: Mrshilka on April 01, 2016, 01:31:16 AM
Quote from: Kadrush on March 31, 2016, 11:58:28 PM
Guys, please, i am going to insist.
Fix the faction warfare, when the game says one faction VS another, it doenst means all factions against the player. Makes no sense mechanoid attacks in support of tribal raid with an extra of a nova corp siege.
Except they do not all work vs you, they are all fighting with your base as the centre, hell I have had raids of tribals preparing to attack and a second raid come sin behind them and they slaughter each other, had a massive Orion raid sapping me only to have half a dozen Skynet plow into them from behind.
If the Factions are hostile they will fight, all you need to do is play this off against each other.
Either way it is still a contradiction to the event itself, as it says one faction vs another and they only fight each other when the met, if they are hostile to each other. Thats a very remote posibility in very big maps (400x400, i would play bigger if the game had a bigger map)
Oh, on the bug report field, i have 2 other things to report.
1- Common prisioners (no space refuges from escape pods) after some time in captivity are getting the "something strange" event and turning into abominations. On the same topic, first drop on escape pod events always turn into abominations, 100% of the time, i dont even bother to rescue anymore. I say first drop, because if you save after the first pod lands and reload, a second one will drop, with no abomination turning.
2-Altough skynet and mechanoids seems to be from different factions (have seen they fighting each other once), poison and psychic ships are spamming mechanoids, terminators and terminatrix on the same side, not sure if intended, Had the same problem before with Rimsenal Federation mods, as the Federation mechs were spamming as mechanoids units, so i believe it is an issue with the event code.
In case anyone is interested, I was looking for a good apparel guide for this mod, as it was far from clear what I should be giving my colonists to wear. I was unable to find such a guide so I made this table (http://www.gametheatre.org/AllApparelList.ods). You can just sort it by the column that contains the most important attribute for your needs. It starts sorted by sharp armor, then blunt armor, then cold insulation, heat insulation and lastly movement (penalty).
I made a parser that writes the table so if anyone desperately needs a column that is not currently present please let me know and I can add it.
The short results for people that don't love spreadsheets is that it is complicated. The best armors all have brutal penalties.
The best armor on the modern loom is the armored vest, it might even be best overall because it does not seem to have any penalties and the protection is not bad. For a helmet the marine ballistic helmet.
The best overall armor (ignoring climate) seem to be the alloy vest and the marine ballistic helmet, as they don't slow you down too much and dont interfere too severely with working. If you have the hyperloom to go expensive look into the Phase Jet armor and helmet, these barely slow you down at all and have the added bonus of a power shield. These armors severly impede your medical skills so consider kitting out your doctors in something else and keeping them out of the fight.
If you have special climate needs I don't have any specific advice, you will need to examine the spreadsheet for yourself.
Also the best materials are titanium and pobedite for metal gear, and kevlar for cloth. Alpha/beta poly are also excellent but I have yet to get up to those and see what they can be used for. Rule of thumb for materials - the more it costs, the better it is.
Question, is a Volcanic Winter supposed to last more than 100 days? I have one so far for 117 days, quite a challenge, but i am starting to suspect of a bug.
Hello,
I need some suggestion how to kill abominations effectively. Is there a way to prevent them from ressurecting? Some weapon, or perhaps a damage type? Or its just % chance they will get up after death?
Thank you kindly.
Quote from: Valor on April 01, 2016, 08:12:16 PM
Hello,
I need some suggestion how to kill abominations effectively. Is there a way to prevent them from ressurecting? Some weapon, or perhaps a damage type? Or its just % chance they will get up after death?
Thank you kindly.
Just get more colonists to shoot at it. They die easily shot by 3+ colonists with early shoddy SMGs and rifles.
Quote from: Duncan on April 01, 2016, 09:53:48 AM
In case anyone is interested, I was looking for a good apparel guide for this mod, as it was far from clear what I should be giving my colonists to wear. I was unable to find such a guide so I made this table (http://www.gametheatre.org/AllApparelList.ods). You can just sort it by the column that contains the most important attribute for your needs. It starts sorted by sharp armor, then blunt armor, then cold insulation, heat insulation and lastly movement (penalty).
I made a parser that writes the table so if anyone desperately needs a column that is not currently present please let me know and I can add it.
The short results for people that don't love spreadsheets is that it is complicated. The best armors all have brutal penalties.
The best armor on the modern loom is the armored vest, it might even be best overall because it does not seem to have any penalties and the protection is not bad. For a helmet the marine ballistic helmet.
The best overall armor (ignoring climate) seem to be the alloy vest and the marine ballistic helmet, as they don't slow you down too much and dont interfere too severely with working. If you have the hyperloom to go expensive look into the Phase Jet armor and helmet, these barely slow you down at all and have the added bonus of a power shield. These armors severly impede your medical skills so consider kitting out your doctors in something else and keeping them out of the fight.
If you have special climate needs I don't have any specific advice, you will need to examine the spreadsheet for yourself.
Also the best materials are titanium and pobedite for metal gear, and kevlar for cloth. Alpha/beta poly are also excellent but I have yet to get up to those and see what they can be used for. Rule of thumb for materials - the more it costs, the better it is.
Dude... sweet. Thanks. Now we just need one for weapons and we're set.
Stupid question. Does haygrass need seeds? I'm trying to get my colonists to grow some for Muffalo but they just look up at me like I'm completely insane. Could not find seeds for it, even with Prepare Carefully.
-edit-
Apparently...They need seeds but pack does not come with them. User: Dismar has patched files you can find...
https://ludeon.com/forums/index.php?topic=12674.90
-edit- eeww won't actually work but provides an example how to add them. I'll mock up some code after I make sure it works.
-edit-
So there's already file textures for the seed which is awesome, but fixes need to be added in two places.
file is \Mods\SeedsPlease_SK\Defs\ThingDefs\Items_Seeds.XML add at end, right above:: " </GameData> "
<!-- Haygrass Seeds Fix -->
<ThingDef Class="SeedsPlease.ThingDef_PlantSeedItem" ParentName="SeedItemBase">
<defName>HaySeeds</defName>
<label>Haygrass Seeds</label>
<description>Heygrass Seeds can be sown in soil to grow Heygrass, which can be used to produce Silage.</description>
<statBases>
<MarketValue>3.5</MarketValue>
</statBases>
<PlantProducedDef>PlantHaygrass</PlantProducedDef>
<graphicData>
<texPath>Seeds/HaySeeds</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
</graphicData>
</ThingDef>
Next file is in same folder, Plants_Cultivated_Seeds.XML at end, above:: </Plants>
<!-- Haygrass Plant Fix -->
<ThingDef Class="SeedsPlease.ThingDef_PlantWithSeeds" ParentName="PlantWithSeedsBase">
<defName>PlantHaygrass</defName>
<label>haygrass</label>
<description>A mixture of nutrient-rich grasses which yield large amounts of hay. Hay is edible for animals, but not humans.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicData>
<texPath>Things/Plant/Haygrass</texPath>
<graphicClass>Graphic_Random</graphicClass>
</graphicData>
<selectable>true</selectable>
<pathCost>5</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>Hay</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYield>18</harvestYield>
<sowTags>
<li>Ground</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10.0</growDays>
<fertilityMin>1.0</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<SeedDef>HaySeeds</SeedDef>
</ThingDef>
slight error in code...
<ThingDef ParentName="PlantBase">
should be...
<ThingDef Class="SeedsPlease.ThingDef_PlantWithSeeds" ParentName="PlantWithSeedsBase">
Have it fixed in code now.
But haygrass in Hardcore SK doesn't need seeds.
Quote from: Nimander on April 02, 2016, 12:40:19 PM
But haygrass in Hardcore SK doesn't need seeds.
See that's what I thought but for some reason my colonists wouldn't plant it. I made a field of it, and my gardening colonists would go idle after finishing everything else up and just stare at that empty field.
my colonist plant hayseed with no seeds. probaly u have it on a normal soil not rich and ive noticed how randomly they wont plant on normal soil
Got no issues planting hay on normal soil here.
Quote from: sidfu on April 02, 2016, 06:13:59 PM
my colonist plant hayseed with no seeds. probaly u have it on a normal soil not rich and ive noticed how randomly they wont plant on normal soil
I had it on what I thought was tilled, but this could have been my issue. As I can't remember if I had it tilled prior or after changing it to seeds in my files.
What files do I need to edit to change production values of making tofu and harvesting fish at an aquaculture basin?
By the way, do nutrition values affect how many items are needed to cook a meal?
Quote from: Nimander on April 02, 2016, 08:48:56 PM
What files do I need to edit to change production values of making tofu and harvesting fish at an aquaculture basin?
By the way, do nutrition values affect how many items are needed to cook a meal?
Tofu: \Mods\Core_SK\Defs\RecipeDefs\Recipes_Meals_SK.XML
Aquaculture: \Mods\FishIndustry_SK\Defs\ThingDefs\Buildings_FishIndustry.XML
::and::
G:\Games\RimWorldAlpha12dWin\Mods\FishIndustry_SK\Defs\RecipeDefs\Recipes_FishIndustry.XML
Quote from: Edgewise on March 31, 2016, 01:03:58 AM
I would like to see some re-balancing of the stats for metals.
Cast-Iron: In the game, there is no reason to ever make this. In reality, it is the base metal for most fabrication machinery today because it is very rigid, allowing machines to hold close tolerances repeatably and it's easily worked. Work stations made from this metal should be as good as or better than other metals.
Copper alloy: Very good natural anti-bacterial properties. I'd say immunity gain should be extremely good with this material, much better than any of the other metals excepting those made from silver. The 'work speed' of work stations made from this should be about on par with wood, maybe a tiny bit better.
Aluminum: Stronger than steel pound for pound, but not even remotely close to as strong volume vs volume. A thick aluminum bracket can hold a shelf better and weigh less than a thin steel bracket, but a pinky sized steel cutting tool can turn a 100 KG block of aluminum into tiny aluminum chips and not even get dull if your surface cutting speed is correct. Aluminum work stations I'd say are mediocre. It lacks mass to be good as a blunt weapon and is to soft to hold an edge as a blade. It's extremely easy to work (cuts about 4-10x faster than plain carbon steel depending on the situation) so the 'work to make' I think should be about the same as copper, very very fast to build things from this metal. Also, it's got very slow deterioration except in the presence of certain chemicals and elements like mercury.
Plain Carbon Steel: Not as rigid as cast iron, but it won't crack or deform nearly as easily. Much better in 'shock' impact situations such as being the barrel of a gun or the blade of a sword. Rust deterioration is a problem. Good overall rounded properties but high mass. It's the most common metal in manufacturing that does not require some specific property that steel lacks in.
Alnico: A very cool material with high resistance to heat, but it's not as strong as stainless steel or high carbon steel. More importantly, it's a strong permanent magnet. A magnetic weapon presents all kinds of problems... Wearing a steel helmet when you go to work on your magnetic Alnico workbench? I think you see where I'm going with this. Maybe limit this to a specialized ingredient that can't be made into walls, weapons, work-stations or furniture.
If you're interested, I would like to help come up with some good info on all kinds of metals. I am a machinist who cuts this stuff into machinery parts every day. :)
Thank you, of course you can write more. I noted your wishes to next update :)
Question. Is it normal that the only raids early on are from norbals/nightblades? Coz without raids from factions with guns im gonna end up fighting centipedes with bows and pistols.
Quote from: roy2x on April 03, 2016, 07:34:20 AM
Question. Is it normal that the only raids early on are from norbals/nightblades? Coz without raids from factions with guns im gonna end up fighting centipedes with bows and pistols.
It depend on how much wealth you have. Raids are created with points system. More wealth = more points to spend by AI on raid so if you have only norbals and savages it's because guns cost more points. If you are worried about mechanoids then try to gain wealth slowly to the point when factions with guns will show up.
Hi, is it possible that the ai assambley station is broken? because when i build it my savegame crashed (try it with a clean instalation, same situation)
Edit: The sonar have infinity scanning range..doesnt think its a featur.
Quote from: Grogfeld on April 03, 2016, 08:11:53 AM
Quote from: roy2x on April 03, 2016, 07:34:20 AM
Question. Is it normal that the only raids early on are from norbals/nightblades? Coz without raids from factions with guns im gonna end up fighting centipedes with bows and pistols.
It depend on how much wealth you have. Raids are created with points system. More wealth = more points to spend by AI on raid so if you have only norbals and savages it's because guns cost more points. If you are worried about mechanoids then try to gain wealth slowly to the point when factions with guns will show up.
I do believe this wealth thing is unbalanced. See picture (http://i.imgur.com/xXaSW9B.jpg). The colony had 230k wealth, but most of the base was still unfinished, no floors, walls, temperature control and so on. I've successfully fended off a faction war with 5 waves, one after another and no support from allies. But being attacked by Skynet is a death sentence. Extremely annoying, if I don't reload saves.
Is it possible to disable Skynet raids in some file?
Quote from: Nimander on April 03, 2016, 08:43:14 AM
Quote from: Grogfeld on April 03, 2016, 08:11:53 AM
Quote from: roy2x on April 03, 2016, 07:34:20 AM
Question. Is it normal that the only raids early on are from norbals/nightblades? Coz without raids from factions with guns im gonna end up fighting centipedes with bows and pistols.
It depend on how much wealth you have. Raids are created with points system. More wealth = more points to spend by AI on raid so if you have only norbals and savages it's because guns cost more points. If you are worried about mechanoids then try to gain wealth slowly to the point when factions with guns will show up.
I do believe this wealth thing is unbalanced. See picture (http://i.imgur.com/xXaSW9B.jpg). The colony had 230k wealth, but most of the base was still unfinished, no floors, walls, temperature control and so on. I've successfully fended off a faction war with 5 waves, one after another and no support from allies. But being attacked by Skynet is a death sentence. Extremely annoying, if I don't reload saves.
Is it possible to disable Skynet raids in some file?
Have you tried disabling Skynet_SK mod?
ok found a issue. had the fall out event in middle of winter. made it thru it was pain in ass as here no effectivve way to get rid of posion in system but to force them to not go outside. when planting season got close and snow melted i have a issue where no grass or tress will spawn back in. when i tried ot use the consol to spawn in grass seeds that blow on wind i got a error saying to many plants basicaly.
whats weird this the same mod pack buiild i been useing for past week. ive gotten up to 3-4 years with np before. only thing is differnt than before is the fallout event. it killed all teh animals so thinking tthere may be invisible ghosts of the animals causeing the issue or the fact that the event happened in winter may have caused it.
to put it in simple terms grass and trees onlly spawned around endeges of map to about 30 blocks distance in then stoped spawning any new ones once snow cleared.
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
did u build the ai assambly? Because i get the same problem with savegames when i build it.
I have to say it - I'm loving the new research screen. ;D
Quote from: skyarkhangel on April 02, 2016, 10:38:13 PM
Thank you, of course you can write more. I noted your wishes to next update :)
Ok, cool. There are literally many thousands of these, so I need to think about it for a while and come up with a good list of metal types.
Skynet is hard as hell if you get them to early. I don't know from which point they starting to attack but I guess with wealth around 200k, and that's to early. Mechanoids are balanced. Centipedes are slow so easy to hit with EMP grenades or mortars, Scythes are fast but with enough firepower you can take them fast but Skynet gang... well, If you have no hi-tech shields and good brawlers you're probably dead. They are to quick and to powerful, and there are too many of them.
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
Reinstall the mod following the directions on the first page and generate a new world.
Quote from: Soulcube on April 03, 2016, 11:00:30 AM
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
did u build the ai assambly? Because i get the same problem with savegames when i build it.
Just built one, saved, loaded and that problem appeared, so...yeah must have been that thing.
Quote from: Gejimayu on April 03, 2016, 12:58:58 PM
Quote from: Soulcube on April 03, 2016, 11:00:30 AM
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
did u build the ai assambly? Because i get the same problem with savegames when i build it.
Just built one, saved, loaded and that problem appeared, so...yeah must have been that thing.
Yep. MAI enabled?
Quote from: skyarkhangel on April 03, 2016, 01:11:08 PM
Quote from: Gejimayu on April 03, 2016, 12:58:58 PM
Quote from: Soulcube on April 03, 2016, 11:00:30 AM
Quote from: Gejimayu on April 03, 2016, 09:35:58 AM
I sometimes get this after playing a colony for a while ->> http://i.imgur.com/kKAtRaH.png?1 (http://i.imgur.com/kKAtRaH.png?1)
Even loading earlier saves from this colony or reinstalling the game and the modpack doesnt help.
This happened once when i saved my game, played for 5 mins and reloaded the save i just made...i didnt quit the game or touch any of the game files.
Any suggestions for what that could be?
thanks
did u build the ai assambly? Because i get the same problem with savegames when i build it.
Just built one, saved, loaded and that problem appeared, so...yeah must have been that thing.
Yep. MAI enabled?
Yes
So after lots of testing, the MAI bug is only with the "Automatic Assembler AI" workstation. You can build it and create MAI then deconstruct it and everything will be fine.
Tested Assembler AI built and:
MAI has not been started
MAI has been started
MAI has been created
MAI has been activated
All crashed as long as workstation was placed in the world.
On an unrelated note has anyone else been getting abominations spawning at (0,0,0) ?
on another note wild pigs give ram hair now. and yes the abominations are spawning at 0,0,0 even if its inside a mountain
Quote from: sidfu on April 04, 2016, 12:13:09 AM
and yes the abominations are spawning at 0,0,0 even if its inside a mountain
yeah same here.
My weapons dont hit anymore...i can use minigun with skill 20 2 meters away from a fox and i dont hit it anymore...and i dont use ammunition.
Quote from: Soulcube on April 04, 2016, 03:16:41 AM
Quote from: sidfu on April 04, 2016, 12:13:09 AM
and yes the abominations are spawning at 0,0,0 even if its inside a mountain
yeah same here.
My weapons dont hit anymore...i can use minigun with skill 20 2 meters away from a fox and i dont hit it anymore...and i dont use ammunition.
well in my new game only used shotgun and it worked fine. try other guns it could be just that gun has issues.
Quote from: sidfu on April 04, 2016, 03:31:15 AM
Quote from: Soulcube on April 04, 2016, 03:16:41 AM
Quote from: sidfu on April 04, 2016, 12:13:09 AM
and yes the abominations are spawning at 0,0,0 even if its inside a mountain
yeah same here.
My weapons dont hit anymore...i can use minigun with skill 20 2 meters away from a fox and i dont hit it anymore...and i dont use ammunition.
well in my new game only used shotgun and it worked fine. try other guns it could be just that gun has issues.
Thought that to but nearly evry gun had this problem.(its a fresh instalation)
Quote from: sidfu on April 04, 2016, 12:13:09 AM
on another note wild pigs give ram hair now. and yes the abominations are spawning at 0,0,0 even if its inside a mountain
I second the abomination issue, not game breaking, but annoying anyway.
Quote from: Nimander on April 03, 2016, 11:08:28 AM
I have to say it - I'm loving the new research screen. ;D
Thanks, glad you like it :)
Got few issues from with the version updated yesterday. I made some changes though - disabled Skynet, added Crash_Landing_SK from the other folder and enabled DND, MAI+ and Darkness.
1. Colonists sometimes wander aimlessly when they can work. I found out that this is related to setting Flick job to 1st priority.
2. Visitors set up flags all around the map and my colonists are unable to interact with them most of the time.
3. I can interact with traders, open trade menu, but when I try to finalize the transaction the trader loses silver, I sometimes lose the items, sometimes not, there is no drop for bought things and the trading menu doesn't close automatically. As if the "accept" button is malfunctioning. This is a big one - what can be causing this? I would prefer to avoid another reinstall.
EDIT: I think I fixed the visitors by moving Hospitality to the bottom of the load order. But I still can't trade. First trader worked just fine, but now the trading screen goes blank when I try anything. Here (http://i.imgur.com/jKouHuH.png) is debug log. Can someone tell me what's the error about?
I see it has been mentioned on GitHub already. Next time I'll use that to report bugs.
EDIT 2: Disabling Skynet caused this. I have to ask again - what file can I edit and how to prevent their raids without disabling the mod?
I would like to share a funny Randy Random story of today...
So, a faction decided to raid my colony, preparing for a bit before attacking (around 100 strong raid). Sadly (for them), they decided to prepare at the same area where I had "scheduled" a mortar target practice for the same day. Result, dozens of dead, several wounded and the enemy retreating before attacking. I decided not to go for the wounded as i had an insectoid spamm a few days earlier and it was a bit risky to go outside my home area.
But Randy Random is never satisfied, so he decided to turn one the wounded into an abomination, in a area full of bodies, the result = abomination spamm.
I wasnt worried as they spammed away from home and they usually just wander around the map.
But Randy Random is never satisfied, so he decided to raid me, again, with mechanoids. I dont know why, but mechs really dont like abominations and they got crazy to kill them, ignoring my base. I took my time to use the mortars to damage the centipedes, hoping to reduce their accuracy by damaging their sight.
Right now I am still waiting for the mechs to finish killing all the abominations.
2 screenshots.
[attachment deleted by admin - too old]
Quote from: Nimander on April 04, 2016, 07:54:45 AM
3. I can interact with traders, open trade menu, but when I try to finalize the transaction the trader loses silver, I sometimes lose the items, sometimes not, there is no drop for bought things and the trading menu doesn't close automatically. As if the "accept" button is malfunctioning. This is a big one - what can be causing this? I would prefer to avoid another reinstall.
Trade beacon should not be under the roof
Quote from: Nimander on April 04, 2016, 07:54:45 AM
2. Visitors set up flags all around the map and my colonists are unable to interact with them most of the time.
It took me hours and hours to figure this out, but there are a couple of things you can do to get visitors to set up in the right spot.
1. Build a guest bedroom. There is a special Bed called Guest Bed that will make a special room called Guest Bedroom. Visitors will congregate there
2. Don't have too many home zones away from home. They will try to set up in a home zone.
3. Have a dining table set to gather. They will come to the tables if they are nearby, unless it is night (at which point they won't do anything but walk around unless you have a guest bedroom).
Quote from: Ivanzyfer on April 04, 2016, 02:46:13 PM
Trade beacon should not be under the roof
Ehh... So it wasn't disabled Skynet then. I just sold some items after removing the roof of my trade stockpile.
Quote from: Ivanzyfer on April 04, 2016, 02:46:13 PM
Quote from: Nimander on April 04, 2016, 07:54:45 AM
3. I can interact with traders, open trade menu, but when I try to finalize the transaction the trader loses silver, I sometimes lose the items, sometimes not, there is no drop for bought things and the trading menu doesn't close automatically. As if the "accept" button is malfunctioning. This is a big one - what can be causing this? I would prefer to avoid another reinstall.
Trade beacon should not be under the roof
wrong trade beacons ccan be under a roof but u need somewhere that isnt also under a roof for the items to drop. if your entier home area is under a roof it would cause that problem but long as u have some open open area should be fine.
Quote from: sidfu on April 04, 2016, 07:07:45 PM
Quote from: Ivanzyfer on April 04, 2016, 02:46:13 PM
Quote from: Nimander on April 04, 2016, 07:54:45 AM
3. I can interact with traders, open trade menu, but when I try to finalize the transaction the trader loses silver, I sometimes lose the items, sometimes not, there is no drop for bought things and the trading menu doesn't close automatically. As if the "accept" button is malfunctioning. This is a big one - what can be causing this? I would prefer to avoid another reinstall.
Trade beacon should not be under the roof
wrong trade beacons ccan be under a roof but u need somewhere that isnt also under a roof for the items to drop. if your entier home area is under a roof it would cause that problem but long as u have some open open area should be fine.
I have a trade beacon under a roof, but there is home area around it that is not roofed. I'm getting the same bug, with traders taking my money and not delivering goods on the 2.5 test version.
Edit: I reloaded and got a notify that the silver can't be under the roof, that's odd.
More: No combination of roofed or unroofed works, trade seems busted in 2.5.
i just restarted so not sure on latest but on the version i had before i had nothing but some open home area and it droped it there even with silver was under a roof.
on that game i had the posion fallout event going so thats why there was a big roof. but it was just a roof not a mountain and also it wasnt walled in it was just a roof supported by collums that may be why it worked.
if i remember right there was a stock bug that sometimes items disappaer when droped in. i know i had it happen. well do what i normaly do is i put a trade beacon down iwth no stockpile around it and put something in its range to hold some silver and teh items will drop there. game im on ow i have a trade beacon in middle of my planting area with a locker that has silver in it for trade and works fine for me and he drops the stuff there.
forgot to mention. i love the changes to metals. before at begging i could never keep up with cooking as steel was only 90% speed now they can cook and do some huntingn to keep my meat supply up at same time. 8)
Do all escape pod events end up with abominations? Coz I feel like rescuing/capturing them has become pointless now.
found a bug. when i made the net it said finish but the item disappeared.
hello all. when I try to install MAI+ with the standard modpack, some of the options in the Orders tab and the Zone/Area tab disappear. Specifically, the option to expand/erase Cleaning Zone, and the Allow tool. Also the collection tool (sand,clay,snow). How do I install MAI+ without removing these features? Is there a certain order? Or maybe another mod I should remove? To clarify, the debug log doesnt show any discrepancies (no errors or ant text at all) and the mod installs normally.
Mending skill doesn't level up and also does not appear in characters tab. Thus, can not mend faster and it takes ages.
There is a problem with trading in this version. You need to have at least one orbital trade beacon, wich is not under a roof to make it work.
PS. Good work on the super mod pack.
When using 2.5 I noticed none of my pawns would sow seeds that were not for base game plants (Potatoes, Corn, etc) so as an experiment I spawned a tomato plant and grew it to maturity. When one of my pawns attempted to harvest it, I would get an error:
Screenshot of error (https://www.dropbox.com/s/8ag3znmgm642prb/errorlog.png?dl=0)
Quote from: knainoa on April 05, 2016, 04:13:48 PM
hello all. when I try to install MAI+ with the standard modpack, some of the options in the Orders tab and the Zone/Area tab disappear. Specifically, the option to expand/erase Cleaning Zone, and the Allow tool. Also the collection tool (sand,clay,snow). How do I install MAI+ without removing these features? Is there a certain order? Or maybe another mod I should remove? To clarify, the debug log doesnt show any discrepancies (no errors or ant text at all) and the mod installs normally.
restart game. options appear.
found a new issue its with the pallets. if u uninstall them when they stacked with a higher stack than a normal stockpile it causes haulers to not beable to haul the item or anyone use it so u have to manualy destory it.
found what the issue is. when u uninstall it it just drops whatever stacks on it. since normal sockpile size is lower it causes the 10jobs in a tick error when they try to pick up the sstack as game thinks they piickking up mutiple sstacks.
looks like a restart or reload can fix it thou but it come back moment i moved a pallet that had a big stack on it. if there some way to force the palet when moved to scatter the items in a normal sized stack that prevent that.
Anyone else having huge FPS drops when time accelerating(3) after playing a map for like 6 hours? My game just gets unplayable after some time.
The weird thing is that the game plays fine and all of the sudden it's unplayable.
@skyarkhangel Would you please take a look at my save files? Autosave-5 works fine but Colony4 is unplayable at 3x speed. It happens with every colony I play. Happened both in rainforest and tundra.
You can download these two save files at http://kodapa.net/Saves.rar
I think maybe it's an specific random event that does it because if I load Autosave-5 and keep playing it doesn't happen again at the same point. Restarting the computer doesn't fix the problem.
I have a R9 380 (should run rimworld easily) and a A10-7850k processor (also should run rimworld easily). CPU load never reaches more than 40%.
I hope all this can be useful for you.
Quote from: kodapa on April 06, 2016, 04:09:44 PM
Anyone else having huge FPS drops when time accelerating(3) after playing a map for like 6 hours? My game just gets unplayable after some time.
The weird thing is that the game plays fine and all of the sudden it's unplayable.
@skyarkhangel Would you please take a look at my save files? Autosave-5 works fine but Colony4 is unplayable at 3x speed. It happens with every colony I play. Happened both in rainforest and tundra.
You can download these two save files at http://kodapa.net/Saves.rar
I think maybe it's an specific random event that does it because if I load Autosave-5 and keep playing it doesn't happen again at the same point. Restarting the computer doesn't fix the problem.
I have a R9 380 (should run rimworld easily) and a A10-7850k processor (also should run rimworld easily). CPU load never reaches more than 40%.
I hope all this can be useful for you.
I have the problem all time i get some error message with infinity count...when a dog despawn but still is in the game
Quote from: Soulcube on April 06, 2016, 04:17:17 PM
Quote from: kodapa on April 06, 2016, 04:09:44 PM
Anyone else having huge FPS drops when time accelerating(3) after playing a map for like 6 hours? My game just gets unplayable after some time.
The weird thing is that the game plays fine and all of the sudden it's unplayable.
@skyarkhangel Would you please take a look at my save files? Autosave-5 works fine but Colony4 is unplayable at 3x speed. It happens with every colony I play. Happened both in rainforest and tundra.
You can download these two save files at http://kodapa.net/Saves.rar
I think maybe it's an specific random event that does it because if I load Autosave-5 and keep playing it doesn't happen again at the same point. Restarting the computer doesn't fix the problem.
I have a R9 380 (should run rimworld easily) and a A10-7850k processor (also should run rimworld easily). CPU load never reaches more than 40%.
I hope all this can be useful for you.
I have the problem all time i get some error message with infinity count...when a dog despawn but still is in the game
check your log. i only had this happen to me when i used say carnivores for pets or if i let to many ccarnivors stay on the map. it is a issue with eat action of the carnivores i belive. when i keep their numbers down it seems to help. it seems to be more specific do dog and wolf types thou.
if its not that check your log and look for anything thats causeing a 10jobs per click error,
Quote from: sidfu on April 06, 2016, 07:45:57 PM
check your log. i only had this happen to me when i used say carnivores for pets or if i let to many ccarnivors stay on the map. it is a issue with eat action of the carnivores i belive. when i keep their numbers down it seems to help. it seems to be more specific do dog and wolf types thou.
if its not that check your log and look for anything thats causeing a 10jobs per click error,
In my case killing almost everything that moves didn't help at all.
What exactly am I looking for in the log? The only tick related things I found are Do.SingleTick() and TickManagerUpdate() in a few errors.
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.
Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.
Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
its only beenn hours since update its gonna take a good weeks as this was a major update with alot of new elements.
Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.
Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
I tried removing half my stockpiles before posting here but that wasn't causing the drops. It's very weird because if I load an older autosave and keep playing, this problem won't happen anytime soon.
Something seems to be extremely wrong with accuracy. I have watched 2 morons, one 15 and the other 20 shooting, spend 5 days doing literally nothing except eating, sleeping, and shooting beavers with sniper rifles. Net hits: zero. Not even a single wounded beaver. They were shooting mainly during daytime, there wasn't any special weather, they were set to precision shots. If I am doing something wrong, I don't know what is it.
Quote from: kodapa on April 07, 2016, 11:20:42 AM
Quote from: Duncan on April 07, 2016, 05:11:18 AM
One tip I ran into from years ago with framerate drops was stockpiles. I tried and it definitely helps. If there are two potential stockpiles that an item can legitimately be placed on, the pathfinding cost is much higher. Make sure you have fewer, larger stockpiles, that each stockpile has a specialised selection of goods that does not overlap with other stockpiles, and that if two stockpiles can contain the same thing they have a different priority. This made a huge difference for me in this modpack and saved a game with slow speed and bad framerate from being deleted and restarted.
Edit: I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
I tried removing half my stockpiles before posting here but that wasn't causing the drops. It's very weird because if I load an older autosave and keep playing, this problem won't happen anytime soon.
I think this problem and the trader problem are connected. I had the same issue and it seems whenever the locust attack event is triggered the game has problems choosing a specific place for it to happen and then the uptick error occurs slowing down the entire game. It looks like a similar if not the same error occurs whenever a trade is attempted, except the error does not uptick like with the locusts. Possibly not being able to find a specific tile to place the bought goods or something like that. Anywho my traders are still busted, but I modified one of the incident def files to reduce the chance of a locust attack happening to zero, and I have not had that problem since. I'm using a github version from a couple of days ago by the way.
Quote from: krockle21 on April 07, 2016, 07:02:43 PM
I think this problem and the trader problem are connected. I had the same issue and it seems whenever the locust attack event is triggered the game has problems choosing a specific place for it to happen and then the uptick error occurs slowing down the entire game. It looks like a similar if not the same error occurs whenever a trade is attempted, except the error does not uptick like with the locusts. Possibly not being able to find a specific tile to place the bought goods or something like that. Anywho my traders are still busted, but I modified one of the incident def files to reduce the chance of a locust attack happening to zero, and I have not had that problem since. I'm using a github version from a couple of days ago by the way.
The only trade related problem I have is when I try trading something without a trade beacon outdoors. I have to create a "no roof zone" above the trade beacon everytime I trade.
Can this mod be used with A13?
Quote from: sidfu on April 07, 2016, 08:53:57 AM
Quote from: Duncan on April 07, 2016, 05:11:18 AM
I actually came here to ask about A13, anyone heard anything about update compatibility and progress? I expect it will take a long time given the scope of this pack, but I will probably be playing A12 with this pack for the foreseeable future rather than play A13 without it.
its only beenn hours since update its gonna take a good weeks as this was a major update with alot of new elements.
That is not what I was asking: At what point will the github version no longer be compatible with A12? I pull the newest version whenever I start a new game and at some point some A13 changes will be added that will break the mod for A12. There are some A13 translation changes already in so it might be the case already. I am also interested to know how badly A13 broke this mod and how much work is estimated, but I understand that that can be hard to judge this early.
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.
The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.
Edit provided screenshot for bug.
[attachment deleted by admin - too old]
We are already working on adaptation to A13 and inform when it will be ready :)
Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.
The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.
Edit provided screenshot for bug.
The solution is 2-3 pages back from what I understand.
Do you have a trade beacon outside that's not under a roof?
Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.
The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.
Edit provided screenshot for bug.
Just unroof your trade beacon.
Quote from: kodapa on April 09, 2016, 10:43:05 AM
Quote from: Zakhad on April 09, 2016, 08:35:45 AM
Is the Github version still 2.5 (for alpha 12?) as the person above me mentioned? I stoped downloading it because I thought it was Alpha 13 version as well also in part due to 2.5. having a official release so close to alpha 13 being released. The reason I ask because I'm not actually sure whether or not the bug I'm experiencing will be fixed or will I have to wait until Alpha 13 release.
The bug I'm experiencing is whenever I go to trade with a ground caravan the money transfers between transactions but I don't actually get the items same with the trader he Doesn't receive me items but my money gets deducted anyways, he also doesn't get my money added to his total pool.
Edit provided screenshot for bug.
Just unroof your trade beacon.
Yeah sorry, I'm kind of new to looking/using github I had noticed after I made my post that a workaround as you've also mentioned was mentioned. thank you for answering my query/bug-report
hello I have a problem with the mod pack .
After selecting a planet when I go to select where the colony appears to me the error :
" Rimworld Exception filling window for RimWorld.page_selectlandingsite System ArgumentOutOfRangeException The argument is out of range Parameter name: Index"
Select button is inactive :/
Whoever will fix it or tell that mod is responsible for that ?
Without mods there is no problem .
Several times also removed the folder Rimworld from AppData .
Help.
Quote from: kaziok on April 09, 2016, 03:01:32 PM
hello I have a problem with the mod pack .
After selecting a planet when I go to select where the colony appears to me the error :
" Rimworld Exception filling window for RimWorld.page_selectlandingsite System ArgumentOutOfRangeException The argument is out of range Parameter name: Index"
Select button is inactive :/
Whoever will fix it or tell that mod is responsible for that ?
Without mods there is no problem .
Several times also removed the folder Rimworld from AppData .
Help.
read the title this is made for version 12d not version 13. if u on 12d u probaly insstalled something wrong as im useing the last updated git version before a13 came oout
Hi I could really use help on how to install and make the modpack work. Was slightly confused with the downloading steps
Quote from: ItzADeadShot on April 09, 2016, 06:23:16 PM
Hi I could really use help on how to install and make the modpack work. Was slightly confused with the downloading steps
Click on "Download latest test version on Github!" and then click on the button "Download ZIP". Unzip the "Mods" folder inside your rimworld's folder and copy "ModsConfig.xml" to C:\Users\YOURUSER\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
On the github I'm seeing changes to A13 but also A12 So is the github version for A12 or A13? I'm confused.
When this will come for A13?
Thank you.
Hi all, having a problem with Hardcore SK. What is happening is during game start, my colonists never drop from the sky. I have let the game run for over 6 hours to see if there was just some weird delay happening. No such luck. Just stays stuck at the very beginning of the game. Note: I don't ever see the introductory flavor text window.. saying "you have landed on the surface blah blah blah" I do see some of the starting materials (wood, steel but not food, medicine, weapons, etc.) on the ground, and I can WASD around the map, but cannot use the mouse to interact with any part of the game (even the interface.) Also can not get to the menus to quit or do anything. I have to alt-tab out of the game and "End Task" the game to quit at this point.
I'm thinking with looking at the text near the end of output_log.txt file that it may be due to running a custom save folder. I could not look at that file after letting the game run the one time for 6 hours as that file had generated up to 3GB in size and nothing could open it without erroring out.
I am seeing this issue with both Hardcore SK 2.4d and 2.5a, using Alpha12d.
Here is how my directory structure is setup:
D:\Games
\RimWorld
\RimWorldAlpha12d
\RimWorld914Win
\RimWorldA12dSaves
\RimworldAlpha13
\RimWorld1135Win
\RimWorldA13Saves
Running in vanilla with no mods, I have no problems. Also, before setting up custom save folders I had no issues either.
When installing Alpha13, I also started using the custom save folders. With separate folders it seems unlikely having Alpha13 installed as well is the problem, but figured I'd also include that info just in case that is the problem.
I have completely deleted and re-installed the game and mods twice with no results.
I have also double and triple checked that all files in config were gone before starting the game, while moving the new version of modsconfig.xml into that folder.
I do launch the game once, go into the mods selection screen and then quit back to windows and restart before creating a world.
I also checked by using vanilla that my custom save folders were being used correctly in that starting a game was putting all of the files correctly into my custom data structure and nothing was being created over in the original \users\username\appadata\locallow\ludeon studios\RimWorld folder.
Any help would be highly appreciated!!
I've been enjoying this modpack and would like to say thanks!
I saw that there was an update to the base game and would require lots of updates to most of the mods. I have a few suggestions that might be worth taking a look at now since the mods would have to be recompiled anyways.
- Crafting swords, maces (and similar medieval weapons/armor).
I find it a little odd that it requires power (Smithing Bench, Crafting III) to make these weapons when swords/maces have been made a lot earlier than the first electrical appliance was invented. Maybe some kind basic of smithing structure (forge/anvil) possibly having weapon/armor tiers gated by research. The early research paths after basic defense include a lot of ranged weapons/turrets that are hard to get materials for early. Maybe some early basic weaponry/armor research would fit in nicely there.
- Hunting.
Hunting with a ranged weapon seems more difficult than it should be. The colonist will go to long range and then fire away resulting in many missed shots and an extremely inefficient hunting routine, sometimes even never getting any hits at all. A solution is to manually draft the colonist and move in closer, but this has to be done every time something is being hunted at range. The drafting solution may even make hunting too easy since animals don't really run away or act hostile while getting shot at. It also seems that the bow/crossbow class of weaponry is more effective at hunting than the guns. I'm not sure if this is due to them having different mechanics and set of stats or not.
Early catch 22 with "spare parts" and "mechanism" and alloy.
I know that you start with enough materials to progress throughout the game if you use them a certain way and in a certain order, but the construction path is rather forced and if you misuse or lose enough of either spare parts, mechanism and alloy, then you are stuck in a dead end situation where you have to restart. The Hand Assembling Workbench which is the earliest structure that can make parts/mechanisms, requires spare parts and mechanisms to make as well as solid alloy (steel/cast-iron/etc). At the workbench, the recipe for spare parts requires 30 of any solid alloy which is made at a furnace. The furnace requires spare parts and mechanisms as well as stone blocks, which are made at a machining table. The machining table requires spare parts and mechanisms as well as planks or solid alloy. The planks are made at sawmill which requires spares parts and logs. These basic production structures all require some combination of materials that all can't be created without having the very materials those structures were intended to produce. Another possible way of getting the missing items to progress is through trade, but alas, the trade beacon requires spare parts and mechanisms to make which still puts you at a dead end. I think changing some of the requirements so that you can have a clear path forward if you had nothing but logs/ore/stone-chunks even if you add more steps or research gates. If that is not feasible, then maybe having the game check for your spare parts/mechanisms/alloy/production situation and then drop in parts of some random ships as an event to get you going.
Hi! I sent three of my colonists to help some lady whos sister needed to be freed from slavers, and I forgot to read how long it takes. It's been about 20ish days without my three colonists. Is this normal? When will they return? Or did the game just eat my colonists
Hola soy español y sigo este ModPACK desde el inicio, lo veo imprescindible, por las texturas, colores y complejidad. Espero la adaptación al A13. Nota: Soy nuevo en esto, pero puedo traducir textos al español para darle mayor alcance al PACK. SI os sirve. Un saludo. ;)
''Traducir
Hola soy español y sigo este ModPACK desde el inicio, lo veo imprescindible, por las texturas, colores y complejidad. Espero la adaptación al A13. Nota: Soy nuevo en esto, pero puedo traducir textos al español para darle mayor alcance al PACK. SI os sirve. Un saludo. ;)
Hello I am Spanish and I continue this ModPack from the start, I see essential, textures, colors and complexity. I hope A13 adaptation. Note: I am new at this, but I can translate texts into Spanish to give greater scope to PACK. IF you served. A greeting. ;) ''
Quote from: BlackSmokeDMax on April 10, 2016, 01:57:15 PM
Hi all, having a problem with Hardcore SK. What is happening is during game start, my colonists never drop from the sky. I have let the game run for over 6 hours to see if there was just some weird delay happening. No such luck. Just stays stuck at the very beginning of the game. Note: I don't ever see the introductory flavor text window.. saying "you have landed on the surface blah blah blah" I do see some of the starting materials (wood, steel but not food, medicine, weapons, etc.) on the ground, and I can WASD around the map, but cannot use the mouse to interact with any part of the game (even the interface.) Also can not get to the menus to quit or do anything. I have to alt-tab out of the game and "End Task" the game to quit at this point.
I'm thinking with looking at the text near the end of output_log.txt file that it may be due to running a custom save folder. I could not look at that file after letting the game run the one time for 6 hours as that file had generated up to 3GB in size and nothing could open it without erroring out.
I am seeing this issue with both Hardcore SK 2.4d and 2.5a, using Alpha12d.
Here is how my directory structure is setup:
D:\Games
\RimWorld
\RimWorldAlpha12d
\RimWorld914Win
\RimWorldA12dSaves
\RimworldAlpha13
\RimWorld1135Win
\RimWorldA13Saves
Running in vanilla with no mods, I have no problems. Also, before setting up custom save folders I had no issues either.
When installing Alpha13, I also started using the custom save folders. With separate folders it seems unlikely having Alpha13 installed as well is the problem, but figured I'd also include that info just in case that is the problem.
I have completely deleted and re-installed the game and mods twice with no results.
I have also double and triple checked that all files in config were gone before starting the game, while moving the new version of modsconfig.xml into that folder.
I do launch the game once, go into the mods selection screen and then quit back to windows and restart before creating a world.
I also checked by using vanilla that my custom save folders were being used correctly in that starting a game was putting all of the files correctly into my custom data structure and nothing was being created over in the original \users\username\appadata\locallow\ludeon studios\RimWorld folder.
Any help would be highly appreciated!!
Forgot to add: I do not change any of the mods or mod order from the way the modpack is when freshly installed.
Quote from: knainoa on April 10, 2016, 04:21:49 PM
Hi! I sent three of my colonists to help some lady whos sister needed to be freed from slavers, and I forgot to read how long it takes. It's been about 20ish days without my three colonists. Is this normal? When will they return? Or did the game just eat my colonists
I also had this problem before. It happens when I send my colonists on a mission, save and then load before the mission finishes. The game just forgets about the mission and the colonist ends up missing.
Quote from: BlackSmokeDMax on April 11, 2016, 08:47:47 AM
Quote from: BlackSmokeDMax on April 10, 2016, 01:57:15 PM
Hi all, having a problem with Hardcore SK. What is happening is during game start, my colonists never drop from the sky. I have let the game run for over 6 hours to see if there was just some weird delay happening. No such luck. Just stays stuck at the very beginning of the game. Note: I don't ever see the introductory flavor text window.. saying "you have landed on the surface blah blah blah" I do see some of the starting materials (wood, steel but not food, medicine, weapons, etc.) on the ground, and I can WASD around the map, but cannot use the mouse to interact with any part of the game (even the interface.) Also can not get to the menus to quit or do anything. I have to alt-tab out of the game and "End Task" the game to quit at this point.
I'm thinking with looking at the text near the end of output_log.txt file that it may be due to running a custom save folder. I could not look at that file after letting the game run the one time for 6 hours as that file had generated up to 3GB in size and nothing could open it without erroring out.
I am seeing this issue with both Hardcore SK 2.4d and 2.5a, using Alpha12d.
Here is how my directory structure is setup:
D:\Games
\RimWorld
\RimWorldAlpha12d
\RimWorld914Win
\RimWorldA12dSaves
\RimworldAlpha13
\RimWorld1135Win
\RimWorldA13Saves
Running in vanilla with no mods, I have no problems. Also, before setting up custom save folders I had no issues either.
When installing Alpha13, I also started using the custom save folders. With separate folders it seems unlikely having Alpha13 installed as well is the problem, but figured I'd also include that info just in case that is the problem.
I have completely deleted and re-installed the game and mods twice with no results.
I have also double and triple checked that all files in config were gone before starting the game, while moving the new version of modsconfig.xml into that folder.
I do launch the game once, go into the mods selection screen and then quit back to windows and restart before creating a world.
I also checked by using vanilla that my custom save folders were being used correctly in that starting a game was putting all of the files correctly into my custom data structure and nothing was being created over in the original \users\username\appadata\locallow\ludeon studios\RimWorld folder.
Any help would be highly appreciated!!
Forgot to add: I do not change any of the mods or mod order from the way the modpack is when freshly installed.
So, I got it running, and my initial guess seems to have been correct. I had to have the install with the stock save location. Knew I should have tried that earlier!
Now, my only question is, is there a way to have this setup with custom save folders that I am just missing?
Guys, i saw a test version of a day ago with 136 changes, most of them adding new diseases to an a12 mod probably from the a13 game. Anyway, i would like to ask, how is the code for carnivorous domestic animals, are they still starving and eating butchered corpses mainly?
Hi!
Thank you for the mod pack.
When could we expect the update for A13?
On github in mods currently playable A12 last version with CR Pawn expression update + accuracy fix.
Quote from: drbln on April 11, 2016, 03:35:41 PM
Hi!
Thank you for the mod pack.
When could we expect the update for A13?
Hello. I suppose, at best scanario in the end of next week.
Quote from: skyarkhangel on April 11, 2016, 08:22:04 PM
On github in mods currently playable A12 last version with CR Pawn expression update + accuracy fix.
Is 2.5 cata still being worked on on the github release updates? because I have a version from 10/04/16 the last commit being RecipeDefs+ResearchProjectDefs and that works for Alpha 12 - but i'm afraid of downloading a newer version encase its ONLY for alpha 13 - my question is will there be a commit saying something along the lines of "Final commit for alpha 12 - 2.5 cata - now focusing on alpha 13"
I'm in no rush for alpha 13 - Take your time thank you for all the work you do, and also to all the modders who make this modpack available.
Hopefully they'll make a release before they start working on compatibility with A13.
Quote from: Canute on April 13, 2016, 11:51:43 AM
Quote from: Mikk36 on April 13, 2016, 11:34:15 AM
Hopefully they'll make a release before they start working on compatibility with A13.
Sadly you didn't read the postings before yours.
Look 2 postings before yours, and your nightmare becomes true.
They allready working on A13 not on 2.5 anymore.
Guess I misread that broken english a bit, but at least there is a release from 6 days ago.
Commits from Tales_DoublePawn 12/04/16 Still seem to be compatible with Alpha 12. I've downloaded and replaced my version (couple of days past official release) and I'm playing fine. I will edit/amend this post if its not the case if people are wondering if the Github was alpha 12 or 13.
Move Hardcore for a12 to a13 is huge step and i am glad that they are already working on it.
I have just discovered this Modpack through a playthrough on youtube and I can't wait to play it. However, it would seem that I cannot get the modpack working. I have the correct version (version A12d) but when I follow the steps (delete Config, put ModsConfig.xml in there, put in the Mods in the mod folder which was emptied out except for Core) I get errors ingame saying the mods are incompatible with each other, conflicting with each other or are made for other versions of the game, thus disabling them again...
I also don't know if perhaps I am not putting in the correct load order. But then again, there is no load order mentioned here, at least not that I can see?
Is this the correct place to bring up these kind of issues or should I turn to a specific topic for help?
Sweet modpack, love it.
One question regarding workbench work speed factor. looking at iron vs steel on the butchers table the iron gives 110% and steel only 80%, is this intended, am i missing something?
Thanks
Quote from: goonygoogoo on April 14, 2016, 08:42:29 AM
Sweet modpack, love it.
One question regarding workbench work speed factor. looking at iron vs steel on the butchers table the iron gives 110% and steel only 80%, is this intended, am i missing something?
Thanks
It was changed per an earlier comment which argued that Cast Iron should be better for Work speed because of these reasons:
https://www.quora.com/What-is-the-difference-between-cast-iron-and-steel
Quote from: ChrisvAntwerp on April 14, 2016, 04:12:31 AM
I have just discovered this Modpack through a playthrough on youtube and I can't wait to play it. However, it would seem that I cannot get the modpack working. I have the correct version (version A12d) but when I follow the steps (delete Config, put ModsConfig.xml in there, put in the Mods in the mod folder which was emptied out except for Core) I get errors ingame saying the mods are incompatible with each other, conflicting with each other or are made for other versions of the game, thus disabling them again...
I also don't know if perhaps I am not putting in the correct load order. But then again, there is no load order mentioned here, at least not that I can see?
Is this the correct place to bring up these kind of issues or should I turn to a specific topic for help?
first delte everything. now run rimworld withoout any mods first. u just need to go to the start menu. goahead and set your settings while u there. now go to C:\Users\yourname\AppData\LocalLow\Ludeon Studios\RimWorld\Config
and put the modconfig.xml there. now start game and all your mods will already be organized.
the important part is to start the game once without the mod to make sure the folders get created
Quote from: Utherix on April 14, 2016, 12:41:04 PM
Quote from: goonygoogoo on April 14, 2016, 08:42:29 AM
Sweet modpack, love it.
One question regarding workbench work speed factor. looking at iron vs steel on the butchers table the iron gives 110% and steel only 80%, is this intended, am i missing something?
Thanks
I didn't even think to check about cast iron vs steel in various crafting stations O.o
It was changed per an earlier comment which argued that Cast Iron should be better for Work speed because of these reasons:
https://www.quora.com/What-is-the-difference-between-cast-iron-and-steel
O.o just had a agent event! made one of my colonist turn hostile against my faction, what mod adds that?
I just downloaded the .rar unpacked it replaced the modconfig.xml and now when i load my game and click the mod button it crashes every time.
even if i delete the modconfig.xml it still does this. I will try a reinstall and load it all in again dont understand what went wrong.
Same outcome with a reinstall. the Mod button works before i install the mod pack. After it just causes a freeze of the game.
I just noticed the mechanoid terminators were replaced with human ones. They are easier to take down but they go back to life and fight back again by picking up the gun they dropped.
Quote from: Canute on April 14, 2016, 05:23:43 AM
When you put the "ModsConfig.xml" into the right place it set the Mod load order for you and anything is fine.
When you get an error with the load order you might put it at the wrong folder.
You should delete the complate Config folder again, Start Rimworld, exit Rimworld.
Then locate the "ModsConfig.xml" at the Config folder, and replace it with the "ModsConfig.xml" from the modpack.
Start Rimworld, create a new world,colony and look if it works.
Quote from: sidfu on April 14, 2016, 01:01:56 PM
Quote from: ChrisvAntwerp on April 14, 2016, 04:12:31 AM
I have just discovered this Modpack through a playthrough on youtube and I can't wait to play it. However, it would seem that I cannot get the modpack working. I have the correct version (version A12d) but when I follow the steps (delete Config, put ModsConfig.xml in there, put in the Mods in the mod folder which was emptied out except for Core) I get errors ingame saying the mods are incompatible with each other, conflicting with each other or are made for other versions of the game, thus disabling them again...
I also don't know if perhaps I am not putting in the correct load order. But then again, there is no load order mentioned here, at least not that I can see?
Is this the correct place to bring up these kind of issues or should I turn to a specific topic for help?
first delte everything. now run rimworld withoout any mods first. u just need to go to the start menu. goahead and set your settings while u there. now go to C:\Users\yourname\AppData\LocalLow\Ludeon Studios\RimWorld\Config
and put the modconfig.xml there. now start game and all your mods will already be organized.
the important part is to start the game once without the mod to make sure the folders get created
Thx guys. I tried it, however, now it seems the game won't even start anymore. I have followed the steps, but when I turn my game on, it seems to freeze and the .exe doesn't respond anymore. Is it a matter of giving it some time, or is something else wrong perhaps?
Quote from: Canute on April 15, 2016, 08:32:28 AM
What version of Rimworld do you use ?
A12d (RimWorld914) or
A13 (RimWorld1135).
If you installed A13, the Modpack can't work anymore.
When you installed the Modpack under A12d the loading time can be extended, but when Rimworld don't responce after 5 min there is something wrong.
I am using RimWorld914, the correct version. However, if you say 5 min, I have never given it more than a minute, on account that it seemed to be frozen. So I will try to give it more time and see if it will respond after a while :)
take a look at this thread: https://ludeon.com/forums/index.php?topic=18146.0
conclusion: Your problems sound like mine, you need to wait and be patient and the game will actually load (can take up to 15 minutes and if you enter the mods menu it takes another 5-10 minutes to open the mods menu and another 10-15 min to exit the mod menu and get back into the main menu)
Quote from: Xandrox on April 15, 2016, 08:40:21 AM
take a look at this thread: https://ludeon.com/forums/index.php?topic=18146.0
conclusion: Your problems sound like mine, you need to wait and be patient and the game will actually load (can take up to 15 minutes and if you enter the mods menu it takes another 5-10 minutes to open the mods menu and another 10-15 min to exit the mod menu and get back into the main menu)
I got it working. It appeared patience was indeed the problem. Though I still have the luck my computer only takes about 2 min to load. Finally, I can play :D
Thank you everyone for the advice and help!
I got the mod menu to work, but now I cannot start a new game. I created a new world and a new colony and when I click a location and go to start it, it's as if the button is not working I click it and nothing hapens.
Quote from: Canute on April 15, 2016, 12:58:06 PM
You don't need to do anything with the Mod menu.
Try to read the installation instructions again and try to follow it.
This Modpack is different from regular Mods at the installation.
Don't try to add additional mod. And you don't need to open the Mod menu. If you installed anything right, the Rimworld Main menu will look different then the regular one.
Try to run Rimworld at engl. or russian at first, not sure if the mod got translated into a different lang. then these.
I had no issues adding in additional mods through the mod menu.
Loving this modpack, great stuff
Curious whether its all or nothing though, can i disable any of the mods safely, zombies for instance?
also will the alpha13 version be on this page or do i need to keep an eye out somewhere else? Thanks
You should be safe to turn off zombies. I've done it before without issue. You might need to start a new world though.
I'd keep an eye out on the main page of this thread
Anyone know how the saturated soil compares to rich and tilled soil? Does not have the fertility info in the help menu like the others do and i cant find the mod it comes from for any info, shows up under buildings too. Curious if it is balanced with the tilled ones seeing as it requires no research.
For a while now, I've been getting an error that pretty much ruins my game. It's happened on multiple generated worlds and colonies, and the error always seems to pop up when I'm doing well. It slows down my game to the point that I can only play smoothly on the 1x Speed setting, essentially forcing me to start a new colony unless I want to wait 3x as long as I'm used to for something to get done. Any solutions?
(Image of error is in attachments)
Edit: I managed to figure out what the problem was, it's something to do with the trade beacon being under a roof. https://gyazo.com/834550374c48ac81ba4f27a07e05b4da
[attachment deleted by admin - too old]
i've been getting an error which causes me to be unable to trade : http://imgur.com/xgeCXVp anybody knows how to fix this?
Quote from: deadlyexodus on April 18, 2016, 03:04:38 PM
i've been getting an error which causes me to be unable to trade : http://imgur.com/xgeCXVp anybody knows how to fix this?
Read the last posts. You need at least one beacon without any roof built over it.
I almost can't play without this mod now.
It has ruined me.
The hyperloom is missing the bill to make interactor cloaks.
edit: Is it possible for me to add it myself? Seeing as you are busy for the a13 release and all.
For some reason, this modpack has been ridiculously hard for me lately. Despite the fact that I'm on Basebuilder Phoebe Chillax, the storyteller just hit me so hard that no matter what I did, I got completely annhilated.
It was the event that throws multiple raids at you - this time, it was four in total (three groups of the giant insects and one Bloodmoon group, well-equipped with guns and armor). Not only that, but it decided that an impossible-to-defeat raid event wasn't quite enough, and threw some mechanoids at me too. And those god damn Extraterrestrial railguns are SERIOUSLY overpowered. Long-range, high-damage 110% armor penetration is kind of ridiculous.
To top it all off, Phoebe threw in some Alphabeavers to munch away at the little forest I had left from an undealt-with poison ship and two toxic fallouts.
The difficulty of this modpack can be way more ridiculous than Vanilla at times, and usually I end up feeling very cheated. Are there any plans for some sort of re-balancing?
im not able to plant any other plants even though i have the seeds , sugarcane , strawberry , etc , i even made advanced hydroponics and still only able to plant "potato, hay"
am i missing something?
I'm using Hardcore+SK+Rimworld+A12d+project+2.5a+Cataclysm
Quote from: Chestnutcute on April 21, 2016, 08:43:36 AM
im not able to plant any other plants even though i have the seeds , sugarcane , strawberry , etc , i even made advanced hydroponics and still only able to plant "potato, hay"
am i missing something?
I'm using Hardcore+SK+Rimworld+A12d+project+2.5a+Cataclysm
u mean u useing rimworld 12d and hardcore sk lol.
u didnt mess with the loadorder did u? i had no issues on my game. also did u research for that plant to plant it in the hydroponics?
Quote from: Canute on April 21, 2016, 12:42:25 PM
So far i remember, planting isn't easy with that Modpack.
At beginning you can't plant things even when you got seeds.
You need to research something.
Then you need to construct Soil. And over these soil you can setup a growzone and plant things you are currently researched.
You can buy some extravagant seeds from traders, but when your pawn's don't know how to cultivate them, they don't plant them (you don't get these selection at the growzone).
right and wrong. u need to research for planting differnt seeds. the soils u build are for improveing the soil. also some seeds cant be planted but on rich soil.
first of all Thank you for the reply.
i'm done with all the agriculture researches and also hydroponics should be able to plant anything? i also tested changing soil to rich soil and tilted soil and placing grow-zone over 1 tile of them but they still show me only potato , hay and dandelion on soils.
i think i'll try out redoing load order when i get back today.
As for the load order , is there any way i can restart everything and do it all over from scratch? i simply place them in the mod folder...
thank you.
-edit-
thank you sidfu , i just re-read the main page about the mod config and where to place it , i must have missed that step to properly install this modpack. :-[
Quote from: Chestnutcute on April 21, 2016, 07:14:09 PM
first of all Thank you for the reply.
i'm done with all the agriculture researches and also hydroponics should be able to plant anything? i also tested changing soil to rich soil and tilted soil and placing grow-zone over 1 tile of them but they still show me only potato , hay and dandelion on soils.
i think i'll try out redoing load order when i get back today.
As for the load order , is there any way i can restart everything and do it all over from scratch? i simply place them in the mod folder...
thank you.
read the op for the mod pack. inside with the mods is a modconfig.cfg or something like that. it has the loadorder that the mods have to be. u ccan drop that in the location it tells u in the install instructions. u never have to do your load order manualy. also its not recommended to use mods not in the mod pack as it can cause some mods to not work right at times.
pleaseee release a13 modpack!!!!! cannot play without this mod!!!
Quote from: PrisonerHarvester on April 21, 2016, 10:24:13 PM
pleaseee release a13 modpack!!!!! cannot play without this mod!!!
read the thread instead of going to last and posting a idiot response. comments like yours are why people keep their mods either private or give up.
Quote from: sidfu on April 21, 2016, 11:41:13 PM
read the thread instead of going to last and posting a idiot response. comments like yours are why people keep their mods either private or give up.
That's uncalled for. There's nothing wrong with a little excitement and anticipation. It let's Skyarkhangel see people are excited for his mod.
I will even join him! Love your work and all of the modders who participate in rimworld, i can't wait for A13 release of this modpack! I hope it's nearly finish :3.
I dont mind to wait, still trying to save my colonists from a12 human ressurecting terminators...
Hint. burn the bodies before leaving the game, when you reload any terminators boddies left behind will ressurect. Not funny when you are the one to bring 7 terminators inside the base along with their weapons (true story).
Quote from: Kadrush on April 22, 2016, 06:30:05 AM
I dont mind to wait, still trying to save my colonists from a12 human ressurecting terminators...
Hint. burn the bodies before leaving the game, when you reload any terminators boddies left behind will ressurect. Not funny when you are the one to bring 7 terminators inside the base along with their weapons (true story).
Has anyone figured out how to kill them effectively? They can even ressurect after a blown off torso. I have resorted to manually targetting my autocannon and avenger turrets on the dead bodies to try to destroy them before they come back to life again.
Did you try an hydraulic press or molten steel?
Butchering terminators is quite effective
I bookmark this page and refresh 20x daily due to rimworld addiction, please help
So you're telling me that sometime you close this page, tsss casual :P.
Sadly the highschool where i went only taught, english, spanish, italian, german and ancient greek T_T, so i know how to speak italian, english spanish and ancient greek and i'm goin to university to learn chinese but not russian :'(.
Though for the anedoct, my brother went to the other highschool, where they taught russian and throwed a party at my house with exchange students and it was funny as hell. We were watching a movie and the only toilet was inside, so we would see russians coming in the house and telling us "bonsoir, désolé (hello, sorry)" and the more the night was goin on the more they would getting drunk and the more they would speak russian and the less we understood xD.
So anyway i went on their homepage it's written in russian, but i guess if you're telling that to us is that the russian version is up, but sadly since i can't speak russian, do i have to wait for an english translation?
Quote from: Dynastiew on April 23, 2016, 07:14:11 AM
Sadly the highschool where i went only taught, english, spanish, italian, german and ancient greek T_T, so i know how to speak italian, english spanish and ancient greek and i'm goin to university to learn chinese but not russian :'(.
Though for the anedoct, my brother went to the other highschool, where they taught russian and throwed a party at my house with exchange students and it was funny as hell. We were watching a movie and the only toilet was inside, so we would see russians coming in the house and telling us "bonsoir, désolé (hello, sorry)" and the more the night was goin on the more they would getting drunk and the more they would speak russian and the less we understood xD.
So anyway i went on their homepage it's written in russian, but i guess if you're telling that to us is that the russian version is up, but sadly since i can't speak russian, do i have to wait for an english translation?
Russian web page? What do you mean?
Currently reworked main background for A13 with new load system.
https://www.youtube.com/watch?v=5E8Q3jfxEz0
Hey is there any place where can see more arts from the guy who made it ?
Hi,
I have a bug in A12, when i open the trade window with a trader, and I try and sell something, nothing happens, it doesn't sell, the item doesn't disappear, and the trade window doesn't close.
Only thing that changes is the traders silver, i can click accept the whole time untill his silver is to zero, but i gain no silver.
Please help thank you!
You must have at least 1 trade beacon fully outdoors
Quote from: Canute on April 23, 2016, 06:54:28 AM
Maybe you should all learn russian, and check the russian webpage. ! :-)
Архангел, о каком сайте они говорят?
___________
What web-site are they speaking about?
So perhaps a stupid question, but would it be possible to get JUST the serving table out of this? It's a 1 tile, powered storage furniture that keeps food frozen, and is one of the best items for separating rooms and keeping things apart, as well as compact storage of food...
what determines whats' avaliable to sell to the traders that occasionally come by and set up shop in your base? they appear to only see things that are out under the sky instead of my indoors trade beacon in my warehouse. I'd really prefer not to have to put my stuff where it can decay so i can sell it before researching comms consoles...
The antimatter reactor eats up antimatter faster than the hadron collider makes them. Kinda makes it pointless.
Not sure if this is a bug or just me, but cybernetics won't install on humans outside of prepare carefully. Tested them on the other races but no dice for my hoomie colonists :-\
Quote from: Canute on April 26, 2016, 09:42:10 AM
Did you buy that or did you produce it self ?
If you just bought it from a trader, you maybe don't got the nessesary knowledge to install them.
That happen to regular bionics too, until you researched them so you can build them, your Doc's don't know how it install them.
I have everything researched and crafted but it just won't let me install it on my colonists. All the other options for bionics show up but just not the cybernetic options.
I am checking this page daily :)
I go, I look if the mod Hardkore A13 listo¡ is not it? because I'm going to play the A12. every day and until you leave.
Does anyone know any similar games I can play while I wait for this modpack to come out
I have tried Banished but the lack of options to remove limbs from nomads is sorely disappointing
I seem to be having trouble, I followed the proper install instructs to the T and still have problems, I tried with a fresh download of the game as well as the modpack. when i start the game i check the mods and mark them all for usage. when i close the mod screen they wont apply. apon reentering the mod page, they are all unchecked again. when I checked the mod config that had to replace the old config files. it has been changed automatically to only consist of the core file. I dont understand what is going wrong. please respond or email me if you can help.
Quote from: wyethabel on April 26, 2016, 08:18:26 PM
I seem to be having trouble, I followed the proper install instructs to the T and still have problems, I tried with a fresh download of the game as well as the modpack. when i start the game i check the mods and mark them all for usage. when i close the mod screen they wont apply. apon reentering the mod page, they are all unchecked again. when I checked the mod config that had to replace the old config files. it has been changed automatically to only consist of the core file. I dont understand what is going wrong. please respond or email me if you can help.
if u opend your mod section then u didnt follow the instructions to a T like u said. the onlly 2 mods that dont be entabled are zombie apoclipsse and darknes. try reading some. u didnt put the mod config file that was with the mods in the right area.
Hello, any update on when we can expecct modpack ? :> I cannot play Rimworld without this modpack because its AMAZING !
Quote from: Shushei on April 28, 2016, 07:41:55 AM
Hello, any update on when we can expecct modpack ? :> I cannot play Rimworld without this modpack because its AMAZING !
It's a modpack. Unless you want a non-awesome pack of brokeness, you're going to have to wait a bit.
Quote from: Shushei on April 28, 2016, 07:41:55 AM
Hello, any update on when we can expecct modpack ? :> I cannot play Rimworld without this modpack because its AMAZING !
I want it too, but
Quote from: MarvinKosh on April 28, 2016, 10:50:27 AM
Quote from: Shushei on April 28, 2016, 07:41:55 AM
Hello, any update on when we can expecct modpack ? :> I cannot play Rimworld without this modpack because its AMAZING !
It's a modpack. Unless you want a non-awesome pack of brokeness, you're going to have to wait a bit.
is so true :-D
Quote from: Shushei on April 28, 2016, 07:41:55 AM
Hello, any update on when we can expecct modpack ? :> I cannot play Rimworld without this modpack because its AMAZING !
To actually get your answer you are going to need to go to the thread for every mod within the modpack, and find out when each of those will be ready. At the point all of those are ready, then come back here and ask the people who put this together when the modpack will be ready. Until then, it is really out of their hands.
A way to fight against "mighty hammers" in early game? A bit of OP weapon... no matter if you take cover, it hit as a grenade, extremly powerfull in face to face combat and you can't pick it from the ground... pfff
Was it alpha 13 that allows you to mouse over an area to find out how fertile an tile is? Swear I could of done it in alpha 12 :S
I wish some sort of stasis technology will be invented so I can pause my consciousness until this modpack is released
Anyone know why i cant build walls from wood planks? Yes, i've tried to right click
Quote from: Xbalanque on April 29, 2016, 01:59:42 AM
Anyone know why i cant build walls from wood planks? Yes, i've tried to right click
Do you have NOW wood planks?
I just had the "rescue" event in that a friendly allied colony spaceship picked up our distress signal prior to crashing and gives an event to "end" the game (to rescue us) lol... what?
Do not read all thread - too much pages. I have trouble: research screen are black with some research, part of them cannot chose, and its very lagging. Reinstall game, delete all folders - same problem. Can I fix it?
Не читал всю ветку - дюже много страниц. Такая проблема - экран исследований черный, только несколько таб с исследованиями и точки разноцветные. И дико лагает когда он открыт. Переустанавливал начисто с удалением всего вообще - не помогло.
upd: panicmode off. Close-open the game fix it! Leave message for those, who have same problem.
Quote from: Xbalanque on April 29, 2016, 01:59:42 AM
Anyone know why i cant build walls from wood planks? Yes, i've tried to right click
Agree with Patitodo, sounds like you don't have any wood planks in a stockpile. If you don't have any, you won't even see the option.
There is a a13 build on the github mind its very early, tested it, works albeit very long loading times. quite a few things have changed :P - I probably won't be playing it due to how early of a build it is, but its nice to see progress :)
Where exactly is this a13 build? I canot find anywhere on github
Quote from: PrisonerHarvester on April 30, 2016, 02:06:46 PM
Where exactly is this a13 build? I canot find anywhere on github
Under the dev branch instead of master branch on the left side.
Anyone knows why my dog wont eat? I have alot of Hay and Potatos...
Dog eat meat, if i'm not wrong.
Hey Guys, awesome mods! I am having one problem though: I cannot seem to use the fueled smithy at any point, even If I just want to create arrows I cannot assign my collonists (cant right click) which makes my life a lot more difficult in the beginning as I can only use short range weapons... any ideas?
Quote from: molokoni on April 30, 2016, 06:55:13 PM
Hey Guys, awesome mods! I am having one problem though: I cannot seem to use the fueled smithy at any point, even If I just want to create arrows I cannot assign my collonists (cant right click) which makes my life a lot more difficult in the beginning as I can only use short range weapons... any ideas?
Would help if you said what mod version your using. Arrows? They're not part of hardcore sk 2.5 alpha 12? Only the dev version of hardcore sk alpha 13. As briefly as I played it, (like 10 minutes due to just how few mods are actually working with the pack) I did notice that combat realism had quite overhaul with the inclusion of ammo, so you might want to have a gander over there and ask that dev, but I'd assume that mod would work fine as a standalone with alpha 13, honestly its too early to be playing the dev version of alpha 13, a lot of stuff like you've just mention is just the tip of the iceberg.
Sorry it's not an exact answer to your problem but it might help narrow it down a bit, good luck.
Anyone having problems with hydroponics and fruit trees? They're planting them and immediately cutting them down straight after, I wasn't having this issue when planting them outside, but you see I have the nuclear fallout (Not "toxic" fallout) event in that if i go outside, I immdiately start suffering from radiation burns, everything on the map is dying, i'm almost internally capable of surviving without needing to go outside, I can just use potato's instead but was just wondering if anyone else had this problem.
My game went down to a crawl like when you used to have too many animals on the map, but it was a locusts attack that couldn't spawn, it was only by chance when I un-roofed that area that the event happened and my lag suddenly stopped. Memory leak?
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.
I have a little problem,request...
My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....
Thanks again! :)
Quote from: pajok on May 01, 2016, 02:28:26 AM
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.
I have a little problem,request...
My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....
Thanks again! :)
Its not like everything burned down right? You could have tried deconstructing stuff for the spare parts and mechanisms.
Quote from: Xbalanque on April 30, 2016, 05:49:30 PM
Anyone knows why my dog wont eat? I have alot of Hay and Potatos...
Quote from: Dynastiew on April 30, 2016, 06:06:47 PM
Dog eat meat, if i'm not wrong.
(http://i.imgur.com/1i9iNXJ.jpg)
when Rimworld makes you question if dogs eat hay or meat
Ok, anyone knows why i still have "Shared Bedroom" debuff? (Set owners options isnt working, nothing happens)
(http://puu.sh/oCDxF/dd14374afb.jpg)
Quote from: Xbalanque on May 01, 2016, 02:25:56 PM
Ok, anyone knows why i still have "Shared Bedroom" debuff? (Set owners options isnt working, nothing happens)
(http://puu.sh/oCDxF/dd14374afb.jpg)
Look like guestbeds for me
How is the alpha version of the mod working?
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
Are you playing on a large map with lots of plants and animals?
Quote from: Nimander on May 02, 2016, 09:20:19 AM
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
Are you playing on a large map with lots of plants and animals?
No. All the standard settings.
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
What I've found that have been the cause of these stutters are either: too many animals on the map having pathing issues (This was a old problem i haven't had it in like 2 versions or so ago like 2.3 or 2.2) the more recent one I actually mentioned a few posts back, in that I had an event that couldn't generate, I only found this out by chance by unroofing an area, (or might of been destroying a wall in front of my door) so an event could spawn, I had the Megascrab event, so my game was constantly lagging because it couldn't make the event happen and it kept looping hence the lag (Like when you have raids the game lags to generate the event).
So what I would do is make a backup of your save, go in dev mode via options and firstly try option one, kill all the animals on the map. secondly Destroy various area's of the map to see if an event happens that I described which might free up the lag.
Hope this helps.
Quote from: Zakhad on May 02, 2016, 06:31:19 PM
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
What I've found that have been the cause of these stutters are either: too many animals on the map having pathing issues (This was a old problem i haven't had it in like 2 versions or so ago like 2.3 or 2.2) the more recent one I actually mentioned a few posts back, in that I had an event that couldn't generate, I only found this out by chance by unroofing an area, (or might of been destroying a wall in front of my door) so an event could spawn, I had the Megascrab event, so my game was constantly lagging because it couldn't make the event happen and it kept looping hence the lag (Like when you have raids the game lags to generate the event).
So what I would do is make a backup of your save, go in dev mode via options and firstly try option one, kill all the animals on the map. secondly Destroy various area's of the map to see if an event happens that I described which might free up the lag.
Hope this helps.
Sadly no. Its not happening early. Its happening day two. It does feel like some sort of even trying to spawn because I can't think of anything else. I've reverted to 2.4 for now.
Quote from: roy2x on May 01, 2016, 03:32:03 AM
Quote from: pajok on May 01, 2016, 02:28:26 AM
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.
I have a little problem,request...
My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....
Thanks again! :)
Its not like everything burned down right? You could have tried deconstructing stuff for the spare parts and mechanisms.
Yes! You are right!
Deconstruct beds and butcher table is solution...
But i would like a system ,where you dont need addition in the begginning.(my oppinion)
Anyway the modpack is Epic....
Thank you the advice and the hard work! :)
Quote from: pajok on May 03, 2016, 01:28:41 AM
Quote from: roy2x on May 01, 2016, 03:32:03 AM
Quote from: pajok on May 01, 2016, 02:28:26 AM
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.
I have a little problem,request...
My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....
Thanks again! :)
Its not like everything burned down right? You could have tried deconstructing stuff for the spare parts and mechanisms.
Yes! You are right!
Deconstruct beds and butcher table is solution...
But i would like a system ,where you dont need addition in the begginning.(my oppinion)
Anyway the modpack is Epic....
Thank you the advice and the hard work! :)
Then use prepare carefully to take more spare parts.
Quote from: Epson on May 02, 2016, 09:18:32 AM
Hello.
I'm having some major stutter in game. Every 3-4 seconds the game will pause briefly. I had no issues with the 2.3, 2.4 final or even the 2.4 beta. Any solution?
Seems to be a problem with animals starving in closed area: When you create a moutain or large hills, it may be some area surrounded by rock and invisble at the begining. .. mainly at the edge of the map. Even if you cannot see it there is animals that spawn there, sometimes carnivores, and when they starve it launches the hungry animal event but because they cannot reach you.... feeezes occurs each 3 or 5 seconds.
A simple solution is to dig a tunnel to free them. It works
During rain or fogs you can "see" hidden areas and move to release the animals trapped there
I imagine this is in the process of updating to A13?
Quote from: HelloKinky on May 04, 2016, 04:03:25 PM
I imagine this is in the process of updating to A13?
Yep. Expermental version for A13 already work. When it will be ready for test version, i notify comminity.
Quote from: Xbalanque on April 30, 2016, 05:49:30 PM
Anyone knows why my dog wont eat? I have alot of Hay and Potatos...
Dogs are listed as eating vegetables but I don't think hay counts as vegetables. They should eat potatoes. Make sure they have access to the area you keep it. Or it could be a buy with the modpack.
Guys, my settler caught malaria, and after 1/2 days, was miraculously healed, it's a bug?
Quote from: Xbalanque on May 05, 2016, 03:34:26 PM
Guys, my settler caught malaria, and after 1/2 days, was miraculously healed, it's a bug?
Unfortunately, some dogs are listed as carnivores, but others as omnivores
I've been trying the A13 dev version. I've ran into an issue where prepare carefully and crash landing would not work. After messing around with the mod orders i managed to fix them however this broke combat realism which effectively makes the game impossible to play. So my question is, how the hell do you install the "other" mods properly?? :-*
Did you follow the install instruction, if you did you shouldn't have to move any thing inthe mod order even in the experiment A13 version.
Quote from: Blixit on May 05, 2016, 05:41:54 PM
I've been trying the A13 dev version. I've ran into an issue where prepare carefully and crash landing would not work. After messing around with the mod orders i managed to fix them however this broke combat realism which effectively makes the game impossible to play. So my question is, how the hell do you install the "other" mods properly?? :-*
for this mod pack the order thats with the modconfig.xml is the order they need to be in changeing it will mess up the mods.
for this mod pack the order thats with the modconfig.xml is the order they need to be in changeing it will mess up the mods.
[/quote]
I understand that.
I've since gone through the dev. version again without any "other" mods on. The reloading mechanic in combat realism is broken which makes all guns have one clip before being permanently empty (even if the proper ammunition is available). I haven't seen much talk on the dev. version so I'm guessing the a13 release has a lot more bug fixing to go and I should leave it.
Aside from that, it's looking good and I cannot wait for the release so I can lose more hours to this wonderful game.
Just wondering whats everyones load times for running the dev version of alpha 13 of hardcore sk? Mine takes about 5+ minutes to load :S I did some reading up on it through its something to do with audio files each taking like 3 seconds each to load or some such, someone who knows better can iterate on it.
Quote from: Zakhad on May 05, 2016, 08:03:48 PM
Just wondering whats everyones load times for running the dev version of alpha 13 of hardcore sk? Mine takes about 5+ minutes to load :S I did some reading up on it through its something to do with audio files each taking like 3 seconds each to load or some such, someone who knows better can iterate on it.
Crazy Idea, are you on Windows?
Can you try disabling any additional network adapters that you are not using and see if that makes it better?
I only have bluetooth as "extra" network adapters under device manager, (Yes I am using windows) I have disabled them I can report that I'm not really noticing any difference. Whats the reasoning behind it? (The load times isn't the end of the world to me just seems a bit odd.)
Whats the general rule of thumb for reporting problems with the .dev version I downloaded the Exp_v4 Commits on May 5, 2016. I was just messing about with it, seeing how progress is going on etc. Happened to notice the game saves don't work, you can play the game fine etc but whenever I load a save i get a corrupt file error, I could post a pastebin link etc but just wondering how its done in this modpack.
Here is a small snippet of the errorlog
NullReferenceException: Object reference not set to an instance of an object
at Verse.Find.get_TickManager () [0x00000] in <filename unknown>:0
at PSI.PSI.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Although honestly I think it might be because i enabled EdB mod order / interface which were the only 2 mods crossed out. and i know that mod is having a lot of trouble porting over to alpha 13. But when I enabled it - I honestly didn't see any problem using it, it was working more or less flawlessly I can do prepare carefully everything works etc.
Dont know what the issue is, but I header about network adapters causing an issue for KPS, and that is using the same engine, so I thought it could have been worth a try.
Hi Sky,
First thanks for the mod, followed since about 2.1 and have really liked most of the changes implemented. (Getting rid of parts was amazing, so were the mineral and oil deposits & the research tree is wonderful).
But I can't get into this edition because of shields. I LOVE the concept of blocking melee and ranged. But the damage resistance values are way too high. I tried preparing carefully to bring 3000 points of mid game guns and I still can't comfortably deal with the 3rd raid.
The shields make cheap, meat fodder enemies into a real danger because ranged characters are useless once they close the gap. I'm finding I can't kill a single enemy before the engage in melee and more often than not my colonists end up shooting each other unless I'm paying close attention.
the mod pack takes a while to load due to the amount of assets the engine has to process.
the reason it takes 5 min to load is due to the info ammount x the game engine x your computer.
im on a low high end computer and still takes me around 3 min to load so go figure from that.
Quote from: sidfu on May 06, 2016, 12:34:37 AM
the mod pack takes a while to load due to the amount of assets the engine has to process.
the reason it takes 5 min to load is due to the info ammount x the game engine x your computer.
im on a low high end computer and still takes me around 3 min to load so go figure from that.
The reason i brought it up is because it only took like 30 seconds to load,(Alpha12 2.5cata) now it takes 5-10 minutes.(Alpha13 2.6dev) thats an unnatural amount of time, especially considering the amount of mods in the dev alpha 13 version is less.
To clarify I'm not looking to find out why, i'm just looking for comparisons in alpha 13 dev.
Is it 3 minutes in Alpha 13 dev?
Quote from: Epson on May 06, 2016, 12:31:32 AM
Hi Sky,
First thanks for the mod, followed since about 2.1 and have really liked most of the changes implemented. (Getting rid of parts was amazing, so were the mineral and oil deposits & the research tree is wonderful).
But I can't get into this edition because of shields. I LOVE the concept of blocking melee and ranged. But the damage resistance values are way too high. I tried preparing carefully to bring 3000 points of mid game guns and I still can't comfortably deal with the 3rd raid.
The shields make cheap, meat fodder enemies into a real danger because ranged characters are useless once they close the gap. I'm finding I can't kill a single enemy before the engage in melee and more often than not my colonists end up shooting each other unless I'm paying close attention.
What storyteller are you playing on because honestly I actually find the modded storytellers really hard especially with red events so I stick to Cassandra classic on challenge. I used to play on Hildegarde on challenge which would destroy me its not impossible, but I found myself save scumming fights.
Give us a bit of context as to how your failing the fights, your just in the middle of a open area and shooting them down? Are your shots getting blocked by trees and rock chunks as they're running towards you; in other words do they have cover? What kind of guns are you using automatic, shotguns, pistols, bows? etc etc
Hello Sky,
I am a big fan of this mod and the changes you have made since I started using at 2.4. I was wondering if I came across a bug or it may be intentional but mosquitoes and flies are constantly sucking blood and the moment they stop to sleep there food gauge drops to zero within seconds.
To give my two-cents on other's postings. I don't have any difficulty with physical shield users. They are still rather easy to take out since the shields do take damage and you can focus on the users without shields. My major downfall on every colony I play are the terminators. Those things are nigh invincible and all my weapons (usually LMG and assault rifles) only do crack damage to them.
The load time for me is roughly 5-10 minutes when starting theA13 if anyone is interested. I do have a strong gaming laptop (yes, laptop). The load time for A12D was around 30 seconds to 1 minute.
Hello where I can download the test version for A13 ?
Quote from: Shushei on May 07, 2016, 01:37:19 PM
Hello where I can download the test version for A13 ?
On page 1 click "Download latest test version on Github!" and when that page opens, click the button that says " Branch: master" and change it to Dev. Then to the right of that button click the download Zip button.
***How do you add more Mods to Hardcore SK and ensure they work properly?
I love intricate complicated Mod Packs because they make RimWorld so much more interesting and immersive. The Hardcore project looks exactly like something I was looking for without having to pick and choose mods one at a time(and try getting them to work together).
Having said this; How do you I load ALL the mods listed in the initial post. I downloaded the Core Hardcore pack but it lacks the additional mods listed underneath "Core SK...". Where are the mods listed for HardCore Project version 2.1-2.5? Do I download and add these mods myself and copy into my mod directory and if so, where do I place them in the Mod load listing priority without breaking it? Also, some mods require compatibility patches to be loaded as well which are not listed, for example; Combat Realism and RimFire. What I need is some instructions on how to expand the initial Core Pack without breaking it.
Quote from: KKorwes on May 07, 2016, 12:48:53 PM
The load time for me is roughly 5-10 minutes when starting theA13 if anyone is interested. I do have a strong gaming laptop (yes, laptop). The load time for A12D was around 30 seconds to 1 minute.
A13 version is still in dev phase.... so don't expect it to be perfect at the moment. Just open game and go make sandwich or tea :P
I had problems with ammo not being picked up by colonists - and looks like it's because of mod order and prepare carefully mods implemented into modpack so... yeah. Be patient :)
Quote from: lordmatiz on May 07, 2016, 03:58:11 PM
Quote from: KKorwes on May 07, 2016, 12:48:53 PM
The load time for me is roughly 5-10 minutes when starting theA13 if anyone is interested. I do have a strong gaming laptop (yes, laptop). The load time for A12D was around 30 seconds to 1 minute.
A13 version is still in dev phase.... so don't expect it to be perfect at the moment. Just open game and go make sandwich or tea :P
I had problems with ammo not being picked up by colonists - and looks like it's because of mod order and prepare carefully mods implemented into modpack so... yeah. Be patient :)
I was asking about the times a couple of posts back, he should of referenced me rather than if anyone's interested. at least I assume he is because of the post I made asking about it. And to give a small explanation as to why: It's because It's not unique to this modpack so whether your running the dev alpha 13 of Hardcore SK wouldn't have any baring on the load times. I've done some research in that it could be related to sound files each taking 3.00 seconds each to load or some such.
Reguarding the latter, I found If I loaded my save idk say about 10 or so times my game would become bugged in that certain features would be locked in that I couldn't use group attacks, couldn't change beds etc. But competently restarting the game, and It'll work fine for so many load attempts (it may or may not be related who knows, this is the problem I encounter but I know its dev, and I'm fine with it (Well technically not really but, I'll put up with it to play early Hardcore SK alpha 13, and if I can report a few bugs and speed it along why not a?)
Is anyone else having issues with combat realism? colonists are not picking up ammo for their guns and so all guns are useless after their first clip. I've reinstalled a fresh game, downloaded a fresh download of the mod, removed prepare carefully and mod loader as people say they can sometimes interfere, and ive made new world, new colony double checked everything but still no one will pick up their ammo.. theres no reload button on any gun when equipped.
Halp!
Seriously you can't even read TWO last posts?
Just don't enable prepare carefully and mod order.
Quote from: lordmatiz on May 07, 2016, 08:12:55 PM
Seriously you can't even read TWO last posts?
Just don't enable prepare carefully and mod order.
Calm the tits. I've tried that, still doesn't work.
Edit- okay so ive done another complete reinstall. New Rimworld and new download of mod. I got the very loong "generating help" loading time which was different. After literally 10 minutes, it loaded and i left the mod button alone and went straight to new world and colony. Aaaand it works (reloading and all) :D. i'll leave this here for any other lost souls here.
I got prepare carefully and mod order to work in mine, just after a few saves it'll bugout (certain in game mechanics stop working) / need restart the game and it'll carry on fine for the next 10-20 loaded saves.
Hello again !
Have You considered including this mod into Your modpack ?
https://ludeon.com/forums/index.php?topic=19992.0
Seems like a good and balanced addition ;)
waiting for test A13 edition :)
Found a small bug. If you have a Coal power plant and you toggle power off to stop colonists wasting coal on it, it will glitch haulers and make them just stand (not idle). It will also cause a lot of stutter and performance issues cause the haulers will be constantly trying to refill the power plant and fail.
Any information when can we expect the A13 version ?
Quote from: robbie77 on May 14, 2016, 04:38:22 AM
Any information when can we expect the A13 version ?
already can play with experimental version. to skip "Generating Help", run Rimworld with -nohelp key. Make shortcut to Rimworld .exe with adding -nohelp.
https://github.com/skyarkhangel/Hardcore-SK/tree/Dev
Quick question about the new version...
Did you keep the component system of vanilla A13, modify that, or ditch it for the same system hardcore sk used in A12?
Quote from: BlackSmokeDMax on May 14, 2016, 09:55:06 AM
Quick question about the new version...
Did you keep the component system of vanilla A13, modify that, or ditch it for the same system hardcore sk used in A12?
mixing. Spare parts from a12 -> Components in A13.
I see that Tynan much playing in Hardcore SK A12 and made the same "components" for vanilla :D
Can anyone tell me how to start experimental version with no help key
Quote from: Deathking9132 on May 14, 2016, 12:04:59 PM
Can anyone tell me how to start experimental version with no help key
http://vgstrategies.about.com/od/faq/a/CommandLineP.htm
Or if you dont want to click link
Make a shortcut (right click RimWorld1135Win.eve) and chose Create Short Cut
Then Right click said shortcut and chose properties / options or whatever it is in english (last option)
Then It should look something like this E:\RimWorld1135Win\RimWorld1135Win.exe
Change it to this
"E:\RimWorld1135Win\RimWorld1135Win.exe" -nohelp
Done !
I wasnt able to do it either but I searched on internet ! Next time maybe You can do so too !
Quote from: skyarkhangel on May 14, 2016, 10:59:46 AM
Quote from: BlackSmokeDMax on May 14, 2016, 09:55:06 AM
Quick question about the new version...
Did you keep the component system of vanilla A13, modify that, or ditch it for the same system hardcore sk used in A12?
mixing. Spare parts from a12 -> Components in A13.
I see that Tynan much playing in Hardcore SK A12 and made the same "components" for vanilla :D
Sounds great, thanks for your hard work!
Quote from: Shushei on May 14, 2016, 12:24:30 PM
Quote from: Deathking9132 on May 14, 2016, 12:04:59 PM
Can anyone tell me how to start experimental version with no help key
http://vgstrategies.about.com/od/faq/a/CommandLineP.htm
Or if you dont want to click link
Make a shortcut (right click RimWorld1135Win.eve) and chose Create Short Cut
Then Right click said shortcut and chose properties / options or whatever it is in english (last option)
Then It should look something like this E:\RimWorld1135Win\RimWorld1135Win.exe
Change it to this
"E:\RimWorld1135Win\RimWorld1135Win.exe" -nohelp
Done !
I wasnt able to do it either but I searched on internet ! Next time maybe You can do so too !
I did mine through steam, by adding rimworld to as a non steam game to my list of games and adding the -nohelp in the right click properties of the game set launch options.
What happens when the dev branch is updated? How do I update and do I have to start a new game ?
Quote from: robbie77 on May 17, 2016, 03:01:38 PM
What happens when the dev branch is updated? How do I update and do I have to start a new game ?
An update to the dev branch means that someone in Sky's team has committed some new code.
Every update on the dev branch may be unstable, so any problems with it are the risk you take when you download it.
In most cases you will have to start a new game. If you do not, you risk additional bugs and/or crashes of the game (this is the same for any new combination of mods in Rimworld).
To update, get the Mods folder from the dev branch, replace the Mods folder of your (FRESH!) Rimworld installation with it.
Afterwards, replace the ModsConfig.xml file in the appropriate folder (described in the beginning of this thread; in Win 7, it is something like C:\Users\[Username]\AppData\LocalLow\Ludeon Studios\RimWorld\Config).
Or develop a big colony to see bugs faster ;)
3.0a has been 'released'!
According to Google Translate:
We have ~ 90% of 2.5 A12 content + new features with a functional A13!
Not if he kept combat realism..
CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.
I think that Glitter Tech should be a part of this mod pack, a payoff at the very end of the tech tree for all the hard work getting that far. That free power station would be an amazing help, mostly because it can give you and edge and realisically it will take you ages to get enough to build only one of those big power plants.
Quote from: Agent00Soul on May 18, 2016, 10:32:40 PM
Not if he kept combat realism..
CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.
CR is in there, but its using a custom LoadoutGen_SK.xml file. If you know what the original problem is maybe you should check if its still bugged in Hardcore SK. Just use dev commands to force a situation to occur where you an check it.
Quote from: Agent00Soul on May 18, 2016, 10:32:40 PM
Not if he kept combat realism..
CR is completely broken and the author bailed. The loadout system completely breaks.. Anyone playing it is gonna be pretty pissed a few hours in when they realise.
Why is it you say it completely breaks?
I'm playing for a few days with a new colony now and have had two issues:
(a) you cannot name your Loadout with spaces or it will break your save game (fixable by manually editing the savegame)
(b) single traders (i.e. not caravans) almost always drop all their stuff at the map edge, probably due to too high bulk/load (a nuisance, but not game breaking imho)
I am having trouble with the fishing industry. Bills for butchering fish dont show up on the butcher table (any quickfix I can make for this in the raws?)
Other then that its working fine so far, thanks for the great work :)
Quote from: Riun on May 19, 2016, 03:54:40 PM
I am having trouble with the fishing industry. Bills for butchering fish dont show up on the butcher table (any quickfix I can make for this in the raws?)
Other then that its working fine so far, thanks for the great work :)
Research Agriculture I.
Does anyone maybe have a full list of alloys in the pack ? aswell as their stats ? (like maybe a tool so that one can easly see which is best to build beds and which is best for building medicals or work facilities ;) .
Cheers
I dont get it, Hardcore Cataclysm 3.0 is for a12d or a13?
Quote from: Kadrush on May 23, 2016, 11:53:10 AM
I dont get it, Hardcore Cataclysm 3.0 is for a12d or a13?
Believe that is their testing version for A13.
Downloaded testing version this morning, so far so good, only few problems
1. components are called spare parts
2. when roof collapsed it hit ammo and damaged it to some 20% health, some kind of effect like when something going to explode in vanilla is played but ammo is not exploding or anything, confused one of my colonist and she started to do nothing and just walk around damaged ammo, refusing to eat or sleep - had no idea what bugged her for some time until I found out its that damaged ammo
3. RPK-74 is actually assault rifle Galil made by IWI
btw what the hell are those mutants? One appeared from nowhere, killed 3 traders going to my colony and spawned 3 other mutants. Are they spawning from colonists or travelers in some random event?
Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI
Mwa-ha-ha-ha!!!! I can see the level of your knowledge)))
...балбес...
Quote from: Geroj on May 23, 2016, 04:19:23 PMbtw what the hell are those mutants? One appeared from nowhere, killed 3 traders going to my colony and spawned 3 other mutants. Are they spawning from colonists or travelers in some random event?
There's an event that turns a random person into a monster, then anyone killed by the monster will also rise up as one. I don't remember but they might also have the ability to raise stuff that died well before the first monster came if they just walk near a body.
Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI
Galil is more or less an Israeli remake of the RPK design, friend.
Quote from: Garr1971 on May 24, 2016, 08:31:24 AM
Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI
Mwa-ha-ha-ha!!!! I can see the level of your knowledge)))
...балбес...
I meant that ingame weapon named RPK74 is actually Galil, you misunderstood, my knowledgeable балбес
Quote from: arirawr on May 24, 2016, 11:52:34 AM
Quote from: Geroj on May 23, 2016, 04:19:23 PMbtw what the hell are those mutants? One appeared from nowhere, killed 3 traders going to my colony and spawned 3 other mutants. Are they spawning from colonists or travelers in some random event?
There's an event that turns a random person into a monster, then anyone killed by the monster will also rise up as one. I don't remember but they might also have the ability to raise stuff that died well before the first monster came if they just walk near a body.
Quote from: Geroj on May 23, 2016, 04:19:23 PM
3. RPK-74 is actually assault rifle Galil made by IWI
Galil is more or less an Israeli remake of the RPK design, friend.
Galil is remake of RK62 which is finnish distant version of first kalashnikov rifles, RPK74 is machinegun variant of AK74, so I still dont understand what RPK74 have to do with Galil, that picture is clearly Galil rifle and not RPK74 (edit -yeah I now know you misunderstood me)
To that "abomination" thing - I think they just create another abominations from dead bodies(I guess from what they kill), they never rot for some reason and my colonists passed them like thousand time already(as I have 10 of them dead around map) and nothing, there is this even when someone is injured in a crashed pod and so far I had 100% probability that I get abominations from them so thats probably some kind of bug or just not finalized feature or I just dont understand this
Quick question for the A13 version, since I keep seeing mention of ammo. Are enemies forced to use ammunition too? All of them? I sincerely hope so, as if not, it's not going to be very fun running out of ammo during prolonged bad RNG.
Also, will there be an option to turn off ammunition usage?
Good morning , I downloaded the new version A13, and I have a problem when I start the game remains frozen in ' generating Helps ' ' and does not advance , I waited until five minutes but nothing. any solution? I do not know what to do. :-\
Quote from: Mechanos on May 24, 2016, 02:53:51 PM
Quick question for the A13 version, since I keep seeing mention of ammo. Are enemies forced to use ammunition too? All of them? I sincerely hope so, as if not, it's not going to be very fun running out of ammo during prolonged bad RNG.
Also, will there be an option to turn off ammunition usage?
The whole point of Combat Realism is that both player and AI have to use ammo.
Use bows in the beginning to preserve gun ammo. If you have a good bunker with embrasures you can easily defeat twice as much tribals using the same weapons as them.
Quote from: Sxmbra on May 25, 2016, 05:06:25 AM
Good morning , I downloaded the new version A13, and I have a problem when I start the game remains frozen in ' generating Helps ' ' and does not advance , I waited until five minutes but nothing. any solution? I do not know what to do. :-\
I *think* I remember seeing earlier in this thread there was a way to start the game without the help, for what I am guessing is probably just this case. I'd recommend searching the thread or start reading it going backwards until you find where they post about that.
4. Abomination spawn from pod crash is 100%
5. Abomination not rotting
6. predators and all other animals are not attacking colonists when they are shot at
7. mending workbench not working
Quote from: Sxmbra on May 25, 2016, 05:06:25 AM
Good morning , I downloaded the new version A13, and I have a problem when I start the game remains frozen in ' generating Helps ' ' and does not advance , I waited until five minutes but nothing. any solution? I do not know what to do. :-\
It will eventually start, but may take 10 minutes (at least on my system).
To get rid of the problem for now:
Create a shortcut to your Rimworld installation (http://windows.microsoft.com/en-us/windows/create-keyboard-shortcuts-open-programs#1TC=windows-7).
Right click on the shortcut, select 'Properties', go to Field 'Target' and put the content there in double quotes.
After that, add '-nohelp' after the double quote.
Start Rimworld by double clicking on the shortcut.
Enjoy :)
Hello, I have a problem with A13.
I cannot grow Devilstrand although theres no more agricultures research to be done. Neither in ground neither in hydroponics I dont have a choice ( i have 5 seeds )
Any help ? Is it a bug maybe ? visual i mean.
Quote from: Nimander on May 25, 2016, 05:21:08 AM
Quote from: Mechanos on May 24, 2016, 02:53:51 PM
Quick question for the A13 version, since I keep seeing mention of ammo. Are enemies forced to use ammunition too? All of them? I sincerely hope so, as if not, it's not going to be very fun running out of ammo during prolonged bad RNG.
Also, will there be an option to turn off ammunition usage?
The whole point of Combat Realism is that both player and AI have to use ammo.
Use bows in the beginning to preserve gun ammo. If you have a good bunker with embrasures you can easily defeat twice as much tribals using the same weapons as them.
Firstly, I'm mainly worried about enemies like robots that have weapons that normally don't drop. It would be annoying if they got infinite ammo while everything else had to use ammo. Secondly, A12d version doesn't have ammo usage and works fine. Whatever "point" you personally want to make isn't as important as smooth gameplay in the long run, and this game works well without ammunition. If the inclusion of ammunition works smoothly, then my worry is unwarranted. But if I suddenly find that ammo is difficult to obtain, or that actors can't carry much ammunition at once and frequently have to run off to grab more, you can bet I'm going to find a way to make it cheaper or remove the mod that adds it all together to prevent a major kink in the game flow.
Quote from: Mechanos on May 25, 2016, 03:43:09 PM
Quote from: Nimander on May 25, 2016, 05:21:08 AM
Quote from: Mechanos on May 24, 2016, 02:53:51 PM
Quick question for the A13 version, since I keep seeing mention of ammo. Are enemies forced to use ammunition too? All of them? I sincerely hope so, as if not, it's not going to be very fun running out of ammo during prolonged bad RNG.
Also, will there be an option to turn off ammunition usage?
The whole point of Combat Realism is that both player and AI have to use ammo.
Use bows in the beginning to preserve gun ammo. If you have a good bunker with embrasures you can easily defeat twice as much tribals using the same weapons as them.
Firstly, I'm mainly worried about enemies like robots that have weapons that normally don't drop. It would be annoying if they got infinite ammo while everything else had to use ammo. Secondly, A12d version doesn't have ammo usage and works fine. Whatever "point" you personally want to make isn't as important as smooth gameplay in the long run, and this game works well without ammunition. If the inclusion of ammunition works smoothly, then my worry is unwarranted. But if I suddenly find that ammo is difficult to obtain, or that actors can't carry much ammunition at once and frequently have to run off to grab more, you can bet I'm going to find a way to make it cheaper or remove the mod that adds it all together to prevent a major kink in the game flow.
Hey Ammo is quite easy to obtain. Depending on Ammo type though. The cheaper more standart ammo can be made as quicly as in around day 2/3 ( from my experience ) dont remeber which research does it but you can unlock ammo crafting bench easy. Then you just need some iron ore and nitre to make gunpowder and then some alloys to make the ammo type you need.. Also pawns can carry more than enough ammo ( again depends on ammo though) The smaller ammo is no problem and if you want to carry 100+ rockets or lots of shotgun shells then it might be a problem.
Quote from: Shushei on May 25, 2016, 04:00:24 PM
Hey Ammo is quite easy to obtain. Depending on Ammo type though. The cheaper more standart ammo can be made as quicly as in around day 2/3 ( from my experience ) dont remeber which research does it but you can unlock ammo crafting bench easy. Then you just need some iron ore and nitre to make gunpowder and then some alloys to make the ammo type you need.. Also pawns can carry more than enough ammo ( again depends on ammo though) The smaller ammo is no problem and if you want to carry 100+ rockets or lots of shotgun shells then it might be a problem.
May not be an issue then. Thx for the info.
Hey, I found two bugs in the A12s 2.5 version of the game, I wouldn't mind somebody telling me where I can fix that stuff myself as I have some knowledge in that regards.
First, the colony manager, say you want 100 Stone and you currently have 90, now one stone cutting jobs gives you like 25 Stone Blocks I believe? The manager is assigning to do the job 0 times, which I simply assume is a rounding down error that can easily be fixed if I'd know where I have to look for.
The other has to do with Mammoths, Centipedes and Combat Realism, those little buggers ain't bothering using their giant boomsticks at all because of that. Now, considering my game takes a millennium to load and this problem is apparently common(A friend of mine got it too) I assume it probably came up here or there already, though I wasn't able to find it. So yeah, those big mechanoid insects don't bother being threatening at all and instead go full-meele on buildings until they find a colonist and just bug out completely.
Quote from: Kirinya on May 25, 2016, 02:07:09 PM
It will eventually start, but may take 10 minutes (at least on my system).
To get rid of the problem for now:
Create a shortcut to your Rimworld installation (http://windows.microsoft.com/en-us/windows/create-keyboard-shortcuts-open-programs#1TC=windows-7).
Right click on the shortcut, select 'Properties', go to Field 'Target' and put the content there in double quotes.
After that, add '-nohelp' after the double quote.
Start Rimworld by double clicking on the shortcut.
Enjoy :)
guyz i can understand you don't want to read the whole topic but it's written on each page now...
Hello, I think I found a bug with workbenches power ussage.
After every save all electric benches takes 100% of power even if not being used. Then once You turn them off (or run out of energy) they all start using 10% of energy even when being used.
Ex. after save my electric smelter takes 950W untill turned down or i ran out of battery then it only takes 95W.
While it should be 95W when not used and 950W when being used I belive.
Cheers .
Thank you very much, it worked :)
8. mineral scanner is scanning beyond its range
9. cloth with color in name like blue cloth is not working in recipes and you cant create anything from it
Couple of bugs
1. This line is repeated twice for auto doors causing the doors to break down and sometimes be irreparable (if broken twice) ThingDefs_Buildings >> Buildings_Structure_SK >> "<li Class="CompProperties_Breakdownable"/>"
2. Crashbugs, flies, and mosquitoes are constantly eating. I have changed the hunger values to almost nothing but they will still absorb apparel/suck blood 100% of the time. This leads to colonist/animals getting malaria.
3. Production benches not using full power during use. They are constantly at the 10% value. (As Shushei mentioned a couple posts back, they also start at 100% when a world is reloaded) A temporary fix for anyone interested is to build a single wire nearby but not actually connected to the power grid and switch the connection lead to it for the bench to lose power and then switch back.
I'm using Linux. Beta testing Hardcore SK for alpha 13.
Rimworld won't start if I don't disable LT_RedistHeat.
This is the command:Set current directory to /media/Eientei/opt/RimWorld/13
Found path: /media/Eientei/opt/RimWorld/13/RimWorld1135Linux.x86_64
[1] 6357 abort (core dumped) ./RimWorld1135Linux.x86_64 -logfile /tmp/rimworld_log -nohelp
I get this error:Stacktrace:
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at UnityEngine.Resources.Load<object> (string) <0x00032>
at Verse.ContentFinder`1<object>.Get (string,bool) <0x001ae>
at RedistHeat.Designator_DeconstructReversed..ctor () <0x0005b>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at System.Reflection.MonoCMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x001e6>
at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00040>
at System.Reflection.ConstructorInfo.Invoke (object[]) <0x0004a>
at System.Activator.CreateInstance (System.Type,bool) <0x001f3>
at System.Activator.CreateInstance (System.Type) <0x00016>
at Verse.DesignationCategoryDef.ResolveReferences () <0x000fe>
at Verse.DefDatabase`1<object>.ResolveAllReferences () <0x001b9>
at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <0x00056>
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x001aa>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002d>
at Verse.GenGeneric.InvokeStaticMethodOnGenericType (System.Type,System.Type,string) <0x0003f>
at Verse.PlayDataLoader.DoPlayLoad () <0x0054b>
at Verse.PlayDataLoader.LoadAllPlayData (bool) <0x0006f>
at Verse.Root.<Init>m__511 () <0x00012>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
Native stacktrace:
/media/Eientei/opt/RimWorld/13/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x926cb) [0x7f4c5a5826cb]
/media/Eientei/opt/RimWorld/13/RimWorld1135Linux_Data/Mono/x86_64/libmono.so(+0x36226) [0x7f4c5a526226]
/usr/lib/libpthread.so.0(+0x10ef0) [0x7f4c5d5f0ef0]
/usr/lib/libGL.so.1(+0x3b1a9) [0x7f4c5cf1c1a9]
Debug info from gdb:
ptrace: Operation not permitted.
No threads.
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
Something wonky happening for it to crash the mono runtime.
I remember HardcoreSK 12c having an issue with LT_RedistHeat that I had to edit a path in the Defs folder. Could it be the same issue?
I tried using the same fix but it didn't help. Linking Textures\ to Textures.
I found Advanced Weapon Crafting Workbench in crafting files but I have no idea how to get it, what I need to research? edit - Ok for some reason it need explosive IED research and i found it under security: advanced weapon crafting
Second thing - How to create some body armor? I have no idea where to create some bulletproof armor, just have smithy with plate and other medieval armors
I'm used to farming in the vanilla version - there I just assign an area and my workers start planting the plants of my choosing. I can't get farming to work in this mod though, how do I do it?
I have designated an area for growing mulberries, I have bought mulberry seeds that I have stockpiled and the season is right for farming - but the workers only keep the growing area clean of weeds, they never actually plant any seeds?
I narrowed my LT_RedistHeat Linux issue to this:
Mods/LT_RedistHeat/Defs/DesignationCategoryDefs/DesignationCategories_Duct.xml
<?xml version="1.0"?>
<Defs>
<DesignationCategoryDef>
<defName>Ductwork</defName>
<label>Ductwork</label>
<description>Exchanges temperature between remote areas.</description>
<order>-55</order>
<specialDesignatorClasses>
<li>Designator_Cancel</li>
<li>Designator_Deconstruct</li>
<li>RedistHeat.Designator_DeconstructReversed</li>
</specialDesignatorClasses>
</DesignationCategoryDef>
</Defs>
Commenting this line:<li>RedistHeat.Designator_DeconstructReversed</li>
Makes Rimworld start. Seems to be a texture load issue, still...
It seems to fail here: https://github.com/burandon/RimWorld-RedistHeat/blob/master/RedistHeat/Misc/Designator_DeconstructReversed.cs#L16
Any modding experts, why is this failing under Linux?
so far the only issue I'm running into is the priorities stuff. Like, I set everyone to a constructor but the only person I can right click and make prioritize constructing someone is the person who dropped in with construction already selected.
ok after some testing it seems after i build the automatic ai assembler and try to load a save with it
i get spamming errors of
System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SquadAI.Brain.SquadBrainTick().
is there a way to fix this? Im pretty sure its the assembler causing it because I built it saved immediatly and tried to load and got the error again
edit: forgot to put that im using cataclysm 2.5 on A12d
Perhaps I'm being a bit dense, but I cannot find the dev branch on Github to download the A13 version, the only branch that seems to be there is the master branch?
Thats the dev branch.. go into the files and you'll see alot of them say Cumulative or updated to 3.x.. 3.x is the current development branch
[Balance]
The sun lamp requires 1000 W to run. The advanced sun lamp lights the same area and provides heat. It requires 1200 W to run while providing heat and light. If you reduce the target temperature so it isn't running it only requires 120 W to provide the same light as the a sun lamp but for 880 W less of power. It makes more sense to have multiple advanced sun lamps and separate heaters. I recommend an advanced sun lamp that is only providing light to use 1000 W while an operational one stll uses 1200 W.
The most ridiculous thing is probably that insectoid attack, they are hard to hit, small, so they can completely cover behind small obstacles like your own walls or rocks, several times faster than human, more hp, lot of armor, no suppress, fast attack with good dps and they attack in 20+ groups, they are basically insta load for me and completely balance broken with combat realism
I think I just got something similar "plunderer's" which spawned several hundred gnawers, and my colony isn't even that rich. pretty much ended the game, because that event keeps firing everytime I reload.
not sure what the problem is but I have a 17 year old colonist and I can't use any medical operations on him. The only thing I can do to him is Euthanize....
Hello,
found another bug
Sometimes my Pawns (recruited one ) Does not get affected my inventory (they dont have bulk / weight meters) and they cannot put things in their inventory.
Example XX colonist with equipped M16 Riffle, can have rifle can pick up ammo but cannot put away Riffle while I want him too. Its bit annoying when some wepons have huge minus to global workspeed.
Cheers
Hello,
I read a few pages back but did not find anything about it. The bundled version of colony manager to the dev branch is v0.13.0.2. There is a new version 0.13.0.3 that seem to fix some issues I had (double job entries in workbench cues for example).
Now playtesting 0.13.0.3 for a few hours with the SKdev version from 05292016. Fresh install. Looks good so far.
One thing. Just a cosmetic issue I think. The crafting workbenches shown in colony manager are for cooks (with 0.13.02 its the same). It seems colony manager cannot identify crafter. The 0.13.02 version (0.13.03 did not log anymore) of colonymanager showed a message inside the ingame log like "cannot identify .. at degree 1. Chosing first one found". These are then the shown cooks I guess. But the workbench cues are filled correctly and the jobs are done.
Thanks for this modpack and your hard work.
Not sure if anyone has mentioned this but I appear to have an issue with hunters not bringing kills back to the designated stockpiles. They'll go out and kill the animal but then it will switch to a non usable item upon death and I have to manually change it back to allowed for them to haul it back. Previously hunters killed the animal and carried it back all in one job.
EDIT: Actually just noticed that if a pawn kills an animal with a melee weapon they will drag back the corpse!
EDIT 2: I'm also noticing that the hopper hasn't shown up in the misc section yet. Despite having researched power etc. Says I need one for the electric generator (the one which uses kindling).
HardcoreSK beta 13.
Is the CCL mod different or modified here? When I replace it with an updated version many things don't work. The background from the menu doesn't change, and pawns don't have the ability to carry things, there must be other things I didn't notice.
Since updating CCL fixes my issue with load/save but breaks everything else... I don't know what to do now.
-- edit.
My bad, Community Core Library/Defs/ModHelperDefs/ModHelper.xml had to be changed as well.
My Linux Load/Save issue has been finally fixed! Now about LT_RedistHeat crash...
Please Help,
After researching Devilstrand i have no option to grow one. ( I got seeds but when i select crops there is simply no devilstrand)
I tried to do multiple games and reinstalled game / mods few times asweel. Help me grow my own hyperweave ;/
Edit #1
Okay I looked in help section since You do not need to wait long time without disabling it and found my issue.
Research Devilstrand - Does nothing i think
To be able to grow Devilstrand One need to research [ Carpet Making I ]
Yeah some researches are a bit dead, like you can research crematorium which does nothing since you already have it , but its a prerequisite of recycling appeal, they haven't finished working out the research tree, hence the no gui either.
Quote from: LetheNyx on May 29, 2016, 09:21:55 PM
not sure what the problem is but I have a 17 year old colonist and I can't use any medical operations on him. The only thing I can do to him is Euthanize....
This usually means you don't have medicine (or not in an allowed area) to initiate any operations..
Do you have it? is it allowed?
no I have medicine, it's allowed, I have operations for all the other colonists... just not him...
Quote from: LetheNyx on June 01, 2016, 03:49:38 PM
no I have medicine, it's allowed, I have operations for all the other colonists... just not him...
You sure that particular colonist doesn't have the trait where they don't allow prosthetics? (I can't remember what it's called, I think it may be 'Prostophile' or something)
Does anyone know if this is still going to be updated?
If so I have a suggestion/request!
Fluffy created a mod called Follow Me! I've tried including it manually in my own game but it doesn't seem to play well alongside the modpack.
Quote from: BandOfDog on June 02, 2016, 03:27:08 PM
Does anyone know if this is still going to be updated?
If so I have a suggestion/request!
Fluffy created a mod called Follow Me! I've tried including it manually in my own game but it doesn't seem to play well alongside the modpack.
https://github.com/skyarkhangel/Hardcore-SK/issues open a ticket as a enhancement or suggestion etc.
Hello.
I wanted to ask if this ModPack is going to A13 or will skip directly to A14. Thanks.
There is an A13 version, you need to know how to use Git to get it though. It's right in the first post.
For some reason, mine won't save at all. You can click the save button, it says it saves, but the load/save lists are empty. I went back to the main menu to check if the load option was there, since it said I'd saved, but it was not >.<
anybody knows how to fix this issue with seedsplease mod?
(http://imgur.com/m9ZuvO8.png)
pawns couldn't plant the lettuce or eggplants even tho i had the needed vegetable research so for testing i planted them with the dev tools, sadly when fully grown they pop up with this notification, even tho the mod worked perfect before and nothing really changed beside a new colony
In 12 version I found the problem - the slave ship has no slaves, as well as the pirates. In the mod folder in TraderDefs the document stated to have the appearance of slaves (2-5), but in reality this is not happening. Is there a solution?
В 12 версии нашел проблему - у работоргового корабля нет рабов, также как и у пиратов. В папке моды в TraderDefs в документе указано появление у них рабов (2-5), но на деле этого не происходит. Есть ли решение?
This is a very reccurent error that happens only under Linux/Mac.
Stacktrace:
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at (wrapper managed-to-native) UnityEngine.Resources.Load (string,System.Type) <0x00068>
at UnityEngine.Resources.Load<object> (string) <0x00032>
at Verse.ContentFinder`1<object>.Get (string,bool) <0x001ae>
at HydroponicRoom.Building_PlantGrowerLinked..cctor () <0x00025>
at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <0x00056>
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke (object,object[],System.Exception&) <0x00079>
at System.Reflection.MonoCMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x001e6>
at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00040>
at System.Activator.CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[]) <0x00466>
at System.Activator.CreateInstance (System.Type,object[],object[]) <0x0003e>
at System.Activator.CreateInstance (System.Type,object[]) <0x00039>
at Verse.ScribeExtractor.SaveableFromNode<object> (System.Xml.XmlNode,object[]) <0x00389>
at Verse.Scribe_Collections.LookList<object> (System.Collections.Generic.List`1<object>&,bool,string,Verse.LookMode,object[]) <0x00ec6>
at Verse.Scribe_Collections.LookList<object> (System.Collections.Generic.List`1<object>&,string,Verse.LookMode,object[]) <0x00052>
at Verse.MapIniter_LoadFromFile.InitMapFromFile (string) <0x00482>
at Verse.RootMap.<Init>m__513 () <0x0001d>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x0002b>
at Verse.LongEventHandler.<UpdateCurrentAsynchronousEvent>m__50B () <0x00021>
at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
Since I started using Advanced Hydroponic tables it has been crashing on map load, I fix it by creating a new colony then placing down Advanced Hydroponic tile.
Supposedly, you must avoid loading textures in scribe/default constructor because Linux/Mac don't like it. Which is the mod that adds those advanced hydroponic tables?
For reference: https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/100
Hello having a bit of trouble trying to find Advanced Communications but cant see it in the research screen im using 3.0 btw hope you can help :p
Also on a different note is it even possible to tame raptors? every time I get close it wants to kill me so atm seems impossible
Quote from: Fluffe9911 on June 07, 2016, 09:34:37 PM
Also on a different note is it even possible to tame raptors? every time I get close it wants to kill me so atm seems impossible
Not sure since havent tried it myself but You can wound it and then rescue. And then try to tame.
Quote from: Shushei on June 08, 2016, 06:45:04 AM
Not sure since havent tried it myself but You can wound it and then rescue. And then try to tame.
Trust me I tried that a bit after I patched it up it got up and preceded to kill all my colonists seems it instantly goes into a hunger rage when near a colonist dont know if its a bug or not
Ah, I found that HydroponicRoom belongs to Core_SK.
So this is the only place to post for the Linux bug. Please? There is no source, I can't really fix it myself. Look my post above.
Hey,
I think that in later phase of game (after maybe doing some resreach) Colonist should be able to craft turrets without having to buy them from traders. Its really annojing when Your base is almost complete but you got 0 luck with turret traders.
The autodoor has two breakdown entries. It causes an issue if someone adds fluffys breakdowns along side the pack. Also, it seems that the trade caravans have no interest in buying any fish products but random visitors do.
Quote from: Fluffe9911 on June 07, 2016, 09:34:37 PM
Also on a different note is it even possible to tame raptors? every time I get close it wants to kill me so atm seems impossible
Nope, they are Bounty hunter class. But I think to remove it from Raptors.
Quote from: Nemesis688 on June 10, 2016, 10:26:25 AM
The autodoor has two breakdown entries. It causes an issue if someone adds fluffys breakdowns along side the pack. Also, it seems that the trade caravans have no interest in buying any fish products but random visitors do.
Ok, soon fix this.
Quote from: deadlyexodus on June 05, 2016, 01:27:11 PM
anybody knows how to fix this issue with seedsplease mod?
pawns couldn't plant the lettuce or eggplants even tho i had the needed vegetable research so for testing i planted them with the dev tools, sadly when fully grown they pop up with this notification, even tho the mod worked perfect before and nothing really changed beside a new colony
ok.
Quote from: notfood on June 04, 2016, 03:41:30 PM
There is an A13 version, you need to know how to use Git to get it though. It's right in the first post.
I tried to install that into my A13 and it says that either the mods aren't compatible or the mods aren't for this version of Rimworld.
I mean, I'm new to modding Rimworld, so it's entirely possible I screwed something up, but it seems pretty simple to me.
Edit: Okay, so I enabled every mod except the Core SK mod, then restarted and enabled Core SK and everything worked. Weird.
Can't help but notice and find it very amusing the bugs are bugging out in that the fly/mosquitoes are trying to suck blood off of each other and giving malaria I'm using the alpha 13 github version with last commit being medical operations
hey skyarkhangel,
in short: create new world = gray world screen; create new settle which is hard, couse gray world screen; select world tab in-game = black world screen.
no debug error or crashlog.
tried few minutes ingame, looks nice! no troubble
thanks for this pack 8)
Now, I'm sure someone has already asked this, but I don't have the patience to find. Is there any way to dial back on the diseases? I have found that Tropical biome with the horrid weather, many marshes and hordes of flesh-eating beasts provide more challenge than even ice sheet. Except the diseases. When someone in my colony is sick with something All The Time, it stops being fun. And when my main crafter went down with a "spend a season in bed or die" type of sickness, well...
Now, I don't want to turn them off, just dial back on the frequency. Playing on the github test version.
Just been searching and can't seem to find a way of getting hold of version A12d.
The last version I played was A9, then I've skipped straight to A13.
I can see the A13 version of this pack is nowhere near ready yet so would rather play 12d for now, any ideas?
Ok never mind, turns out I did have it after all. I thought I had Alpha 9 sinc ethe folder was 914, but it turns out that was 12d lol
Quote from: CreepyD on June 12, 2016, 02:12:54 PM
Just been searching and can't seem to find a way of getting hold of version A12d.
The last version I played was A9, then I've skipped straight to A13.
I can see the A13 version of this pack is nowhere near ready yet so would rather play 12d for now, any ideas?
Ok never mind, turns out I did have it after all. I thought I had Alpha 9 sinc ethe folder was 914, but it turns out that was 12d lol
If you ever do need to download it again, in the OP there is a link to all their past versions on nexusmods.
so I am STILL getting the issue where I can't actually change a persons work orders... I can select and deselect things and they'll react accordingly by themselves but I can't make them prioritize anything they didn't have selected when they very first joined the colony, likewise I can make them prioritize anything they have selected when they first joined whether or not I have it currently selected...
ie. Someone drops and isn't a constructor, I select it to make him construct things but I can't make him prioritize it, I have to wait for him to get around to it by himself.
the other way this happens: Someone drops and IS a constructor, I deselect it because I want him to do something else, I can make him prioritize any construction while its deselected.
Quote from: karloss99 on June 12, 2016, 11:11:33 AM
Now, I'm sure someone has already asked this, but I don't have the patience to find. Is there any way to dial back on the diseases? I have found that Tropical biome with the horrid weather, many marshes and hordes of flesh-eating beasts provide more challenge than even ice sheet. Except the diseases. When someone in my colony is sick with something All The Time, it stops being fun. And when my main crafter went down with a "spend a season in bed or die" type of sickness, well...
Now, I don't want to turn them off, just dial back on the frequency. Playing on the github test version.
Yeah I agree with this totally. Even in non tropical biomes (looking at forest here) the amount of disease is pretty high. Plague is one that I see often along with unexplained malaria.
Plague comes from fly/flea bites and malaria from mosquito bites if you observe them they're causing a suck blood, and each time they do that they have a chance of transmitting the diseases.
We need some kind of mosquitoe killing spray...
Anyone else having problems with Miscellaneous w MAI+Robots ? In that the "rumorof" events in where pawns go off the map are not returning, I've been looking at the save file looking at <li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf"> and looking at <returnTicks>313859</returnTicks> but the return ticks keeps resetting, I'm also noticing that its only listing one of my pawns not the entire group i sent like 6+ (cant remember alot though!)
Pila throws this error when used:Exception ticking Meru: System.InvalidCastException: Cannot cast from source type to destination type.
at Combat_Realism.Verb_LaunchProjectileCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCROneUse.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.BiteablePawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Also if we could get the Hospitality mod updated to the newest version, that would be great.
EDB released a 13 full release, so hopefully that should show up here soon.
Could we get a recommended load order? There's little things I'm slowly learning that have to be loaded later than others, and it'd be nice to know all of them.
IE. Prep Carefully needs to be loaded after other mapgen or you don't get prep carefully colonists.
Or if CoreSK isn't loaded last, the game won't work.
Thanks!
Quote from: General Bubbles on June 05, 2016, 12:04:42 PM
For some reason, mine won't save at all. You can click the save button, it says it saves, but the load/save lists are empty. I went back to the main menu to check if the load option was there, since it said I'd saved, but it was not >.<
Having this problem on A13 too.
Edit: this is A13
Save problem appears to be due to a null point reference in Caveworld Flora.
Exception while saving map: System.NullReferenceException: Object reference not set to an instance of an object
at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0
at Verse.Scribe_Deep.LookDeep[MapComponent] (Verse.MapComponent& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
at Verse.GameDataSaver+<SaveGame>c__AnonStorey3CF.<>m__735 () [0x00000] in <filename unknown>:0
at Verse.SafeSaver.Save (System.String path, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
From my output.log
I would try updating, but it looks like you're using a custom version of it for the pack.
Thanks!
I've found two bugs in the a13 version.
One bug is with the zombie mod: they won't stay dead, even if you kill them.
The other one occurs on reloading and resets the 'work' tab.
Quote from: Azzarrel on June 15, 2016, 05:56:54 PM
I've found two bugs in the a13 version.
One bug is with the zombie mod: they won't stay dead, even if you kill them.
The other one occurs on reloading and resets the 'work' tab.
The zombie one is intentional with the SK build.
I just downloaded the mod pack and when i activate the mods none of them save is there a certain order i should be activating them?
Quote from: Sleban on June 16, 2016, 12:06:42 AM
I just downloaded the mod pack and when i activate the mods none of them save is there a certain order i should be activating them?
None of them save? Are you changing the default preconfigured config? you don't need to activate/change the mods unless you want Zombie Apocalypse/CrashLanding,(Even then its just activate/deactivate restart client) when you get the zip either from github for alpha 13, or nexus for alpha 12, you should have a mod config file that needs to be put in the config folder that does the mod order for you. All the info you need is on the opening page about installation.
Quote from: Sleban on June 16, 2016, 12:06:42 AM
I just downloaded the mod pack and when i activate the mods none of them save is there a certain order i should be activating them?
There is a Modsconfig.xml file you need to copy to your Rimworld user folder, over here:
C:\Users<Your name>\AppData\LocalLow\Ludeon Studios\RimWorld\Config
Small question, after shooting zombies head off is it posible to use their bodies for bio matter ? (i bwanna make full cybernetic colony but biomatter is just such a scarce resource ) Or is there any other way of aquiring bio matter than humanlike corse i dont know about ? ( i guess traders but you need to be lucky )
Where can I get A13 version? Github shows only master branch for me :<
A13 version is the master branch
Google won't tell me how to get nitre "early game"... im on A13
and arrows for bows? - the ammo workbench dosn't seem to make arrows..
So...weird question. I'm about two years in to my current game, colony of 10 colonists. Just got oil etc so started to make plastic. The thing is I've barely had any raids and the ones I have had have been pretty easy to fight off (mostly tribals, norbals). I'm playing on challenge difficulty with randy random as storyteller. Does this sound strange/buggy to anyone or is this the right curve for the difficulty of this mod?
Quote from: BandOfDog on June 16, 2016, 04:37:43 PM
So...weird question. I'm about two years in to my current game, colony of 10 colonists. Just got oil etc so started to make plastic. The thing is I've barely had any raids and the ones I have had have been pretty easy to fight off (mostly tribals, norbals). I'm playing on challenge difficulty with randy random as storyteller. Does this sound strange/buggy to anyone or is this the right curve for the difficulty of this mod?
nope its normal as he is random thats why alot dont use him. i had one time with no attack for 4 years then eh started spawning 20-30 person raids
Quote from: BandOfDog on June 16, 2016, 04:37:43 PM
So...weird question. I'm about two years in to my current game, colony of 10 colonists. Just got oil etc so started to make plastic. The thing is I've barely had any raids and the ones I have had have been pretty easy to fight off (mostly tribals, norbals). I'm playing on challenge difficulty with randy random as storyteller. Does this sound strange/buggy to anyone or is this the right curve for the difficulty of this mod?
Sometimes, some world seeds bug out. Enable developer console and check if you are getting errors, they mostly involve Hospitalilty mod.
Quote from: Ajes on June 16, 2016, 03:12:24 PM
Google won't tell me how to get nitre "early game"... im on A13
and arrows for bows? - the ammo workbench dosn't seem to make arrows..
Nitre can only be found minning the nitre blocks, if you get lucky with generation.
(http://i.imgur.com/JfvXGhb.png)
You can get nitre from mine extractor in large quantities, you require to research mining. Construction I -> Minning But you pretty much need at least Power I. Requires 800 W, a single wind turbine will do.
Arrows for bows are crafted in the crafting spot, fueled smithy and electric smithy.
QuoteQuote from: notfood on June 16, 2016, 07:33:11 PM
Sometimes, some world seeds bug out. Enable developer console and check if you are getting errors, they mostly involve Hospitalilty mod.
Haven't seen anything yet, and by bug out do you mean in general...so it might just be a crappy world seed or something else? I'm willing to start on a new world with this mod but so far no other issues to report.
Quote from: sidfu on June 16, 2016, 04:52:34 PM
nope its normal as he is random thats why alot dont use him. i had one time with no attack for 4 years then eh started spawning 20-30 person raids
I've used him before and never noticed this kind of game, yes it's always been fairly random but never to the point where I'm not being challenged at all.
Skyarkhangel, the pack appears to be using a different LT_Infusion than this one (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571) you published some time ago. For compatibility, modder Pestilenz (https://ludeon.com/forums/index.php?action=profile;u=34837) needs a reference or something to get this mod (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262) compatible with HardcoreSK.
I think AutoEquip for HardcoreSK is a must have mod where colonists need to be tailored to specific task. The no infusion already works but it'd be much better if the infusion stats were calculated as well.
is it possible to make potatos be planted without seed? as you kn, there is no such thing - 'seed of potatos' and farmers just plant potato itself and it propagate by itself.
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!
Here's both of them http://imgur.com/a/BrNiw
if player deconstruct a meteorite he cannot get any resources but mine them he can get some.
is this intended?
and i cant build mortars even if i researched the tech. (i have mortar crate and enough resources. but cant find build button of mortar at security tab)
Quote from: caesius on June 17, 2016, 08:57:40 AM
is it possible to make potatos be planted without seed? as you kn, there is no such thing - 'seed of potatos' and farmers just plant potato itself and it propagate by itself.
Actually, potato seeds
are a thing, it's just nobody uses them.
Quote from: caesius on June 18, 2016, 02:16:01 AMi cant build mortars even if i researched the tech. (i have mortar crate and enough resources. but cant find build button of mortar at security tab)
I have the same issue, I had a game where I researched pretty much every security research in the whole mod just to double check it, and the defs only list the one research requirement so this is a bug. Anyone got any clue as to how to correct it?
Is a guide for this mod awayable?
i'm hard confused with the massive change, no idea which weapon use whatever ammo. i don't understand why a bed need components, also that sleeping bag. After I spent 2 hours for prepare carefully, i must say, this mod pack is not for rimworld beginners like me. I'm a little bit frustrated. :/
And sorry for my eyekiller english. 8)
Heheh, we should share our starting routes.
I play with Crash Landing. First thing to do is stabilize the chaos. Sometimes I get a big advantage from the sky, sometimes it's the curse of overpopulation or wealth. Things can get easy or tough and a lot depends on the biome.
My favorite biome to crash is the arid shrubland, easy to contain those fires, free sand! plenty of animals to hunt, enough trees to sustain yourself, just enough soil to grow things. Regardless of the biome you choose, as soon as you land, build yourself 4-8 sleeping bags and a couple of animal spots. Prioritize building under roof, building walls is slow and will take some days, find a ruin and make it your temporary base. Micromanage one pawn with the fire extinguisher (you always get one) to save all those yummy extra resources. Micromanage the hauling of healpacks, components, etc. The important things.
Anyway, you landed, you controlled the fires, and the night arrived. Everyone is shaken but they will be fine... for now. First trouble you will face is hunger. So before all that food outside rots away, put it under a roof. Hauling food is a priority those couple of days after landing. Next comes walls. Forget beds, you will run out of components. Building furniture must wait until you have a steady production. So, start with a Machining Table and get a colonist to chuck out stone blocks nonstop. Meanwhile, as you build your base, your food supplies will start running low so get yourself a Butcher Table, a Simple Grill and a Sawmill to fuel your grill, get someone to hunt and your colonists will eat jerky from now on. We have no refrigeration, fun meals will take a while. In the meantime, you will need a steady supply of parts and mechanisms, so next comes the Hand Assembling Workbench, by now you should be running out of your starting steel bars so chop some wood and build planks in the sawmill to use instead of metal bars but we will need metal bars to go anywhere so build a Hand Smelting Furnace, if you have plenty of trees you may consider charcoal, otherwise mine for coal, it's plentyful enough to last for seasons but it's non renewable. I prefer to use steel instead of cast iron because it consumes less coal and iron ore seems to be everywhere but that's up to you. Raids are about to start so build some bows and arrows in the Crafting Spot, you will want a Fueled crematorium so the mood doesn't go down with so many bodies and if you are playing with Zombie Apocalypse, it's a must have. The manager table is also a must have to free yourself from the micromanaging of tree cutting. I didn't mention the fueled Fueled Stove, it's pretty much useless until you have refrigeration (or your biome is ice sheet). Ah- don't forget to plant your potatoes, did you bring any?
After everything is stable, you should build a research bench and start climbing the tech tree. I recommend going for Power I first, it enables you to build a coal/kindling powered small refrigerator and it's not expensive. Focus on defences next, the best defence is the offense. Weapons and ammo for your starting weapons should be your next priority, you won't last long with only bows. Smithing and Crafting I research is preferable next.
Afterwards... beeline for mining research, you will run out of ores eventually and you will want those ores that didn't spawn in your map, mainly Nitre for your mulch. That Mine Extractor is going to need 700W of power, you will want a wind power turbine solely for it. Midgame is about juggling your resources, satisfying those demands, beefing up your defences and fighting raids and zombies!
Adendum, a Fishing Pier with a dedicated fisherman colonist is much much better than hunting but you need Agriculture I to process those fishes in the butcher table. Harpoons are the best early game weapon for hunting, they are ranged and use no ammo, but... what is 5 wood logs for 50 stone arrows? Well- running out of ammo in the field is a thing.
Many thanks for that juice. I'll try it. 8)
The alpha 13 version is quite playable, for those still not on it. I recommend jumping in as some of the changes are very cool.
There are some bugs that cause issues however, and it is useful to know about them before you get into the mod. The current list of serious bugs I have found is as follows:
Mortars of all types can not be built (not present in security architect menu)
Workaround: You pretty much just can't have mortars. If you get any mortar crates just sell them. It was observed that sieges start creating a building with them, it may be possible to wait until they finish and then capture their mortars. Not tested.
Anesthetic (special injection, not the standard anesthetic from operations) never wears off and the affected pawn is permanently down.
Workaround: Never use this operation.
If you have a save where you have already used this it is possible to fix it by editing the save but this is only for emergencies.
Find the block (numbers may differ):
<li Class="Hediff_Implant">
<def>AnestheticInjected</def>
<ticksSinceCreation>1908288</ticksSinceCreation>
<partIndex>0</partIndex>
<severity>0.001</severity>
<ticksToDisappear>-1908288</ticksToDisappear>
</li>
and line:
<healthState>Down</healthState>
and delete them both from the save. Make sure you do this on the correct pawn definition. You do not need to replace the code with anything, just delete it.
Pawns that leave the map on away missions never return
Workaround: Never send pawns on away missions.
These pawns are retained in your saves and it is theoretically possible to get them back, I have not investigated how difficult this is and it would require a fair bit of knowledge of the internal code of the game.
Virtually every attack is insectoids and they are almost impossible to survive.
Workaround:
In the file \Mods\Core_SK\Defs\FactionDefs\Factions_Insectoids.xml you can change the frequency of these attacks by changing the line <raidCommonality>50</raidCommonality>. The number 50 can be reduced to reduce the attacks and make it so that some humans attack as well. I use 5 but you can experiment with what works for you. 5 means that insectoid attacks are very rare. The attacks are still almost impossible to survive early game.
Those are the main ones for now, enjoy.
I have working mortars. Most of my raids are zombies and pirates, this may be the seed's fault. My retrieve missions from outside map work as intended, missing forever colonists has yet to happen to me, could it be a save/load issue?
edit: Hm- I have updated CombatRealism.dll EdBPrepareCarefully.dll and Hospitality.dll so the bugs may be in there.
Hello I have problem with zombie Apocalypse -> All of my raids are only zombies so I have no way of getting new blood other than slaves which are really rare and last 3 slave traders had all s*** slaves who wouldnt do most jobs and sux at others .
Any way to get a normal human raid from time to time ? XD
You may be getting this:
Quote from: BandOfDog on June 17, 2016, 07:52:23 PM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!
Here's both of them http://imgur.com/a/BrNiw
Trying a different seed fix it, sometimes...
You can also spawn the raid yourself with developer tools if you don't want to regen world.
i think i found a bug. with A2B. this is the log.
[attachment deleted by admin - too old]
Just wanted to know if there was any way of adding the containers mod to this awesome pack? I really don't like the nano storage and I don't like having to micro manage the items coming and going form it.
If anyone has a way please post, thanks! ;)
Is it even updated to A13 ?
Quote from: notfood on June 19, 2016, 01:35:25 PM
You may be getting this:
Quote from: BandOfDog on June 17, 2016, 07:52:23 PM
Ok I have a few errors which involve Hospitality Mod so thought I'd post them here just to make sure these aren't the ones causing the non raiding situation!
Here's both of them http://imgur.com/a/BrNiw
Trying a different seed fix it, sometimes...
You can also spawn the raid yourself with developer tools if you don't want to regen world.
Ah so those errors did mean something then? As I have little knowledge of the code I wasn't really able to ascertain much from them. Do you know what they mean notfood? Also you say you've updated certain mods, is that just a case of dragging the new mod updates in to their respective folders?
Quote from: notfood on June 18, 2016, 07:41:27 PM
Heheh, we should share our starting routes.
I play with Crash Landing. First thing to do is stabilize the chaos. Sometimes I get a big advantage from the sky, sometimes it's the curse of overpopulation or wealth. Things can get easy or tough and a lot depends on the biome.
My favorite biome to crash is the arid shrubland, easy to contain those fires, free sand! plenty of animals to hunt, enough trees to sustain yourself, just enough soil to grow things. Regardless of the biome you choose, as soon as you land, build yourself 4-8 sleeping bags and a couple of animal spots. Prioritize building under roof, building walls is slow and will take some days, find a ruin and make it your temporary base. Micromanage one pawn with the fire extinguisher (you always get one) to save all those yummy extra resources. Micromanage the hauling of healpacks, components, etc. The important things.
Anyway, you landed, you controlled the fires, and the night arrived. Everyone is shaken but they will be fine... for now. First trouble you will face is hunger. So before all that food outside rots away, put it under a roof. Hauling food is a priority those couple of days after landing. Next comes walls. Forget beds, you will run out of components. Building furniture must wait until you have a steady production. So, start with a Machining Table and get a colonist to chuck out stone blocks nonstop. Meanwhile, as you build your base, your food supplies will start running low so get yourself a Butcher Table, a Simple Grill and a Sawmill to fuel your grill, get someone to hunt and your colonists will eat jerky from now on. We have no refrigeration, fun meals will take a while. In the meantime, you will need a steady supply of parts and mechanisms, so next comes the Hand Assembling Workbench, by now you should be running out of your starting steel bars so chop some wood and build planks in the sawmill to use instead of metal bars but we will need metal bars to go anywhere so build a Hand Smelting Furnace, if you have plenty of trees you may consider charcoal, otherwise mine for coal, it's plentyful enough to last for seasons but it's non renewable. I prefer to use steel instead of cast iron because it consumes less coal and iron ore seems to be everywhere but that's up to you. Raids are about to start so build some bows and arrows in the Crafting Spot, you will want a Fueled crematorium so the mood doesn't go down with so many bodies and if you are playing with Zombie Apocalypse, it's a must have. The manager table is also a must have to free yourself from the micromanaging of tree cutting. I didn't mention the fueled Fueled Stove, it's pretty much useless until you have refrigeration (or your biome is ice sheet). Ah- don't forget to plant your potatoes, did you bring any?
After everything is stable, you should build a research bench and start climbing the tech tree. I recommend going for Power I first, it enables you to build a coal/kindling powered small refrigerator and it's not expensive. Focus on defences next, the best defence is the offense. Weapons and ammo for your starting weapons should be your next priority, you won't last long with only bows. Smithing and Crafting I research is preferable next.
Afterwards... beeline for mining research, you will run out of ores eventually and you will want those ores that didn't spawn in your map, mainly Nitre for your mulch. That Mine Extractor is going to need 700W of power, you will want a wind power turbine solely for it. Midgame is about juggling your resources, satisfying those demands, beefing up your defences and fighting raids and zombies!
Adendum, a Fishing Pier with a dedicated fisherman colonist is much much better than hunting but you need Agriculture I to process those fishes in the butcher table. Harpoons are the best early game weapon for hunting, they are ranged and use no ammo, but... what is 5 wood logs for 50 stone arrows? Well- running out of ammo in the field is a thing.
Thanks ! This actually helped more than anything else. I haven't played the Rim in months, I came back ( tho I still play on A12 because of this modpack ) and I forgot most of the things or things changed and I could not manage to survive very long as it became really complex game thanks to this modpack. Thanks again ;)
Overally this is still a great modpack. The best.
A few things are broken.
CR's weight system breaks people who come "with a few items to sell"
If you sell to them they become overburdened so much that they drop half their stuff immediate and crawl towards the edge of the map and die, then you cop the -influence for dead trader.
The events.. They are just bad I am sorry to say. They don't add any fun or challenge, they are just.. terrible.
The darkness event.. happens way too often and its daft..
Earthquake.. Adds nothing to the game.. just alot of repairing for a long time..
Aboimination.. Turns every pod man into a mutant.. cant get colonists this way anymore..
if these events happened once a game.. maybe okay.. but repeated.. Its terrible.
There aren't enough raids anymore.. This may be a hospitality mod bug from what I've read elsewhere..
Mineral/mining/traders balance is all spot on. A+
Just to reitterate, great modpack overall, puts vanilla to shame.
hello guys,
i look the forum tread but im not sure about a question. i wanna install the modpack on the laptop from my gf with the hardcore modpack but i cant activate the mods ingame.
she had the newest update so alpha 13. the mod is updated 4 days ago - but should we must downgrade to alpha 12d and install the modpack ?
or does it work on alpha 13?
thank you
Quote from: Gaiska on June 20, 2016, 07:21:34 AM
does it work on alpha 13?
Yes, the latest version 3.0 works with A13
Am I stupid or what?
How to sow plants? I have potatoes and its seeds, but nobody sow them and I can't do anything to make them do this.
Alpha 13 version.
Quote from: Gaiska on June 20, 2016, 07:21:34 AM
hello guys,
i look the forum tread but im not sure about a question. i wanna install the modpack on the laptop from my gf with the hardcore modpack but i cant activate the mods ingame.
she had the newest update so alpha 13. the mod is updated 4 days ago - but should we must downgrade to alpha 12d and install the modpack ?
or does it work on alpha 13?
thank you
Are you sure you have the latest version? You have to go on Github and download it from there, as it is still a work in progress. If you are just downloading the last 2.5 build, then yes that will only work with Alpha 12.
Anyone know if theres a way to repair this save ? ( I'm recording Youtube series on it and its permadeath :3 )
(//)
[attachment deleted by admin - too old]
Update CombatRealism.dll so it won't happen again, in the meantime, to recover your save, open it in text editor and find <assigments> tag, then erase the duplicate <pawn> id </pawn>
Good luck!
Quote from: notfood on June 20, 2016, 12:51:59 PM
Update CombatRealism.dll so it won't happen again, in the meantime, to recover your save, open it in text editor and find <assigments> tag, then erase the duplicate <pawn> id </pawn>
Good luck!
Thanks for Reply ;)
When I open my save with notepad and click ctrl + f I cannot find assigments .
Update ! Nvm Found it manually xD took me a bit.
Quote from: notfood on June 20, 2016, 12:51:59 PM
Update CombatRealism.dll so it won't happen again, in the meantime, to recover your save, open it in text editor and find <assigments> tag, then erase the duplicate <pawn> id </pawn>
Good luck!
for A13 users, newest version of this mod pack contains latest combatrealism.dll so no need to "update" that dll file.
As in right now in the github, CombatRealism.dll assigment tab is bugged, you need to use the patched version by crusader2010 over here (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889) to fix the save corruption.
So i stated a few days ago i have downloaded the mod pack and placed the mods in the proper folder along with the modconfig file. When i start the game up and go the mod selection tab i turn on the mods and it takes a min to return to the other screen but when i go back to the mod list the only one activated is Core nothing else. Is there a certain i need to turn them on or am i missing something else?
You don't enable the mods manually, copy the Modsconfig.xml to the folder users/(your windows user name)/appdata/LocalLow/ludion studios/rimworld/
I just wanted to thank the team who compiled this and actively update this for A13 update. I love Rimworld but this pack makes it into something far superior in my opinion. I dont think I could play normal Rimworld after this.
Keep up all the good work and know there are a lot of people who love what you are doing.
Quote from: Sleban on June 20, 2016, 10:59:03 PM
So i stated a few days ago i have downloaded the mod pack and placed the mods in the proper folder along with the modconfig file. When i start the game up and go the mod selection tab i turn on the mods and it takes a min to return to the other screen but when i go back to the mod list the only one activated is Core nothing else. Is there a certain i need to turn them on or am i missing something else?
It sounds like you don't have the modsconfig file in the proper folder. Either that or you have custom file locations setup, but not correctly.
Since when dont we need to turn on the mods?
Quote from: Sleban on June 21, 2016, 04:02:01 PM
Since when dont we need to turn on the mods?
By placing the modsconfig file that is provided with Hardcore SK you are effectively turning them on. The modsconfig turns them on and in the correct order. This would be the same thing as doing it yourself manually without the hassle of doing it in the proper order.
I know you probably cant fix this but atm but it kinda annoys me that zombies that rerise up dont keep there damage like if there is any way you can make them keep the damage they got it would be much appreciated. :p
I'm getting issues with visitors. It seems to fire "chief gets angry" every time, even if they appear to have left peacefully.
Another thing I have noticed is that herbivores get very rapidly wiped out. Outside of my walled off areas, it's almost exclusively carnivores, who turn on each other.
one balance issue. as you kn, autopsy gives huge amount of medical exp. and player can quit it before the corpes being consumed, and can use that corpes again to get more med exp. with this method, player can make 20 medical skilled pawn in about 20 minutes. it looks almost cheating i think and need to be balanced.
I think there's a lot of issues with the 3.0 version right now. Main one for me and I know a few others is the raids not showing up, lacking in strength or just being stuck at one type (such as norbals or insect swarms). I don't personally know skyark so I don't know what the progress is with getting these sorted. If I had the knowledge to help fix stuff myself I would!
Well i got it to work idk what was wrong but now im having a problem loading my old save files, to clarify im using version 3.0
hi,
2 bugs: after loading a savegame workbench and other stations have the maximum need for energy. You must turn them off and on to get the right value.
Second problem: Nearly evrything in my base lost health. Metal ores, Alloys, cloth. Is this a new featur? :-D (all things are in an indoor area and there are no chrashbugs or something)
some problems found
1. quarry cannot be deconstructed. (but can be destroyed by meteoroids)
2. cooking tools information wrong. (information of working tools)
3. commode and end table does not work (cannot be connected to nearby bed)
Found a bug.
Had a pregnant rimdog. (Presumably?) When it went to give birth, it gave birth to a baby every tick (I think?). Game lagged out with tons of baby rimdogs.
Output.log is too big.
A13 Beta, the one before the update you posted ~16hrs ago. The set of mods etc that were up for a week.
I can't seem to find whether or not this will work with alpha 13? can someone help me find where to look.
Here (https://github.com/skyarkhangel/Hardcore-SK/archive/master.zip), download very latest from github, be warned it's beta and bugs are to be expected. Don't forget to copy ModsConfig.xml to your user settings.
Can't seem to make tables a doors outta wood, is this a feature or a bug?
You don't use wood logs, you use wood planks, you transform logs into planks in the sawmill.
How do you manufacture guns/turrets? I have built the relevant tables, but guns need things like "pistol component", which I can't seem to be able to manufacture.
Quote from: Shad on June 24, 2016, 06:15:10 PM
How do you manufacture guns/turrets? I have built the relevant tables, but guns need things like "pistol component", which I can't seem to be able to manufacture.
those have to be bought and right now think it was mortars someone reported as being bugged.
on the guy with the dog issue did u see if maybe she got bugged cause she was trying to eat a animal that was marked as banned maybe? ive avoided dogs as in a12 they would bug if they tried to maul a corpse. in my current game i use wild boar and cows and no problem wtih birth. it might be a issue with carnivores.
The bench, which takes up two sitting positions, seems to only let one person at a time sit there. I specifically built the wood plank bench, didn't try any other materials to see if that was any different.
Quote from: notfood on June 24, 2016, 01:08:18 PM
You don't use wood logs, you use wood planks, you transform logs into planks in the sawmill.
Figured this out about 10 min after posting this, had a this is stupid, why can I make a door from wood its just planks and nai....oh wait, duh. moment
So about a few hours into the game and i had a migration wave to come in and nothing came through so i thought it was a bug so whatever. then my game started to lag bad like one a few frames per second. so i went in game development mode to clear up some animals corpses from around the map. Then i noticed in the area of the previously mentioned migration wave there were literally 1000's of dogs so i did the 21x21 clear area and they are continuing to spawn no matter i do.
If it matters the type of dog is Samoyed.
looks like a14 gonna beat the update for the mod pack :P
Quote from: sidfu on June 25, 2016, 08:29:11 PM
looks like a14 gonna beat the update for the mod pack :P
I just hope this doesn't end up like some other mods that just ended up disappearing completely, there's not been much activity on github and that worries me a little. As I've said before though I don't know the mod owner so I'm as clueless as everyone else.
I instal this pack recently, but my pawns don't work, they forever haul item, but never make plank or build bed, why ?
Excuse me for my bad english, i'm french :d
Quote from: BandOfDog on June 25, 2016, 10:00:58 PM
Quote from: sidfu on June 25, 2016, 08:29:11 PM
looks like a14 gonna beat the update for the mod pack :P
I just hope this doesn't end up like some other mods that just ended up disappearing completely, there's not been much activity on github and that worries me a little. As I've said before though I don't know the mod owner so I'm as clueless as everyone else.
yow man, take a look at github: Latest commit e14cd14 3 days ago(!!!11one) sky is still working, also u can look here: http://hardcore-sk.ru/ there u can sse on the right side: oh, sky is there and alive. so u can help and if u find issues post it on github. thats the best way for sky and all.
pls don't be worrie and h.a.n.d.! ;)
I have the same problem...I recently install this modpack and my colonist don't want to work. They just bring items to the stockpile and after that when I want to build something they stand in the same place, they just eat and that's it...
Someone knows what's the prob ?
Quote from: sidfu on June 25, 2016, 08:29:11 PM
looks like a14 gonna beat the update for the mod pack :P
Not Sure what You mean , I am playing A13 with Hardcore SK and no issues so far ( only thing is that i get mostly zombie raids and too many corpses that from time to time i need to clear with development tool :P )
Does anyone know if this has the updated Hospitality mod? I'm not sure what to look at in the Hospitality mod itself to see if it is the current version.
The reason I ask is I have had no raids over a season into a game. Got one raider as part of the "call for help" event, but no others. I am also seeing many instances of the chief is pissed due to losing people when they have all left the map just fine.
Quote from: BlackSmokeDMax on June 26, 2016, 10:43:14 AM
Does anyone know if this has the updated Hospitality mod? I'm not sure what to look at in the Hospitality mod itself to see if it is the current version.
The reason I ask is I have had no raids over a season into a game. Got one raider as part of the "call for help" event, but no others. I am also seeing many instances of the chief is pissed due to losing people when they have all left the map just fine.
This is an issue I and a few others mentioned a few pages back. notfood tried looking into it and I think may have determined it wasn't anything to do with Hospitality.
Quote from: BlackSmokeDMax on June 26, 2016, 10:43:14 AM
Does anyone know if this has the updated Hospitality mod? I'm not sure what to look at in the Hospitality mod itself to see if it is the current version.
The reason I ask is I have had no raids over a season into a game. Got one raider as part of the "call for help" event, but no others. I am also seeing many instances of the chief is pissed due to losing people when they have all left the map just fine.
Just Spawn some raids with dev tool ;)
Quote from: BandOfDog on June 26, 2016, 01:41:06 PM
This is an issue I and a few others mentioned a few pages back. notfood tried looking into it and I think may have determined it wasn't anything to do with Hospitality.
Thanks for the info.
Quote from: Shushei on June 27, 2016, 08:14:12 AM
Quote from: BlackSmokeDMax on June 26, 2016, 10:43:14 AM
Does anyone know if this has the updated Hospitality mod? I'm not sure what to look at in the Hospitality mod itself to see if it is the current version.
The reason I ask is I have had no raids over a season into a game. Got one raider as part of the "call for help" event, but no others. I am also seeing many instances of the chief is pissed due to losing people when they have all left the map just fine.
Just Spawn some raids with dev tool ;)
Good idea, may just do that. At least it's enough to test with.
note this is curently broken (or atleast for me), anyway raids won't show up, i tried to spawn a raid and it didnt happen, all i got is an error.
Convoluted mess. Can build crematoriums with researching cremation. Entire research tree is an explosion different ideas moving in different directions - fuses can be researched before basic power. Crafting is just as confused - want to make a bow? Use the crafting spot... or use the hand sawmill. Want to make arrows? Crafting spot only, sawmill can't handle it. Butcher table can butcher corpse, but sea snakes and blueblades still need their own separate billings. That's just the stuff you'll find in your first week on a planet.
Yes, it's got a lot of stuff crammed in there without causing any massive game malfunctions, but beyond that there really is no real sense of underlying logic behind how any of it is supposed to fit together. Meaning that coding errors were looked at but no one seems to be asking how or why things are supposed to fit together like they do. Did anyone ever stop to ask "Do we need this? Is there another item already in the game that does essentially the same thing? Could I perhaps move this mod's one new function into the existing paradigm, making sure that it logically fits into the tech tree just so, instead of just trying ram the entire thing on top of everything else without rhyme or reason?"
An ambition idea, to be sure, but sorely lacking in any direction other than "Add moar stuff!"
NephilimNexus completely summarizes my thoughts on the modpack after two weeks of use, and try as I might I simply can't play with this. It's a "hot mess" so to speak. There are a great assortment of mods but there are no synergies holding it together.
That's because you are using an alpha version of the modpack ;), They are actually working on the research tree to make a good one :).
There is still no modpack who came to the ankle of Hardcore Sk for the previous version of the game ^^ A12 and A11, if you play on the A13 version you have to know it's in alpha stage and they are recolting bug occurence and working on the research tree right now.
Quote from: Dynastiew on June 29, 2016, 05:09:57 AM
That's because you are using an alpha version of the modpack ;), They are actually working on the research tree to make a good one :).
There is still no modpack who came to the ankle of Hardcore Sk for the previous version of the game ^^ A12 and A11, if you play on the A13 version you have to know it's in alpha stage and they are recolting bug occurence and working on the research tree right now.
Agreed. Hopefully they get their research tree back in like A12. With an actual tree view and the ability to queue multiple research items, it was a very nice bit of work!
Quote from: BlackSmokeDMax on June 29, 2016, 08:53:48 AM
Agreed. Hopefully they get their research tree back in like A12. With an actual tree view and the ability to queue multiple research items, it was a very nice bit of work!
I'm sorry, but I just have to comment. That visual research tree is/was my work. It's a stand-alone mod that works just as well on vanilla, or any other modpack or combination of mods. That said, it's a bitch to update for A13 with all the new changes, and I haven't had the time to do so yet.
I do plan on updating it for A14.
edit: actually, small correction, it was incorporated into CCL for A12, and taken out for A13 for the above reasons. It will be standalone for A14.
some uncomfortable things.
hazmat container cannot Quarantine the radiation. it is completly meaningless container.
sunlight lamp and teraforming pump cannot be installed/reinstalled.
cant check the remaining day of mine extractor/oil extractor etc.
when people fight each other, they just drop their items in inventory. its quite uncomfortable.
Quote from: Fluffy (l2032) on June 29, 2016, 10:03:43 AM
Quote from: BlackSmokeDMax on June 29, 2016, 08:53:48 AM
Agreed. Hopefully they get their research tree back in like A12. With an actual tree view and the ability to queue multiple research items, it was a very nice bit of work!
I'm sorry, but I just have to comment. That visual research tree is/was my work. It's a stand-alone mod that works just as well on vanilla, or any other modpack or combination of mods. That said, it's a bitch to update for A13 with all the new changes, and I haven't had the time to do so yet.
I do plan on updating it for A14.
edit: actually, small correction, it was incorporated into CCL for A12, and taken out for A13 for the above reasons. It will be standalone for A14.
That is great to know Fluffy. And not surprising at all, you have so MANY great mods! Sorry for any confusion, hard to know what is and what is not the work of someone else without reading all the fine details of a Modpack that large. I don't doubt they probably attributed it correctly, and I just didn't read through that book of a list from 2.5a.
I think it'd be useful for the modpacks owner to let us know where he's at with things. I realise we can keep an eye on the github but sometimes the information posted there doesn't really tell much if you're not part of the team working on it.
It's a shame that currently the a13 version is pretty messed up as I like the changes etc in it. Especially with regards to the Superior crafting stuff that's included. I find it much more realistic to have to craft specific components for different items/benches. I'm currently using Arbitration and it works well, but after playing Hardcore SK it feels a lot more basic in terms of progression and a lot of items/benches can be made with very simple resources. This I find makes the difference as instead of having to create components, gather basic resources and electrical components to put together a bench you can make the same one with just metal. Still it fills a gap while this gets sorted :D
Hello, Anyone knows if this save file is recoverable ?
[attachment deleted by admin - too old]
Well if you can read russian you can go on their forum and read, he post on it ;D.
Quote from: Dynastiew on June 29, 2016, 05:59:55 PM
Well if you can read russian you can go on their forum and read, he post on it ;D.
I wish I could but I don't hah. Anyone who can translate?
I use google translate, it performs poorly ahahah.
After loading a save game power consumtion is much higher. I need to re-flick each station to restore it...
Quote from: tirramissu on June 30, 2016, 12:11:16 PM
After loading a save game power consumtion is much higher. I need to re-flick each station to restore it...
i installed power switch on the power cable leading to my workshop ;) and every load i just turn it off / on there :P
That's smart, I'll try it out :)
Any ideas why mending bench doesn't work>?
Quote from: tirramissu on June 30, 2016, 12:11:16 PM
After loading a save game power consumtion is much higher. I need to re-flick each station to restore it...
This. This is so annoying. I don't understand why is it happening.
Mending bench works for me. It used to not work some git commits behind.
some problems found
there is a problem on cocking tool reinstalling. (pawns dont/cant reinstall it)
sometimes underground belt stuck
i dont think it is intended that pawns often get cobalt 'alloy' from mining on the quarry
when you recycle the backpack, there is no recycled materials.
Quote from: notfood on June 30, 2016, 06:34:44 PM
Quote from: tirramissu on June 30, 2016, 12:11:16 PM
After loading a save game power consumtion is much higher. I need to re-flick each station to restore it...
This. This is so annoying. I don't understand why is it happening.
Work stations have different power needs between being on, but not used, and being used.
Apparently, the bug causes all the working stations to consume their "being used" quota when the game is loaded, leading to the problem you are seeing.
I recommend to build a one-piece power cable that is not connected to anything near the crafting stations, and to use the reconnect button to turn the stations off and on this way, if you have a crafting room like I do you'll only need one of these and it's much faster (and less micro management) than having pawns do it.
Quote from: NephilimNexus on June 28, 2016, 04:24:29 PM
Yes, it's got a lot of stuff crammed in there without causing any massive game malfunctions, but beyond that there really is no real sense of underlying logic behind how any of it is supposed to fit together. Meaning that coding errors were looked at but no one seems to be asking how or why things are supposed to fit together like they do. Did anyone ever stop to ask "Do we need this?
I completely disagree. Yes, the modpack has a number of inconsistencies, but overall has a very clear direction - it wants to make you experience a near-correct evolution of technology (same basic idea as the Ascencion pack has). Furthermore, it wants to be difficult and complicated, because the base game honestly lacks depth after a while, and most of the mods found on the board are nice, but make the game much too easy.
If you play a full game with this modpack, you can see that it leads from what is basically a stone age equivalent to a coal-powered civilization, to a fuel-powered civilization, and goes on to start using more ecology-friendly technologies like solar power (you can build it before fuel, but it is very expensive to build, which has a nice equivalent in real life).
The main inconsistencies are that some crafting recipes can be crafted at more than one station, and that you really do not have a clue as a beginner how the technology tree works smoothly - with this I mean that there is a certain way / order to researching within hardcore mod that works best and feels best, but which is not obvious. If you do not follow this path, things feel more non-fitting together.
I'm sure this isn't for everyone. I, for one, have put several hundred hours of fun play into Rimworld, most of them with the Hardcore mod, because Vanilla grows boring after fifty hours and so and many mods make the game totally trivial and are therefore only a short substitute.
Also, building a modpack as big as Hardcore mod with the coherence you are requesting in your post is, in my opinion as a software developer, nearly impossible with a non-professional team, because coherence is one of the most boring (and time-consuming) job in developing software without having too much merit after a certain degree of it is reached.
is there any news about the update? its been 9 days since the latest update (which was quite trivial update).
So i came across my first major turning point where i can not progress anymore because i dont know how to get past this "problem".
Anyone could be so nice and tell me how to fix broken down machinery and if it is possible to have pawns repair things before the maintenance counter reaches 0% ?
/edit
nevermind i just noticed i had my homezones not properly set up and that was the reason nobody was tending to it and also that i was not able to manually force a repair.
I can't sow anything. I have potato seeds, growing zone, colonists with growing skill, but they are just standing idle.
why are there no constructor, medic, craft robots?
and, gardener robots have huge bug. it does not work at all, just wandering and recharging.
also, why the 'robots' participate party and marriage? even more, they got effected by radiation. it is quite weird. are they really robots?
+ i dont kn why but my colonists do not use weed cigarettes. only by manual consume.
Quote from: Szarrukin on July 02, 2016, 12:00:01 PM
I can't sow anything. I have potato seeds, growing zone, colonists with growing skill, but they are just standing idle.
Its kind of blind shot but got 2 posible issues
1. Your colonist are not set for Growing Work in Work tab Menu
2. Your Colonists are restricted to AREA (like Home ) that doesnt cover your growing zone.
Quote from: Shushei on July 03, 2016, 04:26:26 AM
Quote from: Szarrukin on July 02, 2016, 12:00:01 PM
I can't sow anything. I have potato seeds, growing zone, colonists with growing skill, but they are just standing idle.
Its kind of blind shot but got 2 posible issues
1. Your colonist are not set for Growing Work in Work tab Menu
2. Your Colonists are restricted to AREA (like Home ) that doesnt cover your growing zone.
Nope and nope. It's summer, colonists have enabled growing work, growing zone is in home area. And still nothing.
https://postimg.org/image/nd9apxwzb/ (https://postimg.org/image/nd9apxwzb/)
Quote from: Szarrukin on July 03, 2016, 05:43:54 AM
Quote from: Shushei on July 03, 2016, 04:26:26 AM
Quote from: Szarrukin on July 02, 2016, 12:00:01 PM
I can't sow anything. I have potato seeds, growing zone, colonists with growing skill, but they are just standing idle.
Its kind of blind shot but got 2 posible issues
1. Your colonist are not set for Growing Work in Work tab Menu
2. Your Colonists are restricted to AREA (like Home ) that doesnt cover your growing zone.
Nope and nope. It's summer, colonists have enabled growing work, growing zone is in home area. And still nothing.
https://postimg.org/image/nd9apxwzb/ (https://postimg.org/image/nd9apxwzb/)
did you research appropriate tech? like vegetable research 1 and agriculture 1
Just started playing with the latest and greatest Hardcore SK mods...
So far I'm really liking the changes.
But there ARE some steep learning curve issues. Is there a generalized reference post that explains all the major departures from the vanilla?
For example, needing ammo for the various guns is a new challenge for me. Is there some reference list somewhere of which guns take which ammo? I made two (out of two) mistakes with my first attempt and had to enter god-mode to swap out the wrong size ammo for the weapons I chose.
Also had to "cheat-in" some potato seeds as I initially thought that potatoes had been exempted from the "needs seeds" requirement.
Quote from: Havan_IronOak on July 03, 2016, 08:17:32 AM
Just started playing with the latest and greatest Hardcore SK mods...
So far I'm really liking the changes.
But there ARE some steep learning curve issues. Is there a generalized reference post that explains all the major departures from the vanilla?
For example, needing ammo for the various guns is a new challenge for me. Is there some reference list somewhere of which guns take which ammo? I made two (out of two) mistakes with my first attempt and had to enter god-mode to swap out the wrong size ammo for the weapons I chose.
Also had to "cheat-in" some potato seeds as I initially thought that potatoes had been exempted from the "needs seeds" requirement.
you can check the needed ammo type at information tab in each gun.
in my case, 5.56x45 NATO and 9x19 PARABLUM ammo types are most commonly used.
I was able to figure out what kind of ammo I needed once I'd started my colony but that doesn't help much when 'Preparing Carefully" It would be great to either have the info show in the prepare carefully mod or to have a spreadsheet that I could load up externally.
What I'm puzzling over now is why I can't grow rice. I've got the seeds and researched level 1 Agriculture. That SAYS that it unlocks Corn, Rice and Strawberries. It did unlock corn but no joy on rice.
Also I'm trying to figure out how to unlock the tailoring bench.
I WILL create a section of the wiki for the Hardcore SK mod once I get a bit more expert on how things works but in the mean-time I still have plenty of questions.
Solved the question of growing Rice and Strawberries! Seems the text for Agriculture I lists them but further research is required.
Rice requires Vegetable Research I
Strawberries requires Vegetable Research III.
I heard the tech tree is getting reworked and things are bound to change research wise.
I often find myself reading the xml files to learn what I have to do.
By the way, you require CraftingI to get the hand tailoring workbench. It's pretty much available right from the start.
Thanks for that! The in-game help is pretty good but its not always clear to a new player.
My NEW problem is capturing an escape pod guy that just dropped in. I'm guessing that I need a special cell door (not just any door). What tech is that hidden behind?
Also, I built the fence in the game that's supposed to keep your crops from being eaten... I used it to build a chicken yard to keep out some troublesome wolves that were in the area. Now I see deer sleeping inside the fenced in area. WILL this thing keep out wolves?
You just need any bed set to medical to rescue escape pods, if you want to capture, you need a room with the beds set to prisoner. No extra tech needed.
Just finished researching Defense I... Parapets (Like sandbags but...better?) Can someone fill me in?
Also fences don't keep out deer (or tarantulas?)
Finally, Stonecutting Tweak is not included in the SK Global modpack. I added it at the bottom of my list and it seems to work fine with everything else. The tweak allows you to specify production goals by stone type so it's possible to set up one bill for granite blocks and another for limestone. Rather than sharing a common stone blocks goal. That way neither interferes with the other. I suggest that it be considered for inclusion in the next release if ItchyFlea doesn't mind.
Quote from: notfood on July 03, 2016, 11:04:32 AM
... you require Crafting I to get the hand tailoring workbench. It's pretty much available right from the start.
Grrrr! One can make clothing on the Tailor's Loom!!! It can even make stuff out of wood!
I thought that that was only for turning cotton et al into cloth.
The Loom is doing the trick but I WAS surprised that so many recipes (like pants) took components. I'm guessing that this is a balance thing.
omg seriously this pack STILL doesn't have the newest hospitality update so every faction ends up hating me for people who supposedly go missing on my map except they exit all happy and healthy....
It's safe to update Hospitality manually.
Fleas?
Since I started using this mod pack I've twice seen the incident that fleas were found in my colony. There is no "Jump to" option as there often is with incidents. I've looked and can't spot any actual fleas (I'm guessing that they're something like the mosquitoes) Do they exist and are there any practical effects or is this just added flavor?
Quote from: Havan_IronOak on July 05, 2016, 09:21:13 AM
Fleas?
Since I started using this mod pack I've twice seen the incident that fleas were found in my colony. There is no "Jump to" option as there often is with incidents. I've looked and can't spot any actual fleas (I'm guessing that they're something like the mosquitoes) Do they exist and are there any practical effects or is this just added flavor?
Flees and mosquitos always spawn in one of the bedrooms of your colony (can be prison rooms too).
They are physically in the room and are relevant because they can transfer diseases (Malaria) when being near a sleeping prisoner.
With A13 I have problem locating "luxury crops" for the best avaible Meal (Luxury Meal)
I remmeber in A12 it was Onion. But Now I have onions and most of crops really but my chefs ( with high enough skill) still doesnt want to make luxury meals. Anyone know which crops are Luxury ? ( In the bill tab theres luxury category but when I open it its " empty" )
mending table does not works... anyone know why?
I've also run into an issue where if I'm attacked my Norbals or whatever new race if I capture them they just slowly starve to death because my wardens won't feed them or interact with them at all.
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!
Quote from: squirrel gnut on July 05, 2016, 03:59:45 PM
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!
This mod pack runs fine under 13 provided you install all the bits and follow the directions in the first post carefully.
However, If you want to run the vanilla alpha build, you can just disable all the mods but the core, no? Of course you may need to begin with a new world and colony.
Quote from: Kirinya on July 05, 2016, 10:17:26 AM
...Flees and mosquitos always spawn in one of the bedrooms of your colony (can be prison rooms too).
They are physically in the room and are relevant because they can transfer diseases (Malaria) when being near a sleeping prisoner.
Hadn't made the malaria connection, yet but I did figure out how to find the critters. I used the hunt tool and just "swept" it through my entire compound. And you were right. The only places with an infestation was in one bedroom and the clinic.
Two minor beefs with this mod-pack... one I've found and fixed and one that I'm a bit afraid to mess with.
1) In the Core_SK Items_Meals_SK.xml file Jerky is tagged as "fine" rather than as a simple meal and it gets picked by my colonists over my "fine" meals. I changed the preferability to simple and that solved my problem. I think that this should be incorporated into the Core_SK next time around.
2) The Tailoring Bench and the Tailoring Loom seem to have had their names swapped based on my real world understanding of such things. The Tailoring Loom is now available as an unpowered unit and can be used to craft garments from furs etc. The Tailoring Bench is only available in a powered variety and is used to turn Cotton into cloth.
Personally I'd like to see the names switched and for there to be an unpowered version of the machine that makes cloth from raw cotton (Call it a Spinning Wheel if you will)
Yo ! A super strange bug . Anyone know if its fixable ? Check screenshot .
The Problem : On top left corner of the map theres a mass spawning of samoyeds. I tried killing them all with Dev Tools, and they just keep spawning and then after a sec they leave map. It slows my game pretty much alot and its annoing. Anyone one know if I can play with save file to delete this abomination ?
I also tried to put a 21x21 rock over them . . . They just kept spawning although they jumped through rock to nearest posible space.
I tried exploding all of them with Bomb , didnt work either ( since new ones just keep apearing like 40 per sec )
P.S. My sister is going to get Samoyed and shes talking about them 24/7 and now this happens WTF DOES IT MEAN ?! XD
*EDIT 1 - Nvm I Fixed it ( Deleted Qued incidents for traveler group in my save file. On load Samoyeds were there but they stopped spawning and just went away )
[attachment deleted by admin - too old]
Quote from: squirrel gnut on July 05, 2016, 03:59:45 PM
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!
the 2.5d version was made for alpha 12 u have to get the github version for a 13. as its been updated extemely slowly a14 will probaly be out before it getss anything major.
I'm really not feeling the component requirements on all the garments and the recipes need some major looking into.
Balance is one thing but I'm guessing that there was an error in bringing this stuff over to the Hardcore_SK files.
On what Rimworld do Loincloths require 90 leather and 3 components?
Quote from: Havan_IronOak on July 06, 2016, 03:07:21 AM
I'm really not feeling the component requirements on all the garments and the recipes need some major looking into.
Balance is one thing but I'm guessing that there was an error in bringing this stuff over to the Hardcore_SK files.
On what Rimworld do Loincloths require 90 leather and 3 components?
I think its down to a first draft translation/port from alpha 12 I doubt other than making the recipes work that they've been balanced as well.
Loincloths should be dirt cheap like 20-40 leather/wool 1-2 component if we're offering suggestions.
how can i fix broken ribs? i have artificial bones, medical rib replacement but there is no surgery tab for fixing rib.
this pack contains EPOE. am i right?
i cant grow banana tree. i have grow skill 16 pawn and all tech researched.
whats wrong???
/edit
nevermind, i confused items.
Quote from: caesius on July 06, 2016, 08:54:40 AM
how can i fix broken ribs? i have artificial bones, medical rib replacement but there is no surgery tab for fixing rib.
this pack contains EPOE. am i right?
I have same problem ;/
For those with the medical bones problem just update to latest git.
Quote from: notfood on July 06, 2016, 02:39:43 PM
For those with the medical bones problem just update to latest git.
oh, i missed that. thanks!
Pretty sure that there's a Glitch in the way these mods are working together as pre-existing buildings and open spaces and visitors and raids etc. (See also reply 2807 in this thread)
When I look at my map on a rainy day I see a rain overlay in the outside areas.
Generally that Rain overlay DOESN'T show for outside areas that are covered by mountain.
However, I'm seeing areas in the mountains around the border where the rain overlay is showing deep inside the mountain.
I've also gone into "god mode" and triggered a visitor group incident. I get the debug screen appearing with the texts like
"Faction Rhine of def Empire has no usable PawnGroupMakers for parms (Target=Feralskill25108 points=72)"
and
"Faction Rimtown of der Brotherhood has no usable PawnGroupMakers for parms (Target=GrizzlyBear59426 points=120)"
No new pawns appear on my map.
I have gotten debug messages as well that suggest that the visitors "did" spawn but I can't see them on the map and the next thing I see are lots of messages saying that the spawned pawns cant move. This generally results in one of my colonist pawns "trying 10 jobs in 10 ticks" and then just standing still. I can generally rehabilitate that pawn by issues one or more manual assignments. After a while they go back to being self managing again.
Hope these details help whoever knows this stuff better to debug the issue.
Separate issue: I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?
Otherwise there's not a good way to carry a sensible amount of ammo.
Two other issues (but related) ...
The mod that added Jerky has<preferability>Fine</preferability>. It should be <preferability>Simple</preferability> otherwise colonists choose Jerky over fine meals that cost more to prepare and are intended to give an attitude boost.
Items_Resource_Organic.xml has RawShimmershroom <preferability>Raw</preferability> It should be <preferability>Fine</preferability>. There is a mood boost even greater than a fine meal when one eats the Shimmershroom raw but with the desirability set wrong one almost never sees the bonus.
Quote from: Havan_IronOak on July 07, 2016, 02:44:36 PM
Two other issues (but related) ...
The mod that added Jerky has<preferability>Fine</preferability>. It should be <preferability>Simple</preferability> otherwise colonists choose Jerky over fine meals that cost more to prepare and are intended to give an attitude boost.
Items_Resource_Organic.xml has RawShimmershroom <preferability>Raw</preferability> It should be <preferability>Fine</preferability>. There is a mood boost even greater than a fine meal when one eats the Shimmershroom raw but with the desirability set wrong one almost never sees the bonus.
second one is not a bug. cook shimmershroom then it will have the effect but negative mood from raw food.
hey sk, what about some sound changes for this mod pack?? i mean, for example, bug's attacking sound seems boring and unrealistic. make some change, realistic change would be good.
Having a game now which i enjoy, but it keeps firing of an event with some vile force of darkness stuff, that kills of all my colonists even though im standing in light sources.
As of for now, no amount of lights that i have put up deters them. Is there a good way to deal with this menace , or a way to disable this event?
Wonder if any one can help me with this.
I am trying to update 'Prepare Carefully' manually, for relationships, but there are some items that automatically come down with you that are preset with the current SK Hardcore. I was curious if anyone knew how to copy that.
EDIT: Nevermind figured it out. If you copy the sk 'MapGenerator' file under 'Defs' and overwrite the file in the updated Prepare Carefully it will work. Dont know if this will cause any conflicts but it did what I wanted. :)
Quote from: Havan_IronOak on July 07, 2016, 01:53:17 PM
Separate issue: I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?
Otherwise there's not a good way to carry a sensible amount of ammo.
I just Assign colonist wepon and ammo count I want them to carry
Example my 1st weapons are colt and lee enfield
In assign tab i make new Weapon Assign call it "Colt"
Then i chose Colt and 90 ammo to be carried
Then i set assigment to colonist A and Colonist A keep stocking his ammo to 90 if he ever runs out ( by hunting or when defending )
Quote from: Virgil on July 07, 2016, 05:37:16 PM
Having a game now which i enjoy, but it keeps firing of an event with some vile force of darkness stuff, that kills of all my colonists even though im standing in light sources.
As of for now, no amount of lights that i have put up deters them. Is there a good way to deal with this menace , or a way to disable this event?
I hate darkness myself But I never lost colonist to it.
Have more than one room lit ( i mean dont just have 1 lamp and colonist stand n ext to it) but have a light around that lamp.
The dark spawns "degenerate" in light. Also use Hold Fire and lump all ur colonist together !
My preffered defensive room vs darkess is Hospital so that fallen down colonists can get a hospital bed asap.
i might be confused. iv downloaded the cataclysm+ 3.0 a13 from github from the link. i installed it in the mods folder like every other mod. deleted all other mods but the core folder, and im running alpha 13. i dont know if i miss something? is this not an alpha 13 version of this mod? should i downgrade to alpha 12? something isnt working.
(i also went into the appdata config folder and deleted all other xml files and pasted the new modsconfig.xml there.)
Quote from: Shushei on July 08, 2016, 07:03:16 AM
Quote from: Havan_IronOak on July 07, 2016, 01:53:17 PM
Separate issue: I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?
Otherwise there's not a good way to carry a sensible amount of ammo.
I just Assign colonist wepon and ammo count I want them to carry ...
Doh! I've never used the Combat Realism mod so I was unaware of this mechanic. This works fine as is. Once you understand it. ::)
For what it's worth...
There appears to be an issue with Fluffy Relations versus the other mods in this mod pack.
I spawned a Visitor group incident so as to set up my Improve relations defaults and I got one visitor without any Guest Tab to set. I was looking for an Improve Relations tick box. The Visitor was from the "We Landed" Faction.
What I DID get was an error log entry that said:
"Exception Filling Window for Fluffy_Relations.MainTabWindow_Relations:System.null.reference.exception:Object references not set to an instance of an object. The line number then counted to 4069
I reloaded a previous save and tried again. This time I got a single visitor from Stonkley and he had the guest tab I was looking for.
Quote from: Havan_IronOak on July 08, 2016, 12:52:59 PM
Quote from: Shushei on July 08, 2016, 07:03:16 AM
Quote from: Havan_IronOak on July 07, 2016, 01:53:17 PM
Separate issue: I very much like that things like ammo can be in stacks of over 100. However, there needs to be a right click command that allows me to tell a colonist to pick up something OTHER than 1 or the entire stack. Maybe 25?
Otherwise there's not a good way to carry a sensible amount of ammo.
I just Assign colonist wepon and ammo count I want them to carry ...
Doh! I've never used the Combat Realism mod so I was unaware of this mechanic. This works fine as is. Once you understand it. ::)
Please be sure to add this one to your nice little project I saw on the wiki ;-)
The darkness event is quite easily to deal with as long as your colonists happen to be near each other at the time and not half way across the map, just make a 4x4 torches about 3 or so spaces apart in a square and put your colonists there and you'll be fine if not pray that your stray colonist is a plant cutter and can cut a tree and has construction to build a torch where he stands :P
Anyone else having the problem of when you load a save all priorities get reset back to default? its incredibly annoying every time i load up the game i have to spend 20 minutes redoing it. Playing on the test version from a few days ago.
Quote from: FiveMinuteHero on July 09, 2016, 04:46:08 AM
Anyone else having the problem of when you load a save all priorities get reset back to default? its incredibly annoying every time i load up the game i have to spend 20 minutes redoing it. Playing on the test version from a few days ago.
I downloaded a copy on July 2nd and I'm not having the problem you cited.
I'm finding that there are some balance issues in this release that are making this a very very hard game to play (even on easy mode)
Given the frequency of illnesses I'm finding that having Herbal medicines buried so far into the development process is a bit daunting.
Also Ammo is running short based on my initial estimates and I'm nowhere near getting a functional ammo manufacturing operation up yet.
And don't get me started on Chronic Component Shortage. I've bought out every trader that's passed through and still can't manufacture my own.
Not Sure about Barbed wire but no metal requirement and 2 components per length? That seems backwards to me, no?
Quote from: Havan_IronOak on July 09, 2016, 11:49:29 AM
I'm finding that there are some balance issues in this release that are making this a very very hard game to play (even on easy mode)
Given the frequency of illnesses I'm finding that having Herbal medicines buried so far into the development process is a bit daunting.
Also Ammo is running short based on my initial estimates and I'm nowhere near getting a functional ammo manufacturing operation up yet.
And don't get me started on Chronic Component Shortage. I've bought out every trader that's passed through and still can't manufacture my own.
in my play, i use gleamcap as a medicine before the manufactured medicine.
and use bows arrows instead of using guns before building ammo making table.
i think it is not so unbalanced. at least in easy mod.
I'm OK on the ammo issue. Yes, I could use bows more.
I'm NOT OK on the illness rate vs medicine issue. Illnesses spring up way too fast for the Gleamcap shrooms to keep up. (I even got a fortuitous drop of 20 some Mushroom tinctures) I'm 69 days in and have 6 living colonists. 3 have died of plague and I've had 6 cases of malaria. (OK... 2 of those were partly my fault in not killing flies and mosquitoes as quickly as I could have)
And this is all with Phoebe Chillax on Basebuilder Level.
BTW... as an experiment I tried converting the Gleamcap to Mushroom Tincture (Luckily I have someone with medicine and cooking skills high enough) 3 Gleamcaps for 1 Tincture is NOT a good deal early on.
Gleamcap (Med potency 65%)
Herbal Med (70%)
Mushroom Tincture (85%)
Medicine (100)
While I'm venting...
The fences as implemented are kinda useless. They require components and DON'T keep out predators. This doesn't seem right. Might as well just build a log wall stockade.
if you are playing in a jungle map, i partially agree with your opinion.
My game started lagging like hell and suddenly i noticed:
(http://i.imgur.com/FouPaXz.jpg) Samoyed horde all over my map
Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything
(http://i.imgur.com/tXsUjjy.jpg)
any idea to fix it? =( Also this is the only mod compilation i got enabled all else is vanilla
Quote from: Encadi on July 09, 2016, 03:45:10 PM
any idea to fix it?
Grenade ? Molotov? Spawning a Toxic Fallout ? :p :p
Be sure to enroll some butchers ^^
More seriously i'm pretty sure you're not the first to have this. Check some pages back (https://ludeon.com/forums/index.php?topic=12996.msg231892#msg231892)
Even better try to do a search on the forum with the word Samoyed
Cant really the game lags to a crawl
You have to edit your save and remove every dog manually.
Malaria/Plage, you need to avoid mosquitoes and flies at all costs and you won't ever get that dissease. And if you catch it, it's way too slow to do anything dangerous if you treat it, even with a sleeping bag, you don't even need medicine most of the time. Unless you forgot to treat a day or so.
Quote from: Encadi on July 09, 2016, 03:45:10 PM
My game started lagging like hell and suddenly i noticed:
(http://i.imgur.com/FouPaXz.jpg) Samoyed horde all over my map
Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything
Quote from: Shushei on July 05, 2016, 07:32:52 PM
Yo ! A super strange bug . Anyone know if its fixable ? Check screenshot .
The Problem : On top left corner of the map theres a mass spawning of samoyeds. I tried killing them all with Dev Tools, and they just keep spawning and then after a sec they leave map. It slows my game pretty much alot and its annoing. Anyone one know if I can play with save file to delete this abomination ?
I also tried to put a 21x21 rock over them . . . They just kept spawning although they jumped through rock to nearest posible space.
I tried exploding all of them with Bomb , didnt work either ( since new ones just keep apearing like 40 per sec )
P.S. My sister is going to get Samoyed and shes talking about them 24/7 and now this happens WTF DOES IT MEAN ?! XD
*EDIT 1 - Nvm I Fixed it ( Deleted Qued incidents for traveler group in my save file. On load Samoyeds were there but they stopped spawning and just went away )
If You just search for world "Samoyed" Eventually you should find the event. Thats how I found it.
Think It should look smth like that :
<incidentQueue>
<queuedIncidents>
<li>
<def>TravelerGroup</def>
<occurTick>11875605</occurTick>
<parms>
<target>null</target>
<threatPoints>408</threatPoints>
<spawnCenter>(8, 0, 349)</spawnCenter>
<faction>Faction_20</faction>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
Any idea where to find that file?
It's in your save files. The .rws ones. Just open the last with a text editor
Aaah thanks guys, btw any idea what causes this? Wopsie from the mod or the base game? Also is there a way to fix the base event so it doesnt happen in future games?
Is the 'Smelt Steel Alloy' recipe on the Electric Smelter supposed to require coal/charcoal? None of the other recipes do.
Can send Github pull request to fix if not.
Steel is made of iron and coal in reality so it's not far fetched.
http://www.worldcoal.org/coal/uses-coal/how-steel-produced
I am begging anyone who can fix this, I am trying to play the mod pack, I can't get it to work now. I'm playing A13, with the Cataclysm 3.0 the game gets stuck initializing, I've given it literally a half an hour on the step and it never works. Once like days ago I got it to work but here I am. I REALLY want to play. I have a rather moderate/high end gaming computer so hardware really shouldn't be the problem. SOS.
Create a shortcut to the exe and put -nohelp after the target.
Does you need seeds or something else to grow potatos? If so how do you acquire them for your first harvest?
Quote from: stefan on July 10, 2016, 11:02:11 AM
Does you need seeds or something else to grow potatos? If so how do you acquire them for your first harvest?
buy it from merchant
Then for the first while you just have to harvest berries and hunt?
Quote from: stefan on July 10, 2016, 11:02:11 AM
Does you need seeds or something else to grow potatos? If so how do you acquire them for your first harvest?
Yes. You need seeds for Potatoes with this mod-pack.
You can:
a) live off meat and berries alone until a trader bearing seeds stops by
b) Use Prepare Carefully and be sure that a small number of seeds are with you when you crash-down.
When I started my first playthrough of this mod-pack I started a wiki-page to document what I was learning. It's by no means complete but you might check it out here http://rimworldwiki.com/wiki/Hardcore_SK#Level_2_Techs_.28At_least_1_prerequisite.29
I brought 10 Potato seeds with me (as well as 5 Cotton, 5 Healroot, 5 corn and 2 of a bunch of others - more variety than I actually should have since I couldn't plant most of them without the right techs)
In my current play-through I'm 70 days in and have more potatoes that I'll ever need (I regularly sell some to traders) and more about 30 potato seeds that I'm stockpiling in case of a blight.
I prefer the randomness of the random start, but yeah prepare carefully sounds like the best option.
Thanks.
Random start is great for the vanilla game. But the balance with this mod-pack requires a few things that a random start doesn't make easy.
Just discovered an omission/error in this mod-pack.
No Poverty Grass Seed is defined. (VerseThingDdef PlantPovertyGrass)
Grass still spawns randomly on the beginning map but if you put chickens in an area and they clear it completely there is no way to "reseed" an area (using god mode (Spawn Grass Seed) doesn't work either)
For what it's worth...
1) Is there some way to tune what meal the colonists choose to feed to disabled animals? I've got plenty of oats and hay but my colonists insist on feeding my injured pets fine meals.
2) I think that the material cost of Electronic components is too high. Given that they're required for every standing lamp and pretty much anything electrical.
I'd suggest a better recipe might be
15 Components
15 Glass Panes
15 Sterling Silver Alloy
45 Highly Conductive Alloy
Might yield 15 Electronic Components
Mod Pack doesnt work
https://gyazo.com/70e0adda69d9ea211c508e96c09e7a37
screen of red when start up no other mods installed wont let you select the crash site fresh installed over 10 times with this being the ONLY MODPACK deleted whole mod pack and played it on vanilla it worked but with this mod pack wont let you click select site .
here is the original post that got deleted some how:First off I wanna say that this mod pack might actually be work while. Secondly I will say whoever put this together didnt give a fuck about anything I have fresh installed my rimworld 10 times with this being the ONLY MODPACK that is installed the problem being when i put these mods in i get a screen of red when i load my rimworld seen here:https://gyazo.com/70e0adda69d9ea211c508e96c09e7a37
not only is this a problem if i go and turn on all the mods then after I create a world then I try to create a colony it wont let me select a site to start a colony now I have ran the game multiple times with no mods and I can create a colony but the second I install this mod pack it wont let me click the select site button or more precisely I click it but nothing happens.
Quote from: Agent00Soul on July 10, 2016, 02:48:12 AM
Create a shortcut to the exe and put -nohelp after the target.
Is this a legit fix or you being mean :/ I don't wana do I if its not legit obviously
It's legit, previously you would need to add -nohelp to make the start up not slow, but I don't think it's your issue, you should still try it.
Supposedly they fixed it.
there are plenty of bugs and why authors does not fix them and just update some typo or translation?
are they waiting A14?
Anyone got some tips for tundra map ?
Theres almost no tress to get wood for early campfires and 1st winter got coldsnap 10 days -100 celsius ;)
P.S. I got them parkas / gloves / furboots before winter. WAsnt enough.
https://www.reddit.com/r/RimWorld/comments/4pmwlx/need_some_tips/
Enclose a steam vent in a small room is usually the best way and expand it to big enough to do stuff with without freezing
how you backpacks? also how seeds work? i buyed seeds from a trader and i cant plant it they are cloudberry
Quote from: Polok432 on July 10, 2016, 09:35:39 PM
how you backpacks? also how seeds work? i buyed seeds from a trader and i cant plant it they are cloudberry
In this mod-pack there are several levels of technology that need to be unlocked in order to plant certain seeds.
Potatoes are unlocked at the beginning of game.
Corn, Cloudberry Bushes & Healroot are unlocked with the tech Agriculture I
Rice is unlocked with Vegetable Research I
etc.
Agriculture II allows the building of a composter that will allow you to extract seeds from fruits & veggies so you needn't wait for a travelling trader to have seeds for exactly what you want to grow if they have the fruits/veggies themselves.
Quote from: Havan_IronOak on July 10, 2016, 09:44:44 PM
Quote from: Polok432 on July 10, 2016, 09:35:39 PM
how you backpacks? also how seeds work? i buyed seeds from a trader and i cant plant it they are cloudberry
In this mod-pack there are several levels of technology that need to be unlocked in order to plant certain seeds.
Potatoes are unlocked at the beginning of game.
Corn, Cloudberry Bushes & Healroot are unlocked with the tech Agriculture I
Rice is unlocked with Vegetable Research I
etc.
Agriculture II allows the building of a composter that will allow you to extract seeds from fruits & veggies so you needn't wait for a travelling trader to have seeds for exactly what you want to grow if they have the fruits/veggies themselves.
Thanks,but i already unlocked agriculture I and still doesnt let me plant the seeds,its a bug?.
Most people who have problems encountering growing food is: Either technology requirement, soil requirement (see the seed fertility requirement) improved soil, lichen (a kind of mossy soil) is slightly better than normal which meets most of the requirements for a lot of seeds it's usually in colder climates though.
Hey guys !
Anyone know which Def I need to fix so that Cooking Luxury meals starts being posible ?
Atm As you can see on Screenshot it got proper recipi but under luxury stuff theres nothing ( there should be Onion , hypericulum, mint , wild rose) And even though I have all materials and skilled cook they refuse to cook it. As If they dont know that luxury stuff is the things listed above. On my stockpiles Luxury stuffs are listed properly.
Cheers !
[attachment deleted by admin - too old]
Quote from: notfood on July 10, 2016, 04:56:20 PM
It's legit, previously you would need to add -nohelp to make the start up not slow, but I don't think it's your issue, you should still try it.
Supposedly they fixed it.
YOU FIXED IT OMFG THANK YOU. Now I have the problem of error while loading the map :( Help plz, love you
Could it be the issue with CombatRealism where assigment fails to load? Replace the combatrealism.dll with this one from here to prevent it from further happening:
https://mega.nz/#!BAchQLoI!CT2s_3o1VDDhGjM5scshjKUpAetwkGEmEmTXliL0cgw
From this (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889) thread.
Sadly, you'll have to manually edit the save with a text editor and remove the duplicates from the assigments.
Quote from: notfood on July 11, 2016, 12:57:37 PM
Could it be the issue with CombatRealism where assigment fails to load? Replace the combatrealism.dll with this one from here to prevent it from further happening:
https://mega.nz/#!BAchQLoI!CT2s_3o1VDDhGjM5scshjKUpAetwkGEmEmTXliL0cgw
From this (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889) thread.
Sadly, you'll have to manually edit the save with a text editor and remove the duplicates from the assigments.
What do I do with the files in the "source" folder you game me?
Source files are source code, just dump them in the recycle bin if you aren't a developer.
Just replace the dll, I'm not sure if it'll work right if you replace the folder. I think HardcoreSK put some changes in the config files in there.
Hey, can you explain what I'm suppose to do in the text file? Like elabroate on what I'm looking for and what to change. You guys are seriously the best.
To recover your save, open it in text editor and find <assigments> tag, then erase the duplicate <pawn> id </pawn>
Good luck!
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.
Welcome back and thank you ;)
Quote from: skyarkhangel on July 11, 2016, 11:00:24 PM
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.
Welcome back. Will you be putting A13 up for "normal" download as a complete pack or ?
Quote from: thefinn on July 12, 2016, 12:16:21 AM
Quote from: skyarkhangel on July 11, 2016, 11:00:24 PM
Hello all, I think I'm back.
Updated topic name with A13. I think most of you have already seen and used github A13 version. This days, I will watch your bug reports, which were written during the last 2 month. Then going to update with A14.
Welcome back. Will you be putting A13 up for "normal" download as a complete pack or ?
Yes, after work with bug reports. I found a very important notes.
Still research tree was not improved for A13 and scheduled rework for turrets not done and will remain as it is :(
This month we have a new record in Twitch Rimworld Hardcore SK stream:
1400 online(https://pp.vk.me/c630323/v630323008/3dfae/sHoNot9E_pA.jpg)
Crafted Wood? From what I can see there is no way to make "crafted wood" which is an ingredient in any early melee weapons (other than shivs) Is this only available through traders? It seems that even the dumbest colonist should be able to craft some sort of wooden club, no?
Quote from: Havan_IronOak on July 12, 2016, 03:00:58 AM
Crafted Wood? From what I can see there is no way to make "crafted wood" which is an ingredient in any early melee weapons (other than shivs) Is this only available through traders? It seems that even the dumbest colonist should be able to craft some sort of wooden club, no?
Craftred Wood is Planks
Wood Log >(Through WoodLog HandSAw or electric Saw ) > Wood Plank (or Bamboo)
Idea
I just tested it and i dont think its working like I thought It would. So Heres and idea
Make walls exchange heat with outside depending on material heat insulation
eg. Wooden structures would be way harder to keep 21 celcius than pobedite
might be a problem?
nano storage demands iron ore, not steel or cast iron alloy.
and, there must be a difference of maintain % deterioration ratio between un-used table/machine etc and used machine
Welcome back Skyarkhangel, nice to read you again, thanks for the hard work.
I wanted to bring your attention to the Infusion Mod issue.
AutoEquipCR (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262) is a great addition for equipment management in HardcoreSK modpack. There just happen to be the issue of compatibility for AutoEquipInfusion.
It appears that LT_Infusion included in HardcoreSK is different from the one you are offering over here (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571) so it breaks. Is there the posibility you can share the source for compatibility? Or perhaps just indicate what needs to be changed in AutoEquipInfusion.
Hey Guys, I just build my 1st auto turret (Sentry Heavy Turret ) And even though its stuffed with ammo. All it does it keep Aiming at enemy and not firing .
Anyone knows how to fix it ?
Ok . Nvm It shoots but not through Embrasure
Every attempt to run the modpack fails.
When checking the mods and then it goes through the process of applying them it always errors without any form of elaboration as to what mods caused errors and reverses the process entirely.
Even so much as checking the bare minimum causes this. 1. Core 2. Community Core Library 3. Core SK
These three alone still causes it to error.
I am using the latest version of rimworld (A13) and this mod (3.0)
Not sure what to do. It gives nothing to go off of as to what is causing it.
Quote from: Idiot on July 12, 2016, 01:53:17 PM
Every attempt to run the modpack fails.
When checking the mods and then it goes through the process of applying them it always errors without any form of elaboration as to what mods caused errors and reverses the process entirely.
Even so much as checking the bare minimum causes this. 1. Core 2. Community Core Library 3. Core SK
These three alone still causes it to error.
I am using the latest version of rimworld (A13) and this mod (3.0)
Not sure what to do. It gives nothing to go off of as to what is causing it.
REad instruction at the 1st post. YOUR SUPOSED TO COPY CONFIG FILE not select mods in order . Cheers
Please update EdB Prepare Carefully as well, it has a fix.
For reference: Post1 (https://ludeon.com/forums/index.php?topic=6261.msg228061#msg228061) Post2 (https://ludeon.com/forums/index.php?topic=6261.msg228301#msg228301)
EdB Prepare Carefully 0.13.1.1 (https://ludeon.com/forums/index.php?topic=6261.0)
Anyone else got an issue where they can't save because of caveworld flora and the wind turbine breaks the game? Tried to add a screenshot but it won't allow me to send.
Huge Bug !!!
Mai Robots ( Hauling Bot / CleaningBot ) Are ocasionaly insulting colonists which causes social fight between them ( if colonist is good fighter it can destroy robot)
You don't have to remove caveworld, which is good cuz I really like that mod. Look for Keldo's comment a page or two back now. Or I will just quote it here actually.
Quote from: Keldo
You need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
<li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>
And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
<li>Hospitality</li>
<li>EdBColonistBar</li>
You just need to make sure these mods are in the right place in the mod order list. If you aren't using darkness revamped, just make sure hospitality is in the right place in the list.
Latest commit is broken. Watch out. I added details on the commit itself.
link (https://github.com/skyarkhangel/Hardcore-SK/commit/476d4b44970d7b08a61f3048c311c0239a4065c2)
Quote from: OmG_PotatoeZ on July 12, 2016, 03:16:11 PM
Anyone else got an issue where they can't save because of caveworld flora and the wind turbine breaks the game? Tried to add a screenshot but it won't allow me to send.
Nope. (I'm playing on a version I downloaded on 2 July) I've got caveworld flora growing a plenty and a wind turbine and every save works OK. It does seem that the manager does fail to mark my caveworld flora for harvest automatically though I've got that set.
Quote from: notfood on July 12, 2016, 01:39:05 PM
Welcome back Skyarkhangel, nice to read you again, thanks for the hard work.
I wanted to bring your attention to the Infusion Mod issue.
AutoEquipCR (https://ludeon.com/forums/index.php?topic=20771.msg228262#msg228262) is a great addition for equipment management in HardcoreSK modpack. There just happen to be the issue of compatibility for AutoEquipInfusion.
It appears that LT_Infusion included in HardcoreSK is different from the one you are offering over here (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571) so it breaks. Is there the posibility you can share the source for compatibility? Or perhaps just indicate what needs to be changed in AutoEquipInfusion.
CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK
I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?
Quote from: skyarkhangel on July 12, 2016, 04:44:21 PM
CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.
I'm not asking for AutoEquip to be included by default.
LT_Infusion version included in HardcoreSK appears to different from the one you shared in this (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571) thread. For AutoEquipInfusion to work, Killface requires the source files or the list of changes in LT_Infusion.
Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK
I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?
Glass door using stuff "glass", which allows, like when you build wall, to choose different material, simple glass or reinforced.
Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?
Nothing really, they are both GLASS, it's just that by default it selects Reinforced when there is none, you probably happened to get some glass.
Quote from: Havan_IronOak on July 12, 2016, 04:50:09 PM
I'm trying to develop a wiki for this mod-pack and have the start of one at http://rimworldwiki.com/wiki/Hardcore_SK
I'm Comparing two points in my game. One is just before I learned Agriculture II and one is after.
For some reason, what shows in the structure tab as "Glass Door" showed as "Reinforced Glass Door" just before I mastered Agriculture II. Any idea why that changed?
glass door can be built with two material, glass and reinforced glass. just like wall, you can choose their material. click them you will understand what im saying.
Quote from: notfood on July 12, 2016, 05:00:29 PM
Quote from: skyarkhangel on July 12, 2016, 04:44:21 PM
CR and AutoEquip changes inventory Itab. At screenshot i see only pawn gear itab. Killface, could combine into one? Currently hardcore sk 3.0 using smart apprel optimizer.
Its possible enable both at once, but it's a mess.
I'm not asking for AutoEquip to be included by default.
LT_Infusion version included in HardcoreSK appears to different from the one you shared in this (https://ludeon.com/forums/index.php?topic=12783.msg220571#msg220571) thread. For AutoEquipInfusion to work, Killface requires the source files or the list of changes in LT_Infusion.
Earlier, i already made working AE with CR, with InfusionAE patch, but stopped, when failed to merge AE and CR into one iTab.
OK. I am going to test Killface works with AE :)
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.
You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.
Latest version (DLed at 2016-07-13 00:25 CET) seems broken. It appears there's a problem with Building_Production.xml in line 2987 where the <description> tag was not closed properly (was </.description> instead of </description>).
For some strange reason when I try to play this mod, after a minute or two of normal gameplay my colonists will just stop what they are doing and they just say that they are standing. Pls help this modpack is really cool ;-;
Quote from: skyarkhangel on July 12, 2016, 06:20:47 PM
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.
You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.
well...my colony have 50000 silver + other stuffs (building, items...) but raid happens very rarely. im using touturer storyteller(which is the most raid happening storyteller i think) and tough level.... is this normal?
+ geothermal heater has a problem. if player install it, it collapse by itself, saying 'a support was removed!'.
Quote from: joebob1337 on July 12, 2016, 06:59:36 PM
For some strange reason when I try to play this mod, after a minute or two of normal gameplay my colonists will just stop what they are doing and they just say that they are standing. Pls help this modpack is really cool ;-;
I had that I think i narrowed it down to auto equipping items via designations e.g. to always have exactly 50 arrows or something, its been a few weeks though.
Hey, Skyarkhangel
Zombies from ZombiApokalypse. ( Huge Part of them) Goes for Autoturret ignoring my pawns at all.
Hey Guys ! Question
My Hadron Colider works at 1% efficency how to incease that ? Cuz getting 2 antimatter every so not offen wont work me ;(
Hello, i have installed fresh A13 and Hardcore SK mod pack and i have a problem with loading saves after something like 1 hour of play. It crashes when loading assets. Reinstalling game and modpack does nothing. Error log in attachment, there are a few errors at the end:
Exception from asynchronous event: System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[Verse.Pawn,Combat_Realism.Loadout].Add (Verse.Pawn key, Combat_Realism.Loadout value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[LoadoutAssignment,Pawn,Loadout] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[LoadoutAssignment,Pawn,Loadout] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector) [0x00000] in <filename unknown>:0 at Combat_Realism.LoadoutManager.ExposeData () [0x00000] in <filename unknown>:0 at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0 at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String fileName) [0x00000] in <filename unknown>:0 at Verse.RootMap.<Init>m__513 () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0 at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0 at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Any ideas?
[attachment deleted by admin - too old]
Exception from asynchronous event: System.ArgumentException: An element with the same key already exists in the dictionary.
Pretty certain it's the CombatRealism bug for assigment tabs that happens when you assign things and the ids get duplicated.
To prevent it from happening you need to update CombatRealism to this version: link (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889)
The thing is, you need to edit your save and find the assigment tag and remove the duplicates.
The odd thing is, HardcoreSK's latest version in github has the right version, perhaps you haven't gotten the very latest? (2 days ago)
A2B mod has stalling bug (so fucking annoying). i reported it to the author and it will not be repaired untill A14 CCL working done. so beware sk users.
any ideas of not working mending bug? i cant use mending table...
I know i posted about this a few days ago but there wasn't anyone else having the problem, Everytime i load a new save all of the manual priorities I've set my colonists to have. I somewhat get around it by saving the priorities as a favorite and just setting them again when i load the game, but even those get removed sometimes. I just updated the pack and started a new world this morning and its still doing it, maybe its just me or i installed something wrong but everything else is working fine as usual, just the priorities resetting, maybe more people are having this problem? Thanks in advance for any info.
My priorities have never reseted. Could it be mod order issue?
Quote from: notfood on July 13, 2016, 11:11:09 AM
Exception from asynchronous event: System.ArgumentException: An element with the same key already exists in the dictionary.
Pretty certain it's the CombatRealism bug for assigment tabs that happens when you assign things and the ids get duplicated.
To prevent it from happening you need to update CombatRealism to this version: link (https://ludeon.com/forums/index.php?topic=9759.msg225889#msg225889)
The thing is, you need to edit your save and find the assigment tag and remove the duplicates.
The odd thing is, HardcoreSK's latest version in github has the right version, perhaps you haven't gotten the very latest? (2 days ago)
I have the newest version. But clearing assigment tag helped, the save works! Thank u very much, you guys do amazing work, wish u luck!
Quote from: caesius on July 12, 2016, 07:48:17 PM
Quote from: skyarkhangel on July 12, 2016, 06:20:47 PM
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.
You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.
well...my colony have 50000 silver + other stuffs (building, items...) but raid happens very rarely. im using touturer storyteller(which is the most raid happening storyteller i think) and tough level.... is this normal?
+ geothermal heater has a problem. if player install it, it collapse by itself, saying 'a support was removed!'.
So it didn't really get fixed then huh? :(
So I just picked up v3.0 and I'm having a lot of trouble with a stack of cross referencing errors. Basically the game can't find a whole bunch of the worktables such as the sawmill and so on and I really can't figure out what's causing it. Any suggestions?
Quote from: LadyFeen on July 14, 2016, 02:25:16 AM
So I just picked up v3.0 and I'm having a lot of trouble with a stack of cross referencing errors. Basically the game can't find a whole bunch of the worktables such as the sawmill and so on and I really can't figure out what's causing it. Any suggestions?
Can you post some logs? Not much can be done without more info.
Of course! I have a screenshot of the log in game here and a sample from the output log :)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill
Sorry if things are a bit wonky, I only have my phone's 4G at the moment.
[attachment deleted by admin - too old]
none of my colinists will do any kind of construction
Quote from: LadyFeen on July 14, 2016, 04:36:32 AM
Of course! I have a screenshot of the log in game here and a sample from the output log :)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill
Sorry if things are a bit wonky, I only have my phone's 4G at the moment.
This error happened because bad xml formatting, a missing closing tag is rendering the whole file unreadable by the program, redownload the pack from github.
Quote from: notfood on July 14, 2016, 08:12:54 AM
Quote from: LadyFeen on July 14, 2016, 04:36:32 AM
Of course! I have a screenshot of the log in game here and a sample from the output log :)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill
Sorry if things are a bit wonky, I only have my phone's 4G at the moment.
This error happened because bad xml formatting, a missing closing tag is rendering the whole file unreadable by the program, redownload the pack from github.
Thank you, I'll do that now
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.
I haven't played in like 3 weeks, has the research tech tree been done? that was my way of defining that the mod is up to date :P
Quote from: blub01 on July 15, 2016, 06:24:58 AM
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.
Hey this game does have Dwarf Fortress as an inspiration, and that is exactly how updates and mods end up working over there as well, very fitting!!
Quote from: blub01 on July 15, 2016, 06:24:58 AM
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.
You can always play with test build from github. It was quite rare, when test build were not playable due to errors. It was available for 1.5 months.
We know that many players use github version and try check before update.
Quote from: Zakhad on July 15, 2016, 07:38:07 AM
I haven't played in like 3 weeks, has the research tech tree been done? that was my way of defining that the mod is up to date :P
Nope, Fluffy will update for the A14.
@ skyarkhangel
Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?
Quote from: BlackSmokeDMax on July 15, 2016, 08:20:46 AM
@ skyarkhangel
Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?
We will try to transfer all of A13 in A14. So, found bugs in A13 will be transferred too :)
Quote from: skyarkhangel on July 15, 2016, 08:25:07 AM
Quote from: BlackSmokeDMax on July 15, 2016, 08:20:46 AM
@ skyarkhangel
Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?
We will try to transfer all of A13 in A14. So, found bugs in A13 will be transferred too :)
Cool, keep up the great work!
@Skyarkhangel When your doing updates on the github could I ask that you mark when/where the transition from alpha 13 to alpha 14 takes place. It's just so we don't get people trying to run alpha 13 on a alpha 14 modpack that previously happened with alpha 12/13
I played vanilla b14...
Then I realised how much I love HardcoreSK. The "everything is built with a couple of materials at most" vanilla is so dull... The only gate is research, game is pretty much just waiting for it to finish.
Praise HardcoreSK team!
is it just me or do all the downloads still point towards A12d versions? I'll try the development builds on github now.
Quote from: notfood on July 15, 2016, 10:27:00 PM
I played vanilla b14...
Then I realised how much I love HardcoreSK. The "everything is built with a couple of materials at most" vanilla is so dull... The only gate is research, game is pretty much just waiting for it to finish.
Praise HardcoreSK team!
Same boat as you my friend can't play without mods its too dull don't get me wrong i love the changes, shame about "EDB" losing interest hope someone takes picks it up, don't know if i can play without being able to pick exactly what my guys are going to be
in the new version my about 50% of the plants my colonists plant have 0% percent chance to yield seeds why is this is there something i'm missing or is it a bug
not sure to understand but you need your plant grow to 100% not 50%
You'll never get seeds if its not at 100% as far as I know :S alpha 13?
i cant wait A14 SK pack!! its meaningless to playing vanilla or A13
I can't figure out any way to survive in tundra/desert biomes.
Is there any way to plant crops when there's just sand or poor soil everywhere? Getting enriched soil takes just a bit too long and animals go extinct eventually.
This is a great mod and I'm very eager to see it in Alpha 14. I'm very curious as to what the progress is since release.
Quote from: AlexD on July 18, 2016, 04:34:19 AM
I can't figure out any way to survive in tundra/desert biomes.
Is there any way to plant crops when there's just sand or poor soil everywhere? Getting enriched soil takes just a bit too long and animals go extinct eventually.
I almost finished my playthrough on challenging diff on tundra with hardcore sk modpack. few tips
Get shelter 1st !
Theres almost no wood so use it wisely.
Your main food source for LONG early game will be MEAT , so collect lots of lots of meat since during certain seasons there is almost no new game (animals) So be sure to be stocked
Pref build around gayser.
Before 1st winter try to make parkas + gloves + fur boots for every single one of your colonist (should be easy with all the leather from animals)
Not sure if it was bug or a feature during summer my solar panels worked great but duiring winter their top efficency was at around 500 W for a peak. So I would rather use lots of winturbines together with quite few batteries to buffor for when there is no wind.
For me unlike common sense suggest research focus should be on mining / oil extraction and only then switched to Agriculture for hydropnics.
Once You get hydroponics remmeber when I said SAVE YOUR WOOD ? Hey you need WOOD to make Mulch. So pref try to get bamboo seeds from anywhere ( maybe even start with them from prepare carefully) (Or be lucky with traders and buy shit ton of wood from them But I would rather be self sufficent)
Cheers . And Good Luck !
Is melee viable in this modpack?How the Alnico power armor shield&other armor integrated shield work?
Quote from: Great on July 18, 2016, 03:01:16 PM
Is melee viable in this modpack?How the Alnico power armor shield&other armor integrated shield work?
when you have personal shield and power armor, melee is absolutely devastating. I recommend the katana made from beta poly. in the early game without armor, paws die too quickly for melee though.
I'm having a weird issue where it seems like random parts of the mod pack aren't functioning for me. I downloaded the most recent version from github because the one on mega and yandex are still a12 and don't work at all.
Anyway. What I've noticed missing is the cleaning function which I didn't really care about so Ignored but now I can't seem to find hoppers. I looked in the misc tab where it's supposed to be and nothing and it's not in any other tabs. Another thing I noticed is every object seems to default to stein and things I haven't researched are available like the multi analyser.
I can't even find the hopper in the dev menu only 2 miniaturised ones
http://imgur.com/Y7OKFGZ
Also how quarry work?I can just put them anywhere?
Quote from: Great on July 18, 2016, 07:27:10 PM
Also how quarry work?I can just put them anywhere?
it bugged in A13, pls try to not use.
Not to be annoying but any answer to my problem? Tried reinstalling rimworld and that even didnt fix it
Quote from: shocker154 on July 18, 2016, 05:51:35 PM
I'm having a weird issue where it seems like random parts of the mod pack aren't functioning for me. I downloaded the most recent version from github because the one on mega and yandex are still a12 and don't work at all.
Anyway. What I've noticed missing is the cleaning function which I didn't really care about so Ignored but now I can't seem to find hoppers. I looked in the misc tab where it's supposed to be and nothing and it's not in any other tabs. Another thing I noticed is every object seems to default to stein and things I haven't researched are available like the multi analyser.
I can't even find the hopper in the dev menu only 2 miniaturised ones
http://imgur.com/Y7OKFGZ
hopper in Production menu, not in Misc.
Faq says misc but anyway i checked every menu and couldn't find it. Even tried usimg debug for all research
edit: I checked and in the production tab there is only the paste dispenser hopper and aquaculture hopper. but no regular hopper.
http://imgur.com/06fHLeO
Quote from: shocker154 on July 18, 2016, 08:47:07 PM
Not to be annoying but any answer to my problem? Tried reinstalling rimworld and that even didnt fix it
I use it in A13 and works just fine for me . ( I think ) Mostly getting stone chunks . And thats what I use it for. Strange thing only I ocasionaly got cobalt alloy ;)
Quote from: shocker154 on July 18, 2016, 10:05:08 PM
Faq says misc but anyway i checked every menu and couldn't find it. Even tried usimg debug for all research
edit: I checked and in the production tab there is only the paste dispenser hopper and aquaculture hopper. but no regular hopper.
http://imgur.com/06fHLeO
I noticed this too. From what I've seen so far, the tooltip is a bit misleading as you said. However, they work fine without a hopper, as if they have one built in. If I had to guess, you research hoppers later and their purpose is to basically expand the fuel buffer.
Btw I wonder what's wrong with quarries? I've had one going in my A13 game, they seem fine to me?
Why is not possible to use squads on Cataclysm 3.0+?
Quote from: Owlchemist on July 19, 2016, 07:30:15 AM
Quote from: shocker154 on July 18, 2016, 10:05:08 PM
Faq says misc but anyway i checked every menu and couldn't find it. Even tried usimg debug for all research
edit: I checked and in the production tab there is only the paste dispenser hopper and aquaculture hopper. but no regular hopper.
http://imgur.com/06fHLeO
I noticed this too. From what I've seen so far, the tooltip is a bit misleading as you said. However, they work fine without a hopper, as if they have one built in. If I had to guess, you research hoppers later and their purpose is to basically expand the fuel buffer.
Btw I wonder what's wrong with quarries? I've had one going in my A13 game, they seem fine to me?
How quarries work?you just put them anywhere?Also it's possible to repair armor?
Quote from: Owlchemist on July 19, 2016, 07:30:15 AM
Quote from: shocker154 on July 18, 2016, 10:05:08 PM
Faq says misc but anyway i checked every menu and couldn't find it. Even tried usimg debug for all research
edit: I checked and in the production tab there is only the paste dispenser hopper and aquaculture hopper. but no regular hopper.
http://imgur.com/06fHLeO
I noticed this too. From what I've seen so far, the tooltip is a bit misleading as you said. However, they work fine without a hopper, as if they have one built in. If I had to guess, you research hoppers later and their purpose is to basically expand the fuel buffer.
Btw I wonder what's wrong with quarries? I've had one going in my A13 game, they seem fine to me?
Son of a bitch. I didn't even check if it was possible to fuel without hopper. I never would have if you hadn't said something. Thanks man.
There's no sand on tropical map.How i get glass?
grind rubble into sand.
Quote from: Great on July 19, 2016, 02:51:29 PM
Quote from: GFireflyE on July 19, 2016, 02:11:25 PM
grind rubble into sand.
how do i do that?
The same bench you use to make blocks can make rubble and sand from chunks. If you turn a chunk into a block, you get a little bit of sand, but if you tell it to turn the whole chunk into sand, you get a lot.
Quote from: Edgewise on March 24, 2016, 10:34:40 PM
Dried fruits are 1 to 1 about 7x more valuable, 21x more nutritious, and 10x more joyful than non-dried fruits. 10 low value fruits (around 21 silver) + 25 work = 10 dried fruits (140 silver) is afaik the 2nd most efficient and least difficult way to make a huge chunk of silver, or just feed a large colony with almost no work or land required. Maybe change dried fruits into 2 resources, 1 as an ingredient and one as a meal made from 5-10 units of dried fruits. Atm it's a really powerful 1 ingredient self contained meal.
I was wondering why I didn't seem to have any food struggles anymore and found this to be the cause. Yeah, dried fruits are so good right now that they seem either bugged or overpowered. It increases the nutrition from 0.02 to 0.42
per unit. 15 fruit = 15 meals. If it were 15 fruit = 1 meal, then 0.3 nutrition (0.02 x 15) upgrades to 0.42, which seems like it was the intention.
The Hardcore SK A13 v. 3.0: Cataclysm+ download link on the first page downloads as A12, is this the newest version and simply a typo?
Quote from: RobBrown4PM on July 19, 2016, 06:25:11 PM
The Hardcore SK A13 v. 3.0: Cataclysm+ download link on the first page downloads as A12, is this the newest version and simply a typo?
3.0 update should be for A13. 2.5 was the last release for A12.
when can i get the a14 SK pack? i just want to kn, even vague date would be fine. just cant wait it!
Hello, I've been away from Rimworld for quite some time and finally came back to it. I remembered playing with this modpack when it was for A12d and it was called vengeance fluffylattion or something like that. Upon seeing it for A13, I started playing it again. I started with a ridiculously OP preset for my colonists in a 300 by 300 area. After going through the first season or so, I got my first trader. It was a wandering group with little trade goods. I was playing on Phoebe with Basebuilder difficulty (I don't like losing my first colonists early in the game). But going back to the trader, I traded away some Muffalo leather and let my colonists do their thing. I then noticed two of the traders were just sitting at my borders waiting for the guy I traded with. He was so overburdened that he might've died of malnutrition if the direwolfs and raptors didn't get to him first. But what irked me about this was how a trader's limited carry weight could make you enemies with their faction, because he would've died regardless of being eaten alive. There was nothing I could do. This is pretty small, but I would like to have the carry capacity of the smaller trader groups buffed (or at least give them some way to eat while mid-way leaving the map). I can handle predators. I can't handle other pawn's hunger. I still enjoy the complexity and work put into this modpack. This is just a small suggestion I have for balancing it.
It's a known bug of Hospitality + Combat Realism for the A13.
I don't think it can be fixed on this side, maybe if you nag them for another A13 update but I think development already moved away.
I found a major bug in my game. A type of dog called Samoyed is getting spawned every tick at the edge of the map by something in Hospitality and it's bogged down my game to the point it takes 3-5 seconds IRL for a colonist to walk one tile on the fastest game speed. Lower speed is slightly better. Paused, it has virtually no lag. Does anyone have a solution? I put up everything on dropbox. Links to the necessary files are below.
"https://www.dropbox.com/s/ruu3be2g1g8tw23/Ancestral%20City.rws?dl=0"
"https://www.dropbox.com/s/53nmw2z5tuiq665/HydrobiusXI.rww?dl=0"
"https://www.dropbox.com/s/mtd89cgj2jxu2b8/output_log.txt?dl=0"
Oh, that's a nasty one. No idea what the source is. The only way to deal with it for now is to edit your save and remove the dogs and the last event (it's the one spawning them).
Hey, Ive just downloaded this for alpha 13 and have attempted to install it but i had this problem (Attachment)
Ive made sure that this is the right version but still no luck, is anyone else having this issue?
If so any ideas?
[attachment deleted by admin - too old]
Quote from: notfood on July 20, 2016, 10:36:53 PM
Oh, that's a nasty one. No idea what the source is. The only way to deal with it for now is to edit your save and remove the dogs and the last event (it's the one spawning them).
How do I remove events?
Refer to this:
Quote from: Shushei on July 09, 2016, 04:50:25 PM
Quote from: Encadi on July 09, 2016, 03:45:10 PM
My game started lagging like hell and suddenly i noticed:
(http://i.imgur.com/FouPaXz.jpg) Samoyed horde all over my map
Theres probably around 8000 Samoyeds on my mapm any way to fix it? It lags everything
Quote from: Shushei on July 05, 2016, 07:32:52 PM
Yo ! A super strange bug . Anyone know if its fixable ? Check screenshot .
The Problem : On top left corner of the map theres a mass spawning of samoyeds. I tried killing them all with Dev Tools, and they just keep spawning and then after a sec they leave map. It slows my game pretty much alot and its annoing. Anyone one know if I can play with save file to delete this abomination ?
I also tried to put a 21x21 rock over them . . . They just kept spawning although they jumped through rock to nearest posible space.
I tried exploding all of them with Bomb , didnt work either ( since new ones just keep apearing like 40 per sec )
P.S. My sister is going to get Samoyed and shes talking about them 24/7 and now this happens WTF DOES IT MEAN ?! XD
*EDIT 1 - Nvm I Fixed it ( Deleted Qued incidents for traveler group in my save file. On load Samoyeds were there but they stopped spawning and just went away )
If You just search for world "Samoyed" Eventually you should find the event. Thats how I found it.
Think It should look smth like that :
<incidentQueue>
<queuedIncidents>
<li>
<def>TravelerGroup</def>
<occurTick>11875605</occurTick>
<parms>
<target>null</target>
<threatPoints>408</threatPoints>
<spawnCenter>(8, 0, 349)</spawnCenter>
<faction>Faction_20</faction>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
Hi folks, I get a black screen when I load the game, I've waited for 15 minutes and nothing changes.
I've tried:
- Reinstalling the game and the mods
- Copying the mod zip contents into the rimworld/mods and rimworld/mods/core
- Making sure I copied ModsConfig.xml into \AppData\LocalLow\Ludeon Studios\RimWorld
- Deleted everything in the above folder and left the new ModsConfig file in there
Nothing has worked, it just sits on black screen immediately following Initializing Interface on the loading screen.
Update: It seems Steam is changing the ModsConfig.xml file every time I launch the game, this might be the cause of the issue but I can't find a way to make it so steam stops doing that. Going into offline mode doesn't help, limiting the auto-download schedule to a different time also doesn't help.
Quote from: Collypso on July 21, 2016, 10:10:30 AM
Hi folks, I get a black screen when I load the game, I've waited for 15 minutes and nothing changes.
I've tried:
- Reinstalling the game and the mods
- Copying the mod zip contents into the rimworld/mods and rimworld/mods/core
- Making sure I copied ModsConfig.xml into \AppData\LocalLow\Ludeon Studios\RimWorld
- Deleted everything in the above folder and left the new ModsConfig file in there
Nothing has worked, it just sits on black screen immediately following Initializing Interface on the loading screen.
Update: It seems Steam is changing the ModsConfig.xml file every time I launch the game, this might be the cause of the issue but I can't find a way to make it so steam stops doing that. Going into offline mode doesn't help, limiting the auto-download schedule to a different time also doesn't help.
Is there a Hardcore SK version testing for a14 already? If so, that was fast.
Although I suspect you may be trying to run the version of Hardcore SK designed for A13 with the A14 build of Rimworld.
Hey,how do i use the repair kit?
Quote from: Great on July 21, 2016, 12:54:55 PM
Hey,how do i use the repair kit?
They're used as somewhat of a "fuel" for the mending bench, so you gotta build that too.
Quote from: Owlchemist on July 21, 2016, 02:04:59 PM
Quote from: Great on July 21, 2016, 12:54:55 PM
Hey,how do i use the repair kit?
They're used as somewhat of a "fuel" for the mending bench, so you gotta build that too.
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Is this normal my colonists can't mine nor build right from the beginning? Smells like a bad bug. Just made clean install of both game and modpack
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P
I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Not much to say about training crafting. Just goes up with use. Keep making stuff! It might be faster to recruit someone who's better, though.
The mending bench is pretty simple to use. Build it, click it, and it's just a few checkboxes of options. What I do is slide the quality from the default 0-100% to 0-50%, so only stuff that's halfway broken get repaired. And only normal+ quality. You can then adjust your outfits to tell colonists to no longer wear equipment that's less than 50% quality, so they'll drop it, which will then queue up to repair, and once done, they should wear it again unless they found something better in the meantime.
Quote from: Owlchemist on July 21, 2016, 09:25:49 PM
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P
I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Here's a mod that does just that:
https://ludeon.com/forums/index.php?topic=20619.0
That doesn't work with HardcoreSK.
Do this:
Edit Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Power_SK.xml
<ThingDef Name="BenchBase" ParentName="BuildingBase" Abstract="True">
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
</ThingDef>
Into:
<ThingDef Name="BenchBase" ParentName="BuildingBase" Abstract="True">
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<minifiedDef>MinifiedFurniture</minifiedDef>
</ThingDef>
I haven't tested it. I think it should work since that's the BenchBase.
Quote from: Owlchemist on July 21, 2016, 09:25:49 PM
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P
I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Not much to say about training crafting. Just goes up with use. Keep making stuff! It might be faster to recruit someone who's better, though.
The mending bench is pretty simple to use. Build it, click it, and it's just a few checkboxes of options. What I do is slide the quality from the default 0-100% to 0-50%, so only stuff that's halfway broken get repaired. And only normal+ quality. You can then adjust your outfits to tell colonists to no longer wear equipment that's less than 50% quality, so they'll drop it, which will then queue up to repair, and once done, they should wear it again unless they found something better in the meantime.
So there's no way to actualy make some of your colonist prioritize working on the mending bench?
Quote from: Great on July 22, 2016, 10:28:45 AM
Quote from: Owlchemist on July 21, 2016, 09:25:49 PM
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P
I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Not much to say about training crafting. Just goes up with use. Keep making stuff! It might be faster to recruit someone who's better, though.
The mending bench is pretty simple to use. Build it, click it, and it's just a few checkboxes of options. What I do is slide the quality from the default 0-100% to 0-50%, so only stuff that's halfway broken get repaired. And only normal+ quality. You can then adjust your outfits to tell colonists to no longer wear equipment that's less than 50% quality, so they'll drop it, which will then queue up to repair, and once done, they should wear it again unless they found something better in the meantime.
So there's no way to actualy make some of your colonist prioritize working on the mending bench?
Can't you set pawns Mending priority to 1 and everything else lower?
Quote from: BlackSmokeDMax on July 22, 2016, 12:38:47 PM
Quote from: Great on July 22, 2016, 10:28:45 AM
Quote from: Owlchemist on July 21, 2016, 09:25:49 PM
Quote from: Great on July 21, 2016, 02:17:04 PM
Oh...also,any one know if there's a chance he add a mod that allow you to move crafting bench around like furniture?it's realy painfull right now to modify your base.
and what anyone know what is the best way to train crafting?And how do you use the mending workbench?
Yeah, one time I deconstructed all the benches in a workshop, rearranged it...then I was unhappy with what I came up with it. Said screw it and enabled god mode to reposition it a second time for free :P
I don't think they can be moved like furniture because there's a fundamental difference between furniture and workbenches (which iirc the game calls them "buildings").
Not much to say about training crafting. Just goes up with use. Keep making stuff! It might be faster to recruit someone who's better, though.
The mending bench is pretty simple to use. Build it, click it, and it's just a few checkboxes of options. What I do is slide the quality from the default 0-100% to 0-50%, so only stuff that's halfway broken get repaired. And only normal+ quality. You can then adjust your outfits to tell colonists to no longer wear equipment that's less than 50% quality, so they'll drop it, which will then queue up to repair, and once done, they should wear it again unless they found something better in the meantime.
So there's no way to actualy make some of your colonist prioritize working on the mending bench?
Can't you set pawns Mending priority to 1 and everything else lower?
But i don't have a mending job and right clicking on the bench give me nothing.
Also any chance of adding a repair bot to the game?Stuff fall apart so fast my colonist are always busy repairing and if they are busy doing something else then..well..lot of break down.
edit:i have mad skill installed,maybe it's this?
edit 2:hazmat storage don't actualy protect from rad?!how do i store uranium safely?
Can we use this mod pack with A14 or it will crash?
Well it crashed for me but I am not sure I installed it right, I unzipped it in the mods folder, is that the right way looking for instructions right now but thought I would give your question an answer and maybe get others into the conversation
Hello to the SK Hardcore Team, just a note from an admirer of your great mod, for a great game. It makes the base game so much more interesting and I wanted to thank you for all the effort and time you put in. I too have gone over to the Steam Version and am eagerly waiting for your updated version 14 mod. My question to you would be are you going to put it in the Steam workshop or will it continue to be a download zipped file.
Again thanks for all the work you do,
Gerry
Hello everyone,
i have encountered a strange bug while playing for hours without problems. Suddenly all my colonists were starving. When i checked their needs the food level was zero. I have simple meals and potatoes but they wont eat it anymore. If there is food outside the base or when i spawn some food with developer mode outside they all start running to eat it. But if they carry it in the inside ("behind the walls") they will not eat it anymore. I even cannot cook it when its inside and when i rightclick on the stove there is the message "cannot cook... no materials" but the room ist full of potatoes (around 5k). If potatoes are lying outside i can cook it but the meal dropped inside will be ignored again. Can anyone help me with this? Is there a combination/command you can cause this (its in an allowed area btw)? Restarting the game didnt help.
Sorry for my bad english ;-)
Edit: Found the solution: I capture a person and he turend into an abdomination and destroyed the prison door. Through this all rooms inside turned into "prison zone".
hahah, that's funny. Good to know. I just assume everyone is an abomination and have them carried to the special bed next to the wolves.
I am willing to donate a game (60$ or less) to the person who manages to update this for Alpha 14c. Is this even being done? I imagine it is a heap of work.
It's not a single mod. It's a collection of mods. Money makes things complicated, let's not walk that path.
Quote from: Some_stranger on July 23, 2016, 02:47:41 PM
I am willing to donate a game (60$ or less) to the person who manages to update this for Alpha 14c. Is this even being done? I imagine it is a heap of work.
already in work for update.
I have to say, In next version would absolutely new research tree, which will correspond to all new A13-A14 features. Rimworld has ever seen something similar.
Quote from: skyarkhangel on July 23, 2016, 03:45:30 PM
Quote from: Some_stranger on July 23, 2016, 02:47:41 PM
I am willing to donate a game (60$ or less) to the person who manages to update this for Alpha 14c. Is this even being done? I imagine it is a heap of work.
already in work for update.
I have to say, In next version would absolutely new research tree, which will correspond to all new A13-A14 features. Rimworld has ever seen something similar.
Hopefully my drop pod colonists are not Abominations in this release! And out of curiousity, what mod causes Earthquakes and Forces of Darkness? I'd like to disable those or make them much less likely to happen.
Also, medicine is such a hurdle in the game as it takes ages to be able to craft even herbal medicine because you need an Oil Refinery. The only other way is with Weed Oil but you need Aloe Vera, which does not spawn on my map and you cannot purchase it I do not think. For the longest time I only had the awful Gleamcap.
EDIT: I am editing this because the tone appears I am not thankful for your work. So I will say: Thank you! You make the game very engaging! Sorry if you feel like you are not receiving the appreciation you deserve.
I think I have said this before but I want to say it again.
Thank you all for your work and commitment through the years for this mod pack. Thank you to the original modders who allowed their mods to be in this pack. It adds many things to the game I believe should be in base game.
Quote from: Some_stranger on July 23, 2016, 05:35:40 PM
Also, medicine is such a hurdle in the game as it takes ages to be able to craft even herbal medicine because you need an Oil Refinery. The only other way is with Weed Oil but you need Aloe Vera, which does not spawn on my map and you cannot purchase it I do not think. For the longest time I only had the awful Gleamcap.
Gleamcaps aren't so bad. They are if you use them raw. You can refine them in a couple of ways. Both the butcher table and the distillery can increase its potency to a respectable level.
Other than that, I usually buy any medicine that comes by via trade, especially healroot to start growing some. Only time I unforbid the valuable starting medicine is when someone catches a plague.
i got this annoying hospitality bug:
http://imgur.com/a/YrT6h
(http://imgur.com/a/YrT6h)
any suggestion?
Quote from: Owlchemist on July 23, 2016, 11:11:41 PM
Quote from: Some_stranger on July 23, 2016, 05:35:40 PM
Also, medicine is such a hurdle in the game as it takes ages to be able to craft even herbal medicine because you need an Oil Refinery. The only other way is with Weed Oil but you need Aloe Vera, which does not spawn on my map and you cannot purchase it I do not think. For the longest time I only had the awful Gleamcap.
Gleamcaps aren't so bad. They are if you use them raw. You can refine them in a couple of ways. Both the butcher table and the distillery can increase its potency to a respectable level.
Other than that, I usually buy any medicine that comes by via trade, especially healroot to start growing some. Only time I unforbid the valuable starting medicine is when someone catches a plague.
You can refine it with a Butcher Table? I had no idea. How does one do this?
Hello guys,
First of all i want to thanx you for this awsome mod's compilation.
Just one think i cant figure out: how the hell do you get Nitre (needed to make Gunpowder with Sulfure and Coal) ?
Because i'm short on ammo, there are zombies wandering on the map (and cant take the risk to use my last bulllets on them) and i think i'll not be able to manage the next raid..
Quote from: Some_stranger on July 24, 2016, 07:56:54 AM
Quote from: Owlchemist on July 23, 2016, 11:11:41 PM
Quote from: Some_stranger on July 23, 2016, 05:35:40 PM
Also, medicine is such a hurdle in the game as it takes ages to be able to craft even herbal medicine because you need an Oil Refinery. The only other way is with Weed Oil but you need Aloe Vera, which does not spawn on my map and you cannot purchase it I do not think. For the longest time I only had the awful Gleamcap.
Gleamcaps aren't so bad. They are if you use them raw. You can refine them in a couple of ways. Both the butcher table and the distillery can increase its potency to a respectable level.
Other than that, I usually buy any medicine that comes by via trade, especially healroot to start growing some. Only time I unforbid the valuable starting medicine is when someone catches a plague.
You can refine it with a Butcher Table? I had no idea. How does one do this?
If I recall correctly, you make a bill for "Mushroom Tincture" at the butcher table.
Quote from: luceed on July 24, 2016, 08:41:08 AM
Hello guys,
First of all i want to thanx you for this awsome mod's compilation.
Just one think i cant figure out: how the hell do you get Nitre (needed to make Gunpowder with Sulfure and Coal) ?
Because i'm short on ammo, there are zombies wandering on the map (and cant take the risk to use my last bulllets on them) and i think i'll not be able to manage the next raid..
You can mine Nitre same as ores/coal/gold/silver/etc.
QuoteYou can mine Nitre same as ores/coal/gold/silver/etc.
Thanx you, that mean if i dont have natural vein on the map wich can be mined, i can get some with Quarry / Mine extractor ?
Quote from: luceed on July 24, 2016, 09:27:42 AM
QuoteYou can mine Nitre same as ores/coal/gold/silver/etc.
Thanx you, that mean if i dont have natural vein on the map wich can be mined, i can get some with Quarry / Mine extractor ?
This is what I did.
Thanx both of you you're my life savers.
Other thing, once the Zombi virus is active, no "normal raiders" would come ? Because i only get some zombi raid...
Hey Sky. Loving the new 3.0, finally got round to playing it.
Question: How would I go about to disabling the Skynet additions? It used to be modular but seems to now be incorporated into the Core SK. I'm just not a big fan of 'cameos' from other fiction. Seeing terminators in my Rimworld game breaks my immersion a bit.
Quote from: Epson on July 24, 2016, 12:46:17 PM
Hey Sky. Loving the new 3.0, finally got round to playing it.
Question: How would I go about to disabling the Skynet additions? It used to be modular but seems to now be incorporated into the Core SK. I'm just not a big fan of 'cameos' from other fiction. Seeing terminators in my Rimworld game breaks my immersion a bit.
For me, it is things like this I do not like. And things that are just TOO OP. Random acts of darkness is impossible to defend against because the dark blobs do not die and even in my most lit rooms, they come in through ferrotitanium doors. I have just loaded saves to avoid this one. This event and Earthquake are annoying. As well as some that are extremely OP like the Ogre's or something. When skinned, they give me enough food to last an entire year and I can sell their skins for roughly 8000-12000 silver. Raids done by bugs? I do not like this because bugs are not smart enough to amass an army and fight me. This one is just silly. Also they drop so much money worth of chitin and are easily killed by GMG and HMG.
Darkness doesn't effect though's who are sleeping as long as they sleep through the entire duration, torches are fantastic way of dealing with them(they die when they enter a light area for more than a couple of seconds), give yourself about 5-10 torches massed around you preferably away from doors as they like to wreck doors trying to path towards you but if they don't detect anyone nearby they're quite happy to just sit in the room. (I always keep an emergency pack of 25ish wood to place 5 or so torches in central-ish location)
Earthquakes scale with time/wealth I believe as early on ones tend to do next to no damage but year 3-4 ones destroy any building with less than 100 health
Turning glemcaps into mushroom tincture (butchers table) for 70% medical potency gets through most emergency's or operations but honestly when your worried about someone not making it via illness use the operation inject with anesthetic you'll gain like 10-20% more immunity than you would without doing so. Also check the stats the of furs when making beds for operating / immunity gain they're far more important than the rest effectiveness hedgehogs / snork / tortoises make great choices for medical beds squirrel / hare for rest effectiveness
Quote from: Zakhad on July 24, 2016, 08:12:22 PM
Darkness doesn't effect though's who are sleeping as long as they sleep through the entire duration, torches are fantastic way of dealing with them(they die when they enter a light area for more than a couple of seconds), give yourself about 5-10 torches massed around you preferably away from doors as they like to wreck doors trying to path towards you but if they don't detect anyone nearby they're quite happy to just sit in the room. (I always keep an emergency pack of 25ish wood to place 5 or so torches in central-ish location)
Earthquakes scale with time/wealth I believe as early on ones tend to do next to no damage but year 3-4 ones destroy any building with less than 100 health
Turning glemcaps into mushroom tincture (butchers table) for 70% medical potency gets through most emergency's or operations but honestly when your worried about someone not making it via illness use the operation inject with anesthetic you'll gain like 10-20% more immunity than you would without doing so. Also check the stats the of furs when making beds for operating / immunity gain they're far more important than the rest effectiveness hedgehogs / snork / tortoises make great choices for medical beds squirrel / hare for rest effectiveness
Ah yes. I noticed this. My Plastic Hospital bed does something like 168% immunity gain speed. But for Alpha 14, I will need to get on those Hedgehogs/Tortoises.
Earthquakes have a random tick ammount I've noticed. They shake for between 1 and 10 'ticks'. I have had late game ones last shorter than early game ones. It seems to effect the entire base.
The tip with Darkness is good. Usually I huddle everyone to cramped room with light.
Is 3.0 missing a lot of old features or is it just me? I don't have cleaning please, pawn state icons & hospitality. I'm sure there's more but I just haven't noticed yet.
I'm assuming its just that these haven't been updated yet? My main concern is that I've screwed up the Hardcore SK install somehow.
EDIT: The version on Github has hospitality so I'm assuming that it's just taking time to get everything updated and running.
please,give mending bench their own job instead of having them be in crafting.Tha would be great if i could focus one of my pawn entirely on repairing gear.
Also,anyone know what are magnetic material,they are required for the quantum storage and i realy need it.
edit:how do i get biosynthetic material?I need it for my Dermal Regenerator.
Sky,
What mods are you missing? I will try to update them.
Quote from: notfood on July 26, 2016, 12:55:58 PM
Sky,
What mods are you missing? I will try to update them.
Combat realism is probably one of the biggest hold back's for SK from alpha 13 to 14 since the dev has stoped working on it, https://github.com/NoImageAvailable/CombatRealism/commits/master 3'ish months ago last commit, not sure who or if anyone is picking it up
Quote from: Zakhad on July 26, 2016, 02:53:35 PM
Quote from: notfood on July 26, 2016, 12:55:58 PM
Sky,
What mods are you missing? I will try to update them.
Combat realism is probably one of the biggest hold back's for SK from alpha 13 to 14 since the dev has stoped working on it, https://github.com/NoImageAvailable/CombatRealism/commits/master 3'ish months ago last commit, not sure who or if anyone is picking it up
Oh wow. This is terrible news. Surely they will open source it for future generations of RimWorlders?
Combat Realism is way too huge for me to tackle. I could break down a few things Hardcore SK needs perhaps. Like the pawn burden/inventory system. That should be its own mod.
Does anyone know where the abomination event lives? I've been trying to tweak the numbers but the only references I am getting are in:
Core_SK\Defs\FactionDefs\Factions_Events.xml
Core_SK\Defs\RecipeDefs\Recipes_Production_SK.xml
Core_SK\Defs\ThingDefs\Events_SK.xml
Core_SK\Languages\English\Keyed\Events.xml
Core_SK\Defs\ThingDefs\Events_SK.xml
And none of them give a 'chance' at triggering that I can fiddle with.
Does this modpack work with A14? Or: How do you guys use this currently?
Quote from: whisp on July 26, 2016, 04:12:30 PM
Does this modpack work with A14? Or: How do you guys use this currently?
https://github.com/skyarkhangel/Hardcore-SK/commits/master
There are some adaptions to alpha 14 but i wouldn't bother most of the core mods like combat realism are going to take a long while before being ported or pulled/replaced to alpha 14
What a bummer, this mod packs looks so nice.
Thank you!
(http://i.imgur.com/6YJN9jV.png)
Woo it works! That's Combat Realism inventory system in A14, only that bit.
I thiiiiink I can update CR. No promises...
bug report: colonists just glitch out and stand around when trying to treat a feenix. I'm using the version on github on the day A14 was released (doesn't say a version number anywhere, sadly).
Quote from: Zakhad on July 26, 2016, 04:42:26 PM
Quote from: whisp on July 26, 2016, 04:12:30 PM
Does this modpack work with A14? Or: How do you guys use this currently?
https://github.com/skyarkhangel/Hardcore-SK/commits/master
There are some adaptions to alpha 14 but i wouldn't bother most of the core mods like combat realism are going to take a long while before being ported or pulled/replaced to alpha 14
is there any way to download just the pack with already updated mods?
Quote from: Dusk on July 27, 2016, 10:51:06 AM
is there any way to download just the pack with already updated mods?
Search the updated mods by yourself.
Here's a potential bug I been trying to find information on for a good week now. I looked all over the internet and this forum but couldn't find anything on it. Every time I start the game, or reload a save, nearly every device that draws power remains stuck at maximum power draw (eg 350W - 900W).
So, in order to work around this, it has been routine for me to, whenever I start playing, to turn off every powered device in the colony, and turn it back on. If I don't, my battery bays will drain out real fast, causing havoc to my hydroponics.
Anyone else?
(at least this discourages me from save scumming!)
It's a CCL bug.
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/107
Quote from: notfood on July 27, 2016, 07:52:48 PM
It's a CCL bug.
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/107
"The current power draw isn't saved but it will correct itself on the first check by the comp (which can be 10-250 ticks depending on the usage)."
interesting... how long is a tick? 250 potentially, eh? I feel like it hangs indefinitely, dunno. Thanks for identifying this bug for me, though!
EDIT: I loaded a throw-away save and just let it run at full speed, sat back and watched and waited. 28 hours passed and the workbench (electric smelter @ 950W) power draw never updated before the test was forced to end due to running out of power.
Im using A13 and the "Github Master" download.
Is this correct? I havn't found a problem except for strawberrys not being plantable once ive researched the necessary fields for it.
I had one of those mass battleground raids where lots of different factions raid you at once and your allies each send 1 man to help you. One of the factions were renegades and had EXPLODING HAMMERS. What the ever-loving fuck was that about? They had an infinite number of hammers they threw at my base. They caused massive explosions, dealing enough damage to get through reinforced concrete in two blasts.
Come to think of it, they might have had frag grenades in their pockets. Which they seemed to be throwing at the same time as holding hammers. They must have had an unlimited supply of those grenades.
PSA: For the Mending Bench you NEED 'Repair Kits' (Crafted in the Fueled or Electric Smithy) used as 'fuel' for the Mending Workbench to function. Might want to stick this in the FAQ.
Hi!,
Thanks for this awesome mod, i have been playing for a while!
Could it be that some features were removed? like hospitality and the coal heater?.
I may just be an idiot here but I cannot seem to get the mending workbench to repair any apparel or weapons. Ive tried restricting unrestricting, setting defined parameters like 1%-70%, placing the damaged items right next to the bench and when I try to force a colonist (who is a crafter/smither/tailer) to use the bench, nothing comes up other than to maintain it.
Edit: I am using the A13 3.0 Cataclysm
Also having trouble understanding the Subspace Transmitter for calling trader ships. I charge it then use it but nothing happens. I have used it about 10 times with no effect. Does it need to be outside? I understand this is all an experimental build and some things are just not going to work as intended.
Quote from: Griffith on July 27, 2016, 11:18:27 PM
Im using A13 and the "Github Master" download.
Is this correct? I havn't found a problem except for strawberrys not being plantable once ive researched the necessary fields for it.
Both!? How are you doing that? Are you downloading the hardcore SK 3.0 and the github version and overwriting? It's one or the other, the github is just a bleeding edge version that's very much experimental, and should never be expected for a full play through *there's always exceptions ofc it's just a general rule of thumb
PS. I'm seeing a lot of people post problems but not what version they're running. If you want help give us a the version you're running; if its from the Github, then it's last commit you vaguely remember downloading at and whether or not its post or pre alpha 12/13/14 hardcore 2.0/2.5/3.0 release etc.
Sorry mate, what I mean is Im using version 13 of Rimworld with the Github release of Hardcore SK (I assume thats 3.0)
Quote from: Griffith on July 29, 2016, 04:39:43 AM
Sorry mate, what I mean is Im using version 13 of Rimworld with the Github release of Hardcore SK (I assume thats 3.0)
I would think any Github download at this point would be the work in progress on A14. They released a final for A13 on the day A14 came out on Steam.
edit: Any of the three links below the link to Github are links to download the 3.0 version for A13.
Question about the new research tree thats being worked on. Will Hydroponics be available more early on to allow for viable extreme desert and arctic colonies?
Ok, So ive chosen Accipiter Periodic (The girl who sends raiders every weekend) and Its been a few weeks since the start and I havnt had any raids yet. Version 13 with 3.0 release. Had this problem in the past 2 playthroughs.
Quote from: Griffith on July 30, 2016, 02:00:59 AM
Ok, So ive chosen Accipiter Periodic (The girl who sends raiders every weekend) and Its been a few weeks since the start and I havnt had any raids yet. Version 13 with 3.0 release. Had this problem in the past 2 playthroughs.
I had this before. If you look at the mod that shes from, her description changed. More raiders is now Hildegard Epic. https://ludeon.com/forums/index.php?topic=11160.0
Quote from: greatgreengoo on July 28, 2016, 11:13:46 PM
I may just be an idiot here but I cannot seem to get the mending workbench to repair any apparel or weapons. Ive tried restricting unrestricting, setting defined parameters like 1%-70%, placing the damaged items right next to the bench and when I try to force a colonist (who is a crafter/smither/tailer) to use the bench, nothing comes up other than to maintain it.
Edit: I am using the A13 3.0 Cataclysm
Also having trouble understanding the Subspace Transmitter for calling trader ships. I charge it then use it but nothing happens. I have used it about 10 times with no effect. Does it need to be outside? I understand this is all an experimental build and some things are just not going to work as intended.
Literally right above your comment. Read it.
No, it needs to charge to 500/500 then you click 'Call Ship' or whatever it says then it will say 'transmitting'. The ship will come when your data is transmitted.
It seems no matter what I do I can't seem to refuel the fueled stove with wood (I've tried both logs and planks). It's unforbidden but every colonist says they can't refuel (need ingredients).
Can't seem to find any solution on the net, has anybody else had this problem?
Quote from: Riun on July 30, 2016, 03:51:31 AM
Quote from: Griffith on July 30, 2016, 02:00:59 AM
Ok, So ive chosen Accipiter Periodic (The girl who sends raiders every weekend) and Its been a few weeks since the start and I havnt had any raids yet. Version 13 with 3.0 release. Had this problem in the past 2 playthroughs.
I had this before. If you look at the mod that shes from, her description changed. More raiders is now Hildegard Epic. https://ludeon.com/forums/index.php?topic=11160.0
Thanks mate, this is really helpful.
Quote from: PrebenWergeland on July 30, 2016, 07:18:46 AM
It seems no matter what I do I can't seem to refuel the fueled stove with wood (I've tried both logs and planks). It's unforbidden but every colonist says they can't refuel (need ingredients).
Can't seem to find any solution on the net, has anybody else had this problem?
Unless they changed it, I think you need kindling. Made at same spot as planks.
Quote from: Epson on July 30, 2016, 06:49:23 AM
Quote from: greatgreengoo on July 28, 2016, 11:13:46 PM
I may just be an idiot here but I cannot seem to get the mending workbench to repair any apparel or weapons. Ive tried restricting unrestricting, setting defined parameters like 1%-70%, placing the damaged items right next to the bench and when I try to force a colonist (who is a crafter/smither/tailer) to use the bench, nothing comes up other than to maintain it.
Edit: I am using the A13 3.0 Cataclysm
Also having trouble understanding the Subspace Transmitter for calling trader ships. I charge it then use it but nothing happens. I have used it about 10 times with no effect. Does it need to be outside? I understand this is all an experimental build and some things are just not going to work as intended.
Literally right above your comment. Read it.
No, it needs to charge to 500/500 then you click 'Call Ship' or whatever it says then it will say 'transmitting'. The ship will come when your data is transmitted.
Ah thank you so much, I don't know how I missed that. As for the transmitter I did all that but still not working. I decided to do a clean fresh install as I noticed some recent changes in the github. Hopefully that will fix it.
That would be possible to make peoples with synthetic/bionic/cybertenic,ect unable to get muscle parasite?I don't stop getting them andf it's boooriiiiing.My cyborg should be immune to this...
Hello, its a good job I have to say firstly.
But I encountered many problems. Some of them might be intentional but I will list them as I remember them and how I fixed if I could.
**Chicken eggs are first ones. They are not included to cooking recipes among with other eggs. This is kinda defeats the purpose of having chickens. I fixed it by adding them by coding, simply adding them to recipe categories. Like this:
<thingCategories>
<li>AnimalProductRaw</li>
</thingCategories>
But they also lost their nutritional value since I noticed the way the meals made is changed. I couldn't make old nutritional cooking system work with new recipes so I increased the chicken laying eggs duration. Also changed some cooking recipes to make them a little bit more adaptable.
<li>
<filter>
<categories>
<li>MeatRaw</li>
<li>AnimalProductRaw</li>
</categories>
</filter>
<count>2</count>
</li>
<li>
<filter>
<categories>
<li>MeatRaw</li>
<li>AnimalProductRaw</li>
<li>BasicPlantFoodRaw</li>
<li>ExtraPlantFoodRaw</li>
</categories>
</filter>
<count>6</count>
</li>
<li>
<filter>
<categories>
<li>BasicPlantFoodRaw</li>
<li>ExtraPlantFoodRaw</li>
</categories>
</filter>
<count>2</count>
</li>
**Mortars were not working, they were bound with a tech which doesn't exist in tech tree. Removed the requirement and they started working.
**A similar bug with sentry naval gun. But this time I couldn't find the cause. I suspect a similar cause with mortars, maybe hidden in plain sight.
(Other turrets might have similar problems, didn't check them all)
**Pawns age too fast. They aged 5 years in 150 or so days. If the planet they are on is causing their metabolism to work a lot faster this would be logical but I am sure its not the case. Couldn't solve this one.
**Not a bug but definitely irritating; when medical operations fail the parts are getting destroyed. It is frustrating to see the stuff you paid dearly for magically disappears. Cybernetic and bionic parts supposed to be durable, I cannot imagine any operational mistake by a human which can destroy them.
**Siege script is kinda broken, they bring iron ore to the construction of the mortars. So no mortars, no siege.
**Embrasures let people pass. I am certain from military history that embrasures are not designed for that. Fixed it.
**Not a bug but a personal request, glassworks old window walls were cool. I was be able to use them inside the base. I put them back in again, but it would be cool if they are included in mod too.
**ED shields were missing, I put them back in. Coded them to use mods resources. Was too lazy to integrate them into techtree, still they look cool.
**Made seeds edible. I give them to animals. Just added nutritional value and changed the edibility to make it work.
**Making much is too hard, animal dung can be a better alternative. Just have to use the same dynamic they lay eggs. Can make it decompose fast outside to avoid "littering"
It would be nice to have some suggestions on the stuff I couldn't figure out myself.
Thanks.
Thank you all for support, bug-reports, suggestions.
Developing to support the new A14 version close to completion. Currently, test release depends on Combat Realism update.
For streamers, i create a video, which can use as screen saver.
https://www.youtube.com/watch?v=ZpzMuGxY-3k
I been playing a long game of Hardcore SK for the past couple weeks. Probably over a hundred hours in my colony, and nearing the end of the technology progression.
Thanks for putting together this mod pack, it's what I keep coming back to Rimworld for :D
Having done a playthrough, here are my thoughts and suggestions:
1.) Ogres seem too easy and their corpse is worth too much (lots of leather and meat). I houserule that I just cremate their body to not take advantage of it.
2.) I also houserule not to use the corpse fired generator. It's an interesting idea but seems pretty unrealistic, since 1 body can run that thing for a good day, pumping out 750W. Perhaps instead it should have high wattage output but only last for an hour, as a means to build up your battery banks.
3.) Not sure if this is possible to change, but the map-generated ruins you get are often built of supersolids. Being able to deconstruct a few walls and construct yourself supersolid melee weapons is incredibly powerful, especially in the early game (a supersolid sword in the hands of a melee expert can basically go around one or two shotting any wild life). If there's no way to fix this, perhaps a workaround would be to instead make it so those walls aren't made out of alloys, but rather some construction resource that cannot be used for equipment smithing (eg Stein Reinforced Concrete)?
4.) In the interest in immersion with the rimworld lore, I'd like it if some content was optional, such as skynet and the lord of darkness event. Some faction names as well (eg Black Mesa People).
5.) Compared to lighting, the wattage usage of space heaters doesn't make much sense. 25W? And a ceiling light uses 80W? I'd tone down lighting and increase heating. Realistically those heaters use 400W-2000W but...that's a bit much I guess :P
6.) And last, this one probably isn't going to be a popular suggestion, and it's not specific to hardcore SK, but... I feel like my colonist's skills max out at 20/20 pretty quickly, and thereby spoil some of the fun of character development early on. This is exaggerated by this mod since there's so much more content, and you're playing longer. Skills that especially level up fast are Research, Construction and Crafting, since those skills are often being worked all day long every day.
Quote from: skyarkhangel on July 31, 2016, 01:28:54 AM
Thank you all for support, bug-reports, suggestions.
Developing to support the new A14 version close to completion. Currently, test release depends on Combat Realism update.
For streamers, i create a video, which can use as screen saver.
https://www.youtube.com/watch?v=ZpzMuGxY-3k
Thats amazing. I used to stream Rimworld on twitch a long time ago but real life got in the way. When A14 comes out I will definitely stream it and use that awesome screen saver.
My twitch is https://www.twitch.tv/greatgreengoo
Quote from: PhxCan on July 30, 2016, 11:21:22 PM
**Embrasures let people pass. I am certain from military history that embrasures are not designed for that. Fixed it.
See I did this and think its too overpowered. What I did instead was make the barbed wire impassable (because that's what it says in the description and then have that in front of my embrasures. And in fairness the embrasures are only 80% of a pawns heights, so about 1.6m if you assume 6 feet for a pawn. Most people could clamber over that.
Anyone else having an issue where pawns don't shoot at anywhere near their maximum range and wait until the enemy is super close?
Yes, embrasures can be quite strong for pawns or animals attacking earlier in the game. But when there are over 40 enemies, you really wish for a bunker. And as I said they are not really for human passage.
http://www.lonesentry.com/articles/fortress/fig4_german_pillbox_rear_embrasure.jpg
Also I had that problem; pawns not shooting at stuff, its because their view range is narrow. If you increase it a little bit they will shoot. <fillPercent>0.7</fillPercent> that is what I did an it works for me.
Hope HSK will come to Steam :)
I don't think it's possible... Unless a mod friendly recipe+research+stats override mod appears.
Which mod adds the darkness event? The one where shadows spawn everywhere and the event tells you to stay in the light.
I can't find it in the modlist on the first page. I need to read up on it. My base is lit up like the sun wrapped in christmas lights but I'm still getting those shadows spawning inside my base. They can often get close enough to hit one of my pawns before vanishing and they hit really, really hard.
Quote from: Epson on July 31, 2016, 03:22:42 PM
Quote from: PhxCan on July 30, 2016, 11:21:22 PM
**Embrasures let people pass. I am certain from military history that embrasures are not designed for that. Fixed it.
After playing some time, I noticed <fillPercent> do give them a better view. But they still dont attack enemies if they are not in the same "room" they have to be accessible to enemy to be able to fire at them. This is not the case before, I think this is intentional. This also prevents enemy pawns firing at you, even if they can shoot you trough openings. This is whoever made this changes on fighting mechanism really didnt want anything stopping enemy to get you. This is really stupid, because I used this defenses before in game and it didn't do much other than cutting the way for melee attackers. Enemy with guns still kicked my ass. And that IS how a realistic fight should be.
If I can fix it I will post it here, but I think it is modified with a dll file so dont expect much.
I hope they dont do the same mistakes in the later version, or at least leave the stuff modifiable.
Likely something to do with CR or just a lack of polish but in the A13 version of the mod, laser turrets are described as having no need for ammo in exchange for excessive power consumption. This is incorrect as they still require ammo to be loaded and cannot fire when its depleted. Can I suggest adjusting the description to something more appropriate?
just bought the steam version for easy access to mods but forgot that this modpack is not on steam.... basically the game is unplayable until this mod gets updated to alpha 14. also, I am not sure if this has been mentioned before but is there any way to donate money to skyangelhark? i really appreciate what he/shje is doing to make this game the fun prisoner harvesting circus it is
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
Quote from: PrisonerHarvester on August 02, 2016, 12:38:48 AM
just bought the steam version for easy access to mods but forgot that this modpack is not on steam.... basically the game is unplayable until this mod gets updated to alpha 14. also, I am not sure if this has been mentioned before but is there any way to donate money to skyangelhark? i really appreciate what he/shje is doing to make this game the fun prisoner harvesting circus it is
You would have to inquire with Sky about that. There was a pretty big debacle a few months back, some of which Sky was an instigator in, involving another large modpack, permissions and donations that eventually resulted in its removal and the banning of its author. Donations are a touchy subject around here.
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
Does it mean that we would see Hardcore SK A14 this week? And how would we update: manually as usual or via steam workshop?
Quote from: Parole on August 02, 2016, 08:54:25 AM
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
Does it mean that we would see Hardcore SK A14 this week? And how would we update: manually as usual or via steam workshop?
I'll be shocked if this works through workshop. Unless it's no longer necessary to overwrite part of the Core folder as in previous versions. And there is still the issue of the modsconfig.xml file, don't know if workshop can handle properly placing something like that.
Is there any chance to have the federation and rimsenal-core/rimsenal pack added to this mod?
Also what is better full adrenaline rib or exoskeleton?
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
Would we be seeing a standalone release of Combat Realism for Alpha 14, by you?
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
As another poster has said, is there any chance for a push for this on github or something? This mod alone is a pretty deal and why so many are still on A13, myself included. By the way, you're a god and amazing.
Edit: I see the source is update as far as I can tell. I have no idea how to take that and make the mod, however. Thanks.
Quote from: Adalah217 on August 02, 2016, 09:25:19 PM
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
As another poster has said, is there any chance for a push for this on github or something? This mod alone is a pretty deal and why so many are still on A13, myself included. By the way, you're a god and amazing.
Edit: I see the source is update as far as I can tell. I have no idea how to take that and make the mod, however. Thanks.
Combat Realism for vanilla version would released today.
Quote from: greatgreengoo on July 31, 2016, 03:00:27 AM
Quote from: skyarkhangel on July 31, 2016, 01:28:54 AM
Thank you all for support, bug-reports, suggestions.
Developing to support the new A14 version close to completion. Currently, test release depends on Combat Realism update.
For streamers, i create a video, which can use as screen saver.
https://www.youtube.com/watch?v=ZpzMuGxY-3k
Thats amazing. I used to stream Rimworld on twitch a long time ago but real life got in the way. When A14 comes out I will definitely stream it and use that awesome screen saver.
My twitch is https://www.twitch.tv/greatgreengoo
I will second this. I'm just a budding wannabe streamer/youtuber https://www.twitch.tv/zakhad1989
I haven't streamed in a while I want to though, the video footage just me like go hrrrnngg! Lol it looks pretty sick! It doesn't look that hard to make fading image overlaying a video playback with music. (
Edit why does it remind me of a remix of sleeping with sirens song humm...Scrap that I've heard this song or something similar in a FTL mod uck its bugging me where did I hear this)
A quick summery of games that I would stream are usually modded like this Rimworld hardcore SK, 7 days to die "Valmod" - Crusader kings 2 Historical Immersion Project, Dwarf fortress Masterwork, Bannished colonial charter and the likes, modding makes games so much better. But I digress
Is that the Blitzkriegsler star base ^^?
Quote from: PhxCan on July 30, 2016, 11:21:22 PM
"**Making much is too hard, animal dung can be a better alternative. Just have to use the same dynamic they lay eggs. Can make it decompose fast outside to avoid "littering"
Good suggestion I would also endorse this.
If i could make a suggestion towards the food recipes in they could be ordered in order of skill level required to make? Lavish (was it 12 or 15?) being at the top and say roasted meat grilled veg at the bottom (2) etc. Would that be possible without you having to edit each one manually in the listings? It's a minor thing so no biggy just little tweaks like that make life so much easier, as I always arrange foods in order of highest skill required to least so food gets used more equally rather than 10 roasted meats and then 10 simple meals because they decided to cook the meat first and then only had potato's left so they made simple meals instead of fine, I do manually arrange this so that recipes that require more points/items are higher on the priority but wondering if you could make the default selection is arranged by skill required.
Combat realism update?! wow just wow.. honestly wasn't expecting that for a month or so tbh.
Finally P.S/Edit how many of you actually check the work speed of various machines that you place? Because building them from different materials changes how fast they work.
Quote from: Zakhad on August 03, 2016, 01:18:16 AM
Quote from: greatgreengoo on July 31, 2016, 03:00:27 AM
Quote from: skyarkhangel on July 31, 2016, 01:28:54 AM
Thank you all for support, bug-reports, suggestions.
Developing to support the new A14 version close to completion. Currently, test release depends on Combat Realism update.
For streamers, i create a video, which can use as screen saver.
https://www.youtube.com/watch?v=ZpzMuGxY-3k
Thats amazing. I used to stream Rimworld on twitch a long time ago but real life got in the way. When A14 comes out I will definitely stream it and use that awesome screen saver.
My twitch is https://www.twitch.tv/greatgreengoo
I will second this. I'm just a budding wannabe streamer/youtuber https://www.twitch.tv/zakhad1989
I haven't streamed in a while I want to though, the video footage just me like go hrrrnngg! Lol it looks pretty sick! It doesn't look that hard to make fading image overlaying a video playback with music.
A quick summery of games that I would stream are usually modded like this Rimworld hardcore SK, 7 days to die "Valmod" - Crusader kings 2 Historical Immersion Project, Dwarf fortress Masterwork, Bannished colonial charter and the likes, modding makes games so much better. But I digress
Is that the Blitzkriegsler star base ^^?
Quote from: PhxCan on July 30, 2016, 11:21:22 PM
"**Making much is too hard, animal dung can be a better alternative. Just have to use the same dynamic they lay eggs. Can make it decompose fast outside to avoid "littering"
Good suggestion I would also endorse this.
If i could make a suggestion towards the food recipes in they could be ordered in order of skill level required to make? Lavish (was it 12 or 15?) being at the top and say roasted meat grilled veg at the bottom (2) etc. Would that be possible without you having to edit each one manually in the listings? It's a minor thing so no biggy just little tweaks like that make life so much easier, as I always arrange foods in order of highest skill required to least so food gets used more equally rather than 10 roasted meats and then 10 simple meals because they decided to cook the meat first and then only had potato's left so they made simple meals instead of fine, I do manually arrange this so that recipes that require more points/items are higher on the priority but wondering if you could make the default selection is arranged by skill required.
Combat realism update?! wow just wow.. honestly wasn't expecting that for a month or so tbh.
Finally P.S/Edit how many of you actually check the work speed of various machines that you place? Because building them from different materials changes how fast they work.
Also looking forward to streaming it. I just saw today that Fotos was streaming a test version and instantly came here to see the news.
PS: I don't speak russian but used Google Translate on the title
loving the mod!
only got 1 quick question i cant seem to figure out, where do i make prometheum?
So,what's up the with *hammer* weapon?the thing explode like a grenade and tribesman spam it,the damage it's doing is pretty ridiculous.
Quote from: adelexi on August 03, 2016, 10:29:00 AM
loving the mod!
only got 1 quick question i cant seem to figure out, where do i make prometheum?
Ammo crafting I think.
Quote from: Zakhad on August 03, 2016, 01:18:16 AM
Finally P.S/Edit how many of you actually check the work speed of various machines that you place? Because building them from different materials changes how fast they work.
Wait... really? Can anyone second this? Would be worth knowing before I invest in the time and resources to rebuild some stuff. Afaik, material doesn't matter in the vanilla game, at least, aside from its HP.
Btw I got 2 questions I can't find an answer to. How do you use fungiponics? I got it to work for 1 batch of shrooms, but now I just get "unadapted soil" and can't find any reason why. I've tried cycling to different shrooms and rebuilding it even. And two, what can I do with the 80mm mortar crates I loot from sieges? I can't find where to assemble it like I can all the other turrets. I'm beginning to guess they're only intended to be pawn off for silver.
Quote from: Owlchemist on August 03, 2016, 10:21:27 PM
Quote from: Zakhad on August 03, 2016, 01:18:16 AM
Finally P.S/Edit how many of you actually check the work speed of various machines that you place? Because building them from different materials changes how fast they work.
Wait... really? Can anyone second this? Would be worth knowing before I invest in the time and resources to rebuild some stuff. Afaik, material doesn't matter in the vanilla game, at least, aside from its HP.
Btw I got 2 questions I can't find an answer to. How do you use fungiponics? I got it to work for 1 batch of shrooms, but now I just get "unadapted soil" and can't find any reason why. I've tried cycling to different shrooms and rebuilding it even. And two, what can I do with the 80mm mortar crates I loot from sieges? I can't find where to assemble it like I can all the other turrets. I'm beginning to guess they're only intended to be pawn off for silver.
Yep machine speed varies, Cast Iron have 110% work speed vs steels 80% if I remember correct.
I have seen "end game" metals giving 150% or higher.
As for fungiponics, you most likely make the same mistake I keep making... having a pawn with access to the area they are in, and with Growing skill prioritized. (Unlike Cave fungi they need to be grown).
Quote from: Morlok on August 04, 2016, 01:54:15 AM
Yep machine speed varies, Cast Iron have 110% work speed vs steels 80% if I remember correct.
I have seen "end game" metals giving 150% or higher.
Yeah I see it now, on the alloy details. Interesting, though surprised to see cast iron is better than steel. I assumed cast iron is just the crappy low tier stuff since you can get more of it from iron ore than you trying to make steel.
really awaiting A14 update, as I just bought this on steam and it appears to unify dozens of mods i already subscribe to!
I have a question, sorry to clog thread -
are the "other modpacks" (IE expanded prosthetics) included in this compilation or are they suggested as separately downloaded packs?
thanks!
Quote from: TREH on August 04, 2016, 03:23:59 AM
I have a question, sorry to clog thread -
are the "other modpacks" (IE expanded prosthetics) included in this compilation or are they suggested as separately downloaded packs?
thanks!
expanded proosthetics isnt a mod pack its a mod there a differnce. a mod pack is a group of mods modified to work together so u dont have to do the work of modfiying the mods to get them to work together nicely
Metal affect prosthetics yet?
That would be amazing to make super tanky bionic arm out of beta poly.
cant wait to play with this pack
I know this will sound unpatience but any ETA?
Quote from: Nemet on August 05, 2016, 12:33:31 PM
I know this will sound unpatience but any ETA?
Good to have one of these every now and again, I was wondering myself. Keep checking back hoping, ETA would be good ;)
I just wanted to thank the person who said the type of metal affects work speeds. I cannot believe I never noticed this. Making workstations and chairs from Cast Iron almost doubles my work speed now.
Quote from: greatgreengoo on August 06, 2016, 03:07:36 AM
I just wanted to thank the person who said the type of metal affects work speeds. I cannot believe I never noticed this. Making workstations and chairs from Cast Iron almost doubles my work speed now.
I mentioned it. But it was a while back when someone argued that cast iron was better for cooking than steel like 20 or so pages back it was then that I noticed that different materials had effects on how efficient it was
Quote from: Nemet on August 05, 2016, 12:33:31 PM
I know this will sound unpatience but any ETA?
Check the Github if you want to give yourself an idea on how far its off being compete https://github.com/skyarkhangel/Hardcore-SK/commits/master
Shit, I never noticed either. Really love finding out something new!
Maybe i should of kept that dirty little secret to myself :( lol
You can always go through all the materials and see this all for your self but from what I have seen messing around with the different materials, not just for work speed.
Cast Iron - Cheap High Work Speed but ugly.
Copper - High beauty when tables and chairs are made from. Although the chairs for workstations should still be cast iron for work speed. Also good for healing beds. More heal rate factor
Plasic - High Healing, High work production, High everything except health and very expensive.
The best material that doesn't require labor intensive processing (compared to other high rated materials) would probably be titanium, at 160% speed. Plastic is 120%, cast iron 110%. Advanced mine and arc furnace is all you need.
I keep getting that "no usable PawnGroupMakers" issue. Is there any way around this?
is this updated too A14? the title says its for A13
Quote from: Owlchemist on August 06, 2016, 05:21:16 PM
The best material that doesn't require labor intensive processing (compared to other high rated materials) would probably be titanium, at 160% speed. Plastic is 120%, cast iron 110%. Advanced mine and arc furnace is all you need.
aluminium is also good material for workspeed. also easy to make.
Quote from: 123nick on August 06, 2016, 10:21:39 PM
is this updated too A14? the title says its for A13
You answered your own question. Don't be lazy scroll back a few pages and you'll have your answer.
So I finally reached fission batteries. But they only have an efficiency of 70%. It says they're more efficient though, but regular batteries are 95% efficient by that point in the tech progression... it says something about recycling the charge, but I'm unclear on what that means.
update: I did some tests in god mod and couldn't find any advantage to using the fission batteries. I mean I guess if you're super tight on space, then maybe...? But a 25% loss in efficiency is brutal. I modified my xml to make it 96% efficient. +1%!
Reworked darkness event, with reference to Darkest Dungeon.
https://www.youtube.com/watch?v=Q2_YhYCbd9g
Soon in A14 release.
Upd. Increased x2 time for prepare.
Oooh I like that.
Among other things going on that could be a real 'oh $!%&' moment scrambling to do something about it.
Look forward to the A14 release.
I haven't played A14 yet even as I have been waiting for this :)
Quote from: skyarkhangel on August 09, 2016, 11:31:58 AM
Reworked darkness event, with reference to Darkest Dungeon.
https://www.youtube.com/watch?v=Q2_YhYCbd9g
Soon in A14 release.
Upd. Increased x2 time for prepare.
Super excited to see the update when it comes out!
Quote from: skyarkhangel on August 09, 2016, 11:31:58 AM
Soon in A14 release.
Can't wait for A14. Great work and great "modpack" (Somehow seems so wrong to just call HardcoreSK a modpack :P )
I do hope that once the A14 release is out then the pack can get a polishing once-over. Things like Nano Storage always being available even when the resources to make the things is nowhere remotely close. Or Smithing not providing access to the fueled smithy (that's not until Crafting III, at which point you get both smithies at the same time). Devilstrand research does not unlock devilstrand, Carpet Making I does. Healroot can be grown almost immediately with Agriculture I but can't be used until the Petrochemical Plant is researched, which uses materials unrelated to its requirements, reinforced concrete. That's Construction I to unlock the hand mixer so in turn, wouldn't that make Construction I a requirement of Oil Refining? Not to mention that that requires Mining and Power I. There's an obnoxious number of metals at my disposal. Why would I ever use Cast Iron, for example? 10 Iron, 20 Coal for Cast Iron. 15 Iron, 13 Coal for Steel. Steel is lighter (for uses such as doors or melee weapons), protects better, is easier to work, produces a sharper blade and makes a more effective bed. Sendust, Ferrotitanium, Nichrome, Stellite, Kovar, Melchior, Spiegel, Pobedite, Nitinol, Chromium, Cobalt, how many of these metals do I actually need, if any? Fences, contrary to the research description which says it keeps critters away, do not stop a pawn from moving over them. Nothing besides a solid metre thick wall does. Whether it be barbed wire (which specifically states it is impassable), parapets (what use is a battlement on the ground?) or even embrasures, those little murder holes. Additionally, pawns standing on these objects completely cocks up any other pawn's attempt to attack them with ranged weaponry. The blast door from TTM will inadvertently turn into a shield for any pawn standing on it when it is open, taking all the hits instead of them. Hives have a void shield that makes them impossible to hit from any distance with a ranged weapon, even with a shotgun blast. Laser turrets, contrary to their description, do require ammo in order to fire.
Quote from: Goo Poni on August 09, 2016, 05:27:00 PM
I do hope that once the A14 release is out then the pack can get a polishing once-over. Things like Nano Storage always being available even when the resources to make the things is nowhere remotely close. Or Smithing not providing access to the fueled smithy (that's not until Crafting III, at which point you get both smithies at the same time). Devilstrand research does not unlock devilstrand, Carpet Making I does. Healroot can be grown almost immediately with Agriculture I but can't be used until the Petrochemical Plant is researched, which uses materials unrelated to its requirements, reinforced concrete. That's Construction I to unlock the hand mixer so in turn, wouldn't that make Construction I a requirement of Oil Refining? Not to mention that that requires Mining and Power I. There's an obnoxious number of metals at my disposal. Why would I ever use Cast Iron, for example? 10 Iron, 20 Coal for Cast Iron. 15 Iron, 13 Coal for Steel. Steel is lighter (for uses such as doors or melee weapons), protects better, is easier to work, produces a sharper blade and makes a more effective bed. Sendust, Ferrotitanium, Nichrome, Stellite, Kovar, Melchior, Spiegel, Pobedite, Nitinol, Chromium, Cobalt, how many of these metals do I actually need, if any? Fences, contrary to the research description which says it keeps critters away, do not stop a pawn from moving over them. Nothing besides a solid metre thick wall does. Whether it be barbed wire (which specifically states it is impassable), parapets (what use is a battlement on the ground?) or even embrasures, those little murder holes. Additionally, pawns standing on these objects completely cocks up any other pawn's attempt to attack them with ranged weaponry. The blast door from TTM will inadvertently turn into a shield for any pawn standing on it when it is open, taking all the hits instead of them. Hives have a void shield that makes them impossible to hit from any distance with a ranged weapon, even with a shotgun blast. Laser turrets, contrary to their description, do require ammo in order to fire.
These are some great points and I hope they are addressed.
Quote from: Goo Poni on August 09, 2016, 05:27:00 PM
There's an obnoxious number of metals at my disposal. Why would I ever use Cast Iron, for example? 10 Iron, 20 Coal for Cast Iron. 15 Iron, 13 Coal for Steel. Steel is lighter (for uses such as doors or melee weapons), protects better, is easier to work, produces a sharper blade and makes a more effective bed. Sendust, Ferrotitanium, Nichrome, Stellite, Kovar, Melchior, Spiegel, Pobedite, Nitinol, Chromium, Cobalt, how many of these metals do I actually need, if any?
You make good points. As for the metals, I could give some feedback here...
I use a lot of
cast iron in the early game because it produces more alloy per order than steel does. And also because steel sucks for work benches (80% speed vs 110% for cast iron).
Aluminum is the best early-game metal to construct benches out of (120% work speed). Even late game, I'll build benches out of aluminum if it's not used often enough to warrant more exotic metals.
Sendust is I think the first mixed alloy you can make that doesn't require an arc furnace. It's much better than steel for things like weapons and higher HP.
Spiegel is a lil' better than Sendust but requires an arc furnace, however doesn't require advanced ores to produce, so you can make this stuff in bulk. Even in the late game, Spiegel is my go-to metal I use for most things where I would have otherwise used steel.
Permalloy and
Stein are the first ultrasolids you can make in bulk once you get the advanced mine going, and are probably better used as ingredients for parts (like bionics and and adv. mechanisms) than used for smithing with. It's easier to make a lot of Stein, but Permaalloy is a bit better if you can afford the extra nickel.
Titanium is great for armor (weighs less, so less movement hit) and work benches (180% work speed). It only requires 1 advanced ore to make, so it's simple to get a production chain of this stuff going. It's my main go-to metal I use for workbenches once I can get it, and also bulky armor that would otherwise slow you down.
Ferrotitanium is good if you just want a ton of HP, like for a blast door.
Chromium,
Cobalt,
Nickel,
Manganese, and
Tungsten are just ingredients for other mixed alloys.
Pobedite is, as far as I can tell, the 3rd best alloy in the game, after alpha and beta alloys. It's basically like diamond metal, good for blades.
Melchior is good for medical beds or electric defensive armor (which I think might include radiation-based damage?)
Nitinol seems to be the most beautiful alloy you can make that's not precious, like silver or gold, but also much much stronger than them.
I'm not really sure what
Alnico,
Stellite,
Nichrome, and
Kovar are for, though.... they're worded as if they were going to be used for specialized crafts, but I can't recall seeing any.
That said, this is just my interpretation of these metals and I didn't spend a great deal of time coming up with it, so, I may be missing the author's intentions for some things. I'd love a well formatted infographic/spreadsheet/document showing the intentions of each metal.
QuoteFences, contrary to the research description which says it keeps critters away, do not stop a pawn from moving over them. Nothing besides a solid metre thick wall does. Whether it be barbed wire (which specifically states it is impassable), parapets (what use is a battlement on the ground?) or even embrasures, those little murder holes.
Yeah, a lot of the descriptions could use correction. I could think of a few more myself. The fences won't stop them, however it does have a strong influence on their pathfinding at least. So at the very least, you can sort of "direct" traffic to some extent.
Parapets are basically advanced sandbags (makes you much less likely to get shot). Advanced in that it has more HP. I often set them up for mechanoids around crashed ships.
Quote from: Owlchemist on August 10, 2016, 02:17:29 AM
QuoteFences, contrary to the research description which says it keeps critters away, do not stop a pawn from moving over them. Nothing besides a solid metre thick wall does. Whether it be barbed wire (which specifically states it is impassable), parapets (what use is a battlement on the ground?) or even embrasures, those little murder holes.
Yeah, a lot of the descriptions could use correction. I could think of a few more myself. The fences won't stop them, however it does have a strong influence on their pathfinding at least. So at the very least, you can sort of "direct" traffic to some extent.
Parapets are basically advanced sandbags (makes you much less likely to get shot). Advanced in that it has more HP. I often set them up for mechanoids around crashed ships.
if i recall correctly, it's because they're considered "passable" by the comparison between the pawn's... climbing value(can't recall exactly what the value was called...) and the objects height value.(most of the objects in question probably use the default sandbag value)
example (these are made up values, although i think the wall's value is correct?)
pawn's climbing value: .7
any wall's height: 1
sandbag's height: .6
this would mean the pawn cannot pass the wall, but can pass over the sandbag
edit: btw i'm probably waaaaay off on what the values are called, just so i don't confuse anyone who actually knows what they are.
edit 2: looking into the code i'm actually fairly wrong, it's because the embrasure's and etc have their passability def's as "pass-through only" instead of "impassable"
Quote from: Owlchemist on August 10, 2016, 02:17:29 AM
-A bird's education on metallic objects-
I'll have to write these notes down, I think. At least now you give me reason to seek these ores out beyond satisfying a recipe's request for one of five different conductive metals. Things like Cast Iron vs Steel, I only looked at the recipe costs and not at the output. As for things like Alnico, my guess would be that a mod in the pack added them for specific uses but their recipes have since been adjusted to encompass more than that type of metal so its unique use is lost. I think it'd be great to lockdown all metals to just cast iron and then have Crafting I lead into a Metalworking I. From Metalworking, you would get Metalworking II (with the next tier of metals, likely alloys of tier I metals) and several different projects to unlock the smithing of metal types like steel with notes in the research detailing good uses for the metal and what qualities it has (such as being conductive or an "ultrasolid" metal). From Metalworking, you could also get preliminary research into conductive metals which would then lead to research of copper and aluminum and unlock the electrical side of crafting to keep moving on in general Crafting research progression.
EDIT:
And you know what, I'm wrong on Nano Storage being difficult to make. It's just not tied into the rest of the pack. It's just resource compression that requires 50 raw iron. Not even alloys. Its still a vanilla mod with vanilla research and building requirements, that is to say, no requirements at all.
Using Cataclysm+ on Alpha 13 on Linux, and I'm getting a crash on start up. I don't even get to the main menu. Game starts fine with mods disabled, so one of the mods has to be causing it. Any advice?
Debug log: http://pastebin.com/8u0KUgaL
It's RedistHeat issue. Comment this line that says <li>RedistHeat.Designator_DeconstructReversed</li> in Mods/LT_RedistHeat/Defs/DesignationCategoryDefs/DesignationCategories_Duct.xml
Thanks! Worked like a charm. What are the ramifications of commenting out that line? Will it break anything in Redist Heat?
Also, I got the modpack running on a different machine running Linux. Do you have any idea what package might be causing this in the first place? The only real difference between the machines was that one was running on the integrated intel driver, and the other (the one that was crashing) was using the nvidia binary.
It's because in A13, some mods loaded textures outside the main thread, in Linux that's disallowed in Rimworld. In A14 it can't happen anymore because both platforms disallow it.
I see.
It seems I'm also unable to load saved games. The game reports that something is wrong with the save, then returns to the main menu.
Player.log: https://paste.debian.net/789378/
Hello, i have started playing again this modpack.
I have encounter some errors.I will post pics so u can look at it.
Also i have sended my 3 colonist to explore some ruins. They left at summer and now winter has began. They still didnt come back.
Maybe in this pics of error u can find fix for that? Exemple in this first image "Saving, pawn: Zoki". My colonist that i send is named Zoki and he didnt return.
(https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/14001864_1195360630515537_213325012_o.jpg?oh=1f18d0f8db2f345a8dcbeaf1588dd78e&oe=57B2BD7D)
(https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/14012952_1195360727182194_1955720459_o.jpg?oh=09291a69685b0d1814c4cf67a07ebcd9&oe=57B3A4BE)
(https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/14001691_1195360690515531_1829122453_o.jpg?oh=898c7aa57cab02b00fef6829a71b54de&oe=57B2A6F4)
(https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/13987915_1195360710515529_1252308148_o.jpg?oh=b412fb233704da8b9bc773b4bbe535a3&oe=57B2B9BD)
PS, how to use spoilers on this forum or to somehow hide images?
To the above, @zoranjoza your best bet would be ask the author of that particular mod https://ludeon.com/forums/index.php?topic=3612.0 It's part of the Misc. Incidents "Rumor of event"
Soon release, 4.0
And new main menu.
http://image.prntscr.com/image/773a95bd33c74f97b01273986f78d834.png
ho so you do the teasing thing to torture us ? Thanks ;D
Quote from: skyarkhangel on August 14, 2016, 11:54:46 AM
Soon release, 4.0
And new main menu.
http://image.prntscr.com/image/773a95bd33c74f97b01273986f78d834.png
How "soon" is soon? I am searching the Interwebz a few Times every Day for a 4.0 Release :3
Quote from: skyarkhangel on August 14, 2016, 11:54:46 AM
Soon release, 4.0
And new main menu.
http://image.prntscr.com/image/773a95bd33c74f97b01273986f78d834.png
To be honest, menu buttons look better when shifted to the right. The rest is nice.
I'm content to wait with high quality stuff being worked on, I love the art, who does it btw?
Quote from: skyarkhangel on August 14, 2016, 11:54:46 AM
Soon release, 4.0
And new main menu.
http://image.prntscr.com/image/773a95bd33c74f97b01273986f78d834.png
Love the new screen!
You don't perhaps have a pdf of the research tree you are going to use yet do you?!? Please!
why is that woman so angry
Hype!
I'm not sold on a huge picture of FemShep as the main menu and I hope that one mod that makes an actual research tree gets added so that I can avoid all the dead research.
Can anyone help me with my problem? From page 207? At least how to get my colonist back from exploration?
Quote from: zoranjoza on August 15, 2016, 07:28:12 AM
Can anyone help me with my problem? From page 207? At least how to get my colonist back from exploration?
This happened to me too, if your problem is the same as mine i sent 1 colonist to treasure hunting for 6 days and even after 2 seasons he never came back, can they die while outside of your colony?
Quote from: Gaunt on August 14, 2016, 12:00:54 PM
Quote from: skyarkhangel on August 14, 2016, 11:54:46 AM
Soon release, 4.0
And new main menu.
http://image.prntscr.com/image/773a95bd33c74f97b01273986f78d834.png
How "soon" is soon? I am searching the Interwebz a few Times every Day for a 4.0 Release :3
THIS!! hahaha
I'm so anxious about this release
(http://image.prntscr.com/image/0b1a548a78a247088f602cc6f6633971.png)
Finally I finished with an update to the latest version 14e.
More information in the first messages. I hope Jane Shepard could help us to increase the popularity. LOL :P
All link updated.
Wallpaper, for fans in HD :)
http://s017.radikal.ru/i442/1608/ac/f804c4a9fe9f.jpg
Awesome, thanks for all your work Sky! Digging into it now!
Quote from: skyarkhangel on August 15, 2016, 12:43:47 PM
(http://image.prntscr.com/image/0b1a548a78a247088f602cc6f6633971.png)
Finally I finished with an update to the latest version 14e.
More information in the first messages.
All link updated.
Wallpaper, for fans in HD :)
http://s017.radikal.ru/i442/1608/ac/f804c4a9fe9f.jpg
Here goes the next week of my life lol. Thank you for providing this modpack and also to the modders for making awesome modpacks.
Edit -
no prepare carefully O.o that's not happening for me *manually installs it*
Suggestions will be edited/added as I continue to play through
Suggestion one is that a butchers and/or assembling table don't require a mechanism to be crafted (Maybe crude variants or crafting spot recipe?)
Other than eating corpses / harvesting raspberries there is no other way to get early game sustainable food source. if you start with nothing I mean absolutely nothing other than what you find on the map then you can't really progress until you get a trader that happens to have a mechanism for trade, its not like components where you can deconstruct doors or fallen ship parts and mine compacted machinery, as far as I can tell you can't progress without starting with mechanisms
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Quote from: Zakhad on August 15, 2016, 02:34:11 PM
Suggestions will be edited/added as I continue to play through
Suggestion one is that a butchers and/or assembling table don't require a mechanism to be crafted (Maybe crude variants or crafting spot recipe?)
Other than eating corpses / harvesting raspberries there is no other way to get early game sustainable food source. if you start with nothing I mean absolutely nothing other than what you find on the map then you can't really progress until you get a trader that happens to have a mechanism for trade, its not like components where you can deconstruct doors or fallen ship parts and mine compacted machinery, as far as I can tell you can't progress without starting with mechanisms
Mechanisms, components, electronics components can be found in the ship chunks.
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Any ETA? Few hours? Few days? A week or two?
Great work, by the way.
I've got a suggestion that may have been recommended before. Another mod pack, Mod Variety Pack, has a feature where you're
required to till your soil in order to grow crops. Higher-tier crops would require you to water and eventually fertilize your soil. It took a while to prepare soil for planting, which made farms a more significant piece of infrastructure. You couldn't just plop down a growing zone anywhere. It's a pretty "hardcore" system, and I think it would be a lot of fun in this pack, especially with seeds being required in SK.
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Mechanisms, components, electronics components can be found in the ship chunks.
So far I've not had any problems running prepare carefully but then again I'm just starting with 5 naked people they have stats configured/traits chosen but that's it.
I did take a bit of a guess on that one, I have none spawned on the map with me so I had just assumed it was the same old in that it just gives components/ore, ty for clearing that up :). I'll just have to wait for the event to spawn one until then its corpses/raspberries for everyone.
Quote from: Autismo on August 15, 2016, 02:53:57 PM
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Any ETA? Few hours? Few days? A week or two?
Great work, by the way.
Just install it manually download add into folder and enable - I can't make any promises it won't mess anything up but its working fine for me, as always backup saves.
Edit - that sounds like it would be great, the whole farming/agriculture does seem a bit bland for hardcore SK based on previous versions I haven't seen the changes in 14 so.
Quote from: Autismo on August 15, 2016, 02:53:57 PM
I've got a suggestion that may have been recommended before. Another mod pack, Mod Variety Pack, has a feature where you're required to till your soil in order to grow crops. Higher-tier crops would require you to water and eventually fertilize your soil. It took a while to prepare soil for planting, which made farms a more significant piece of infrastructure. You couldn't just plop down a growing zone anywhere. It's a pretty "hardcore" system, and I think it would be a lot of fun in this pack, especially with seeds being required in SK.
So far, so good!
One question: I've been having my pawns eat berries, but they seem to be getting the debuff for eating something bad. The berries description still says they are good to eat raw, but it doesn't seem to be working out that way. Is this intentional, or a problem?
Quote from: skyarkhangel on August 15, 2016, 12:43:47 PM
Finally I finished with an update to the latest version 14e.
Thank you !!!!
Quote from: Owlchemist on July 19, 2016, 04:04:22 PM
Quote from: Edgewise on March 24, 2016, 10:34:40 PM
Dried fruits are 1 to 1 about 7x more valuable, 21x more nutritious, and 10x more joyful than non-dried fruits. 10 low value fruits (around 21 silver) + 25 work = 10 dried fruits (140 silver) is afaik the 2nd most efficient and least difficult way to make a huge chunk of silver, or just feed a large colony with almost no work or land required. Maybe change dried fruits into 2 resources, 1 as an ingredient and one as a meal made from 5-10 units of dried fruits. Atm it's a really powerful 1 ingredient self contained meal.
I was wondering why I didn't seem to have any food struggles anymore and found this to be the cause. Yeah, dried fruits are so good right now that they seem either bugged or overpowered. It increases the nutrition from 0.02 to 0.42 per unit. 15 fruit = 15 meals. If it were 15 fruit = 1 meal, then 0.3 nutrition (0.02 x 15) upgrades to 0.42, which seems like it was the intention.
Bumpin' this potential bug/oversight, still present. Easy fixed by changing line 965 to 1 in ...\RimWorld\Mods\Core_SK\Defs\RecipeDefs\Recipes_Meals_SK.xml
edit: in fact the dried fruit is even worse now than it was before. Before it was 15 raw fruit (0.02 x 15 = 0.3 nutition) would give 15 meals ( 0.42 x 15 = 6.3, a 15x gain). Now it's 10 (0.02 x 10 = .2) yielding 10 meals (0.42 x 10 = 4.2 / .2 = 21x gain). Yikes!
Why im always having errors for raid not being able to spawn -_-
I was having a lot of this with the a13 version, but i still got this kind of error with the a14 version.
I got this, this time :
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 35 points.
Getting a NullreferenceException pointing towards Hospitality anyone know?
It's cripping like the old pathfinding bug where it constantly trys to pathfind causing 1 fps of death.
[attachment deleted by admin - too old]
Quote from: Owlchemist on August 15, 2016, 03:44:14 PM
Quote from: Owlchemist on July 19, 2016, 04:04:22 PM
Quote from: Edgewise on March 24, 2016, 10:34:40 PM
Dried fruits are 1 to 1 about 7x more valuable, 21x more nutritious, and 10x more joyful than non-dried fruits. 10 low value fruits (around 21 silver) + 25 work = 10 dried fruits (140 silver) is afaik the 2nd most efficient and least difficult way to make a huge chunk of silver, or just feed a large colony with almost no work or land required. Maybe change dried fruits into 2 resources, 1 as an ingredient and one as a meal made from 5-10 units of dried fruits. Atm it's a really powerful 1 ingredient self contained meal.
I was wondering why I didn't seem to have any food struggles anymore and found this to be the cause. Yeah, dried fruits are so good right now that they seem either bugged or overpowered. It increases the nutrition from 0.02 to 0.42 per unit. 15 fruit = 15 meals. If it were 15 fruit = 1 meal, then 0.3 nutrition (0.02 x 15) upgrades to 0.42, which seems like it was the intention.
Bumpin' this potential bug/oversight, still present. Easy fixed by changing line 965 to 1 in ...\RimWorld\Mods\Core_SK\Defs\RecipeDefs\Recipes_Meals_SK.xml
The idea that dried fruit should be more nutritious per unit than regular fruit is strange in the first place. Dried fruit should be equally, if not less nutritious than regular fruit. The advantage, of course, is that dried fruit keep much longer. Dried fruit could maybe give slightly more joy when eaten.
What am I able to produce with Chitin, so far I have yet to find a use for it.
Ого! Капитальный мод то... :o
Quote from: Zakhad on August 15, 2016, 04:30:25 PM
Getting a NullreferenceException pointing towards Hospitality anyone know?
Edit: I think a factionlord died and a new one is trying to be created but it's giving it an invalid item
It's cripping like the old pathfinding bug where it constantly trys to pathfind causing 1 fps of death.
Quote from: Zakhad on August 15, 2016, 02:54:41 PM
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Mechanisms, components, electronics components can be found in the ship chunks.
So far I've not had any problems running prepare carefully but then again I'm just starting with 5 naked people they have stats configured/traits chosen but that's it.
When trying to use Prepare Carefully, and just that on top of the standard load order, my game decides to take forever at Generating Map. Not sure if it just wants to take over half an hour to generate the map for some reason or what, but I've been giving up after about 20 minutes.
Quote from: Szara on August 15, 2016, 05:20:18 PM
Quote from: Zakhad on August 15, 2016, 02:54:41 PM
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Mechanisms, components, electronics components can be found in the ship chunks.
So far I've not had any problems running prepare carefully but then again I'm just starting with 5 naked people they have stats configured/traits chosen but that's it.
When trying to use Prepare Carefully, and just that on top of the standard load order, my game decides to take forever at Generating Map. Not sure if it just wants to take over half an hour to generate the map for some reason or what, but I've been giving up after about 20 minutes.
Generating maps do take a bit longer but not 20 minutes, mine takes about 2-4 minutes raid-0 no ssd
Bug report 1 - To any of the dev's sky etc
glow stone lamps don't actually require glow stone in order to be assembled but when dissembled I get 10 glow stone :s
Bug report 2 - Growth of Fungus/Mushrooms have "INT" at the end so 5% growthInt
Bug report 3 - The Hand smelting furnace (which looks awesome btw) has a broken interaction spot depending on how you align/place it down on the map if for example from the south and interacting from the north its 2 spots away, rather than 1 from each other direction.
Bug report 4 The hand smelting furnace bill description of tin/copper as individual items are not alloys
Bug report 5 Research tech requirement for Glassworking II is wrong. At the moment its set to Technology instead of Glassworking I, as I can research either one. Also Animal Husbandry II description ???
Without Prepare Carefully there is no holdup at map generation, it just takes a minute. Though the starting gear for the lost tribe seems to be a little bit wrong, non-stuffed versions of the pila and shortbows which causes an error and gets them set to the default wood logs.
Did you do anything else to the loaded mods or mod order for Prepare Carefully, Zakhad?
Surprised this hasn't been mentioned yet, but I started playing just now and upon looking around the map to begin planning, I noticed there was no mineral or oil deposits. That would be a bit of a game breaker, especially the oil part D:
I was using prepare carefully though, not sure if that messed with the map generator...
UPDATE: upon a bit of testing, it appears manually installing prepare carefully breaks the map generation in this regard. Back to waiting for me!
UPDATE 2: If you don't want to wait, you might be able to use prepare carefully to generate your colonists, then copy their XML from the save, then restart the game without Prepare Carefully, save it, and paste in the replacement colonists. Untested idea!
Quote from: Szara on August 15, 2016, 05:55:23 PM
Without Prepare Carefully there is no holdup at map generation, it just takes a minute. Though the starting gear for the lost tribe seems to be a little bit wrong, non-stuffed versions of the pila and shortbows which causes an error and gets them set to the default wood logs.
Did you do anything else to the loaded mods or mod order for Prepare Carefully, Zakhad?
No I Just used prepare carefully to make 5 characters exactly more or less how I like and start the map no items no nothing, its at the bottom of my load order if that helps. There could be problems with the items as your describing that might be why it wasn't released with this version.
Quote from: Owlchemist on August 15, 2016, 05:57:35 PM
Surprised this hasn't been mentioned yet, but I started playing just now and upon looking around the map to begin planning, I noticed there was no mineral or oil deposits. That would be a bit of a game breaker, especially the oil part D:
I was using prepare carefully though, not sure if that messed with the map generator...
UPDATE: upon a bit of testing, it appears manually installing prepare carefully breaks the map generation in this regard. Back to waiting for me!
UPDATE 2: If you don't want to wait, you might be able to use prepare carefully to generate your colonists, then copy their XML from the save, then restart the game without Prepare Carefully, save it, and paste in the replacement colonists. Untested idea!
I didn't even pay attention to that, yeah there's no oil or minerals, probably other things as well, oh well testing is testing I'm happy to play with w/e I can :)
The items were part of the standard scenario, not prepare carefully, two other weapons that are in that scenario are stuff'd as they should be, so it isn't a problem with Prepare Carefully. On that note I can't edit scenarios at all because of.. Strange bugs. Turning on edit mode starts spamming an error endlessly, making it impossible to do anything.
Anyway I'll give stripping down my colonists a go! ... And that fixed it I guess, just removing the two non-stuff'd weapons! AWesome. Oh I also updated EbD Prepare Carefully to 0.14.2.1, I had 0.14.1.1.
However I do seem to have the same problem Owlchemist has, with none of the minerals or oil, which might make things a teeeeeeensy bit difficult.
That is fixable though, all I have to do is save this, turn off prepare carefully, reload the same exact map with the same size and seed, memorize where all the deposits are, and place them with the debug tool! PERFECT! Well, workable, but what can you do?
Lol yeah I'm just messing around I'm not expecting a full playthrough. Like my post a few sections above I'm reporting bugs etc. Trying to help out where I can. Like when a factionLord dies there's a good chance combat realism will bugout / 1fps on death trying to spam create an invalid selection of items for him in my case it was a invalid backpack id.
Quote from: Szara on August 15, 2016, 06:34:33 PM
The items were part of the standard scenario, not prepare carefully, two other weapons that are in that scenario are stuff'd as they should be, so it isn't a problem with Prepare Carefully. On that note I can't edit scenarios at all because of.. Strange bugs. Turning on edit mode starts spamming an error endlessly, making it impossible to do anything.
Anyway I'll give stripping down my colonists a go! ... And that fixed it I guess, just removing the two non-stuff'd weapons! AWesome. Oh I also updated EbD Prepare Carefully to 0.14.2.1, I had 0.14.1.1.
However I do seem to have the same problem Owlchemist has, with none of the minerals or oil, which might make things a teeeeeeensy bit difficult.
That is fixable though, all I have to do is save this, turn off prepare carefully, reload the same exact map with the same size and seed, memorize where all the deposits are, and place them with the debug tool! PERFECT! Well, workable, but what can you do?
I was thinking about that... but I have a feeling you might be missing other things as well. Like, for example, mineable ores in the mountains/hills. Probably not a game breaker since you can just use an extractor to get what you need, but, still not the same experience. Who knows what else.
BTW parapets seem to be buildable right from the start, whereas before they needed I think 2 tiers of security research first.
Anyone else having problems with hospitality with today's release of hardcore sk. I'm getting a path finding? spam bug with hospitality.
[attachment deleted by admin - too old]
Skyark: Brighten is now [A14] Enlighten https://ludeon.com/forums/index.php?topic=24427.0
@Skyarkh : I noticed that 4 mods are set to inactive in the ModsConfig.xml files provided. Is that on purpose ?
I have a question, where is the best place to report bugs ?
Edit: I get another bug for raid not being able to spawn.
http://imgur.com/ypJeDnf
Quote from: kaptain_kavern on August 15, 2016, 10:19:55 PM
@Skyarkh : I noticed that 4 mods are set to inactive in the ModsConfig.xml files provided. Is that on purpose ?
As I recall they are just optional mods that Sky didn't think all players would want to use, but still included them for those who did, but not by default.
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Posting on here or messaging Skyarkhangel directly would probably be best.
Indeed I activated them and they seems to work well. Thanks
For bug reports the Github Issue tracker maybe ==> https://github.com/skyarkhangel/Hardcore-SK/issues
still it is not fully updated. edb prepare and some other mods are not included this pack.
Is no longer possible to change the priority order of task and subtask?
The same goes to squads
Yeeesssssss. Unfortunately, Prepare Carefully isnt working. Also, is there a mod that works with that that adds more than 4 numbers for work priorities?
Quote from: Griffith on August 16, 2016, 02:36:19 AM
Yeeesssssss. Unfortunately, Prepare Carefully isnt working. Also, is there a mod that works with that that adds more than 4 numbers for work priorities?
yeah, one of "fluffies" mods, fluffies tabs I think
Quote from: kaptain_kavern on August 15, 2016, 10:19:55 PM
@Skyarkh : I noticed that 4 mods are set to inactive in the ModsConfig.xml files provided. Is that on purpose ?
its optional :)
Quote from: Finassar on August 16, 2016, 03:30:23 AM
Quote from: Griffith on August 16, 2016, 02:36:19 AM
Yeeesssssss. Unfortunately, Prepare Carefully isnt working. Also, is there a mod that works with that that adds more than 4 numbers for work priorities?
yeah, one of "fluffies" mods, fluffies tabs I think
Many thanks, good sir. As for the "Select skilled builder only" option that was in the previous SK, Is that taken out or not working?
Quote from: Griffith on August 16, 2016, 03:53:14 AM
Quote from: Finassar on August 16, 2016, 03:30:23 AM
Quote from: Griffith on August 16, 2016, 02:36:19 AM
Yeeesssssss. Unfortunately, Prepare Carefully isnt working. Also, is there a mod that works with that that adds more than 4 numbers for work priorities?
yeah, one of "fluffies" mods, fluffies tabs I think
Many thanks, good sir. As for the "Select skilled builder only" option that was in the previous SK, Is that taken out or not working?
That mod received a fan update, available here: https://ludeon.com/forums/index.php?topic=19764.45
I recommend the 'On' version. It only defaults to On for things where the constructor matters, mind you.
This was really quick release of A14 of this :O Great work and thank you :)
No prepare carefully and fluffy work tab =\
You probably shouldn't be including 'Core' in the download.
Hmm.. I keep getting "No empty place configured to store it" when trying to get colonists to manual haul animal corpses to the stockpile for it infront of the butcher table. It has its own room, stockpile with corpses ticked and is indoors. anyone else?
Should i wait few hours or a day or two to play A14 o just download with bugs? Is it playable for long games?
Epic! At last HSK updated. Damn I waited so long.
Quote from: Adventurer on August 16, 2016, 06:52:02 AM
You probably shouldn't be including 'Core' in the download.
Yes because it is modified too :=p
Quote from: Owlchemist on August 15, 2016, 06:55:30 PM
I was thinking about that... but I have a feeling you might be missing other things as well. Like, for example, mineable ores in the mountains/hills. Probably not a game breaker since you can just use an extractor to get what you need, but, still not the same experience. Who knows what else.
I took that into consideration when comparing the map, and noted that stuff like tin ore and nitrate deposits were present in the EdB Prepare Carefully version already. As far as I can tell it is only the minerals/rare minerals/crude oil on the ground that wasn't spawning.
Quote from: kaptain_kavern on August 16, 2016, 09:21:09 AM
Quote from: Adventurer on August 16, 2016, 06:52:02 AM
You probably shouldn't be including 'Core' in the download.
Yes because it is modified too :=p
Wait... you modified the core files? Why?
I think I am missing something big:
1: I can't build wooden fences or walls, everything costs Stein Alloys and components, even the fence gate.
It doesn't let me change the material of the thing I am constructing.
2: There is no prepare carefully mod button.
Please help!
I have the same prob... research (under the help tab) shows that wooden doors should be constructable, but they aren't... can't build most things without stein alloy or whatever... I can build wooden walls, but not doors?
Do not replace "Core". Later if you decide to remove HSK - the game will be broken due to bogus "Core" files. I don't replace that folder and mod pack perfectly running.
Quote from: ThomasCro on August 16, 2016, 10:09:52 AM
2: There is no prepare carefully mod button.
Please help!
Prepare Carefully hasn't been made compatible with the rest of the modpack yet, there are ways around that involving manually installing Prepare Carefully, but they can be a bit of a pain. Check the last few pages for posts by Owlchemist and I if you want it badly enough.
Having same issue as mentioned above - unable to make dedicated food stockpiles, if all storage is allowed pawns will put food in the stockpile however just ticking it down to food and they get no configured space.
Just did a fresh reinstall of the game and mod, did not copy the Core folder, copied the modconfig to appdata.
http://i.imgur.com/FBz4dGq.jpg
It's still the same, a fence costs stein alloys and components, and trying to switch to other materials comes up with the error message "You have no usable materials from which to build this."
I don't know if it's worth noting that I am playing the sole survivor rich guy scenario
Will you add medieval times in the modpack?
Apart from that, thanks for updating it, without the modpack i just can't seem to enjoy the game that much (i still spend days playing tho).
Quote from: ThomasCro on August 16, 2016, 10:09:52 AM
I think I am missing something big:
1: I can't build wooden fences or walls, everything costs Stein Alloys and components, even the fence gate.
It doesn't let me change the material of the thing I am constructing.
Please help!
You have to craft wooden plank in order to build that in wood
PSA : you can use the help button (between Statistics and Research) to find pretty all info needed
(https://i.imgur.com/VnNj6U2.jpg)
Quote from: ThomasCro on August 16, 2016, 10:55:27 AM
Just did a fresh reinstall of the game and mod, did not copy the Core folder, copied the modconfig to appdata.
Quote from: legendary on August 16, 2016, 10:23:46 AM
Do not replace "Core". Later if you decide to remove HSK - the game will be broken due to bogus "Core" files. I don't replace that folder and mod pack perfectly running.
Quote from: Adventurer on August 16, 2016, 06:52:02 AM
Wait... you modified the core files? Why?
Hey it's not my mod ;)
On the first page of this thread you will find the only one way of installing this mod properly and this require you to copy all the files in the package (including the modified Core).
QuoteQ. Can I install modpack over old version?
А. NEVER reinstall mod pack over previous version! You hear me?! NEVER. You must DELETE all from Mods folder except Core folder, then pack off new version of HС SK with rewrite of Core folder, after – repack ModsConfig to ....\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
What you can do is use a different install location (copy paste a "fresh" rimworld folder" and use this one only for this pack).
Warning : if you do this be sure to create a specific shortcut for the game to store data elsewhere than appData (https://ludeon.com/forums/index.php?topic=23751.msg248759#msg248759) (else your two differents games will try to use same save/config location and screw your save) - You can find informations about that in the previous link or in the Readme file in Rimworld folder
I'm not able to uninstall/miniaturize work stations. Is it intended to be this way or are there plans to make it so that work stations can be miniaturized?
edit: unrelated note, all tree types can be planted even without the required tree cultivation technology (example, can plant cecropia trees without Tree cultivation 1)
Smelting 'tin alloy' is also producing copper alloy instead of tin alloy, easy xml fix.
have u thought of adding extended storage? to allow for easier storing of things?
Ok, figured it out.
Now I have single food storage problems. I enable a storage to hold jerky and then can't haul the jerky because it says that no storage has been designated.
Quote from: Finassar on August 16, 2016, 03:30:23 AM
yeah, one of "fluffies" mods, fluffies tabs I think
Quote from: Adventurer on August 16, 2016, 04:51:37 AM
That mod received a fan update, available here: https://ludeon.com/forums/index.php?topic=19764.45
I recommend the 'On' version. It only defaults to On for things where the constructor matters, mind you.
I may have manually downloaded and added both O.o both are much needed ease of life staples
Edit: Was the worktab stripped down for just the basic features in hardcore sk? like organising an entire collum.
Anyone know how to fix these errors?
I get them while trying to do quickstart and loading a save file
http://puu.sh/qDBxS/2886b0cca8.png
http://puu.sh/qDBx1/9a351c8f38.png
Quote from: StormySunrise on August 16, 2016, 03:00:54 PM
Anyone know how to fix these errors?
I get them while trying to do quickstart and loading a save file
http://puu.sh/qDBxS/2886b0cca8.png
http://puu.sh/qDBx1/9a351c8f38.png
The 2nd image I think was fixed in Yesterdays github under "Updated Brighten from A12, Orassians and other reworks." and onwards I can't say for sure but I did notice a lot of researchdef changes. What version are you running?
https://github.com/skyarkhangel/Hardcore-SK/commits/master
Anyone else having weird blinking userinterface every now and again? (I was running default alpha 14 build yesterday, I'm now running the latest github from "Merge branch 'master' of https://github.com/skyarkhangel/Hardcore-SK" onwards
Anyone got an idea why my colonists won't clean? I got their clean priority to 1 but nobody seems to be cleaning anything, the place is filthy bringing their moods down.
Quote from: Gurrnt on August 16, 2016, 05:13:34 PM
Anyone got an idea why my colonists won't clean? I got their clean priority to 1 but nobody seems to be cleaning anything, the place is filthy bringing their moods down.
The cleaning zone is back you have to zone an area for cleaning.
Any known mods incompatible with this modpack?
This modpack is intended to be used as is.
Everything else is up to you and your knowledge with mods. The team here take lots of time to make all this mods works together. If something is not included it's most of the time because it's not compatible (also keep in mind that is only the first release for A14 now, more will be added i bet you)
Quote from: Zakhad on August 16, 2016, 04:51:55 PM
Quote from: StormySunrise on August 16, 2016, 03:00:54 PM
Anyone know how to fix these errors?
I get them while trying to do quickstart and loading a save file
http://puu.sh/qDBxS/2886b0cca8.png
http://puu.sh/qDBx1/9a351c8f38.png
The 2nd image I think was fixed in Yesterdays github under "Updated Brighten from A12, Orassians and other reworks." and onwards I can't say for sure but I did notice a lot of researchdef changes. What version are you running?
https://github.com/skyarkhangel/Hardcore-SK/commits/master
Anyone else having weird blinking userinterface every now and again? (I was running default alpha 14 build yesterday, I'm now running the latest github from "Merge branch 'master' of https://github.com/skyarkhangel/Hardcore-SK" onwards
I downloaded the laetst version on the initial A14 release, so I probably need to downlaod the update :) thanks !
Hi.
I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...
How can I do something apart of hunt animals and harvest?
Oh I see, thank you.
Quote from: Patitodo on August 16, 2016, 05:55:35 PM
Hi.
I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...
How can I do something apart of hunt animals and harvest?
According to Sky...
QuoteMechanisms, components, electronics components can be found in the ship chunks.
Quote from: Patitodo on August 16, 2016, 05:55:35 PM
Hi.
I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...
How can I do something apart of hunt animals and harvest?
The broken ship parts around the map provide the components, wiring and mechanisms for your start instead of just having them dropped with you at the start. Go find them and tear them all down. Should be solid for more than long enough to get several benches and a couple researches going before you need to start building more.
Quote from: Goo Poni on August 16, 2016, 06:44:23 PM
Quote from: Patitodo on August 16, 2016, 05:55:35 PM
Hi.
I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...
How can I do something apart of hunt animals and harvest?
The broken ship parts around the map provide the components, wiring and mechanisms for your start instead of just having them dropped with you at the start. Go find them and tear them all down. Should be solid for more than long enough to get several benches and a couple researches going before you need to start building more.
Yeah, they make it probably a bit too easy, there is so many. In the A12 version you had to be very careful of your build order, now it seems there is quite a bit of freedom. Dunno, maybe that's better, not sure yet.
(https://i.imgsafe.org/3beeba24b2.jpg)
The only door option I have requires 15 Stein alloy and 1 component... nothing in the research tab or the help tab explains what tech or items would be required to build a regular wooden door... help a brother out, am I missing something, or do I have a corrupt install of this mod...
Wooden doors are made out of wooden plank. Not wood logs
gotcha, the item drop box appeared after he hauled the planks to the stockpile. thanks.
Ah. Glad you managed it :)
Is no one experiencing the food storage glitch?
Are you sure you have ticked "fresh" to be allowed in the stockpile. At the top of the list?
(Just seen on Reddit someone having this particular problem, and yeah it's easy to not noticing it if you just click on "clear all" before)
Quote from: kaptain_kavern on August 16, 2016, 10:02:40 PM
Are you sure you have ticked "fresh" to be allowed in the stockpile. At the top of the list?
(Just seen on Reddit someone having this particular problem, and yeah it's easy to not noticing it if you just click on "clear all" before)
I was completely oblivious to this. Im almost positive it wasnt like that in the previous SK or any Rimworld game ive played. Thankyou for pointing out how ridiculously stupid I am hahahaha
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Edit: I get another bug for raid not being able to spawn.
http://imgur.com/ypJeDnf
i do have the same issue. are we the only ones who do have this issue?
Quote from: eskoONE on August 16, 2016, 11:23:44 PM
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Edit: I get another bug for raid not being able to spawn.
http://imgur.com/ypJeDnf
i do have the same issue. are we the only ones who do have this issue?
What version are you running on I've not had it with the github version.
Quote from: Zakhad on August 16, 2016, 11:47:49 PM
Quote from: eskoONE on August 16, 2016, 11:23:44 PM
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Edit: I get another bug for raid not being able to spawn.
http://imgur.com/ypJeDnf
i do have the same issue. are we the only ones who do have this issue?
What version are you running on I've not had it with the github version.
im not sure. ive downloaded the megaload version i think. prolly should try the github version.
Quote from: Griffith on August 16, 2016, 11:10:01 PMI was completely oblivious to this. Im almost positive it wasnt like that in the previous SK or any Rimworld game ive played. Thankyou for pointing out how ridiculously stupid I am hahahaha
Hey It wasn't my intention ;-) And your right it's a new features that came from Muzzy Utils mod (not I spelled it right)
Quote from: eskoONE on August 16, 2016, 11:54:01 PM
Quote from: Zakhad on August 16, 2016, 11:47:49 PM
Quote from: eskoONE on August 16, 2016, 11:23:44 PM
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Edit: I get another bug for raid not being able to spawn.
http://imgur.com/ypJeDnf
i do have the same issue. are we the only ones who do have this issue?
What version are you running on I've not had it with the github version.
im not sure. ive downloaded the megaload version i think. prolly should try the github version.
I can't read the red error messages. Can you post what it says?
Quote from: BlackSmokeDMax on August 16, 2016, 07:25:07 PM
Quote from: Goo Poni on August 16, 2016, 06:44:23 PM
Quote from: Patitodo on August 16, 2016, 05:55:35 PM
Hi.
I try to play as a Lost Tribe, but i'm really lost. Everything needs mechanism, but is impossible to get some. Not from the map, not crafting, can't trade...
How can I do something apart of hunt animals and harvest?
The broken ship parts around the map provide the components, wiring and mechanisms for your start instead of just having them dropped with you at the start. Go find them and tear them all down. Should be solid for more than long enough to get several benches and a couple researches going before you need to start building more.
Yeah, they make it probably a bit too easy, there is so many. In the A12 version you had to be very careful of your build order, now it seems there is quite a bit of freedom. Dunno, maybe that's better, not sure yet.
Thanks, but there's not ship chunks in my tribe start. I only could pick components from mining "compacted" ones, on the map there are only rock chunks. No metal ore, no silver, no meals, no metal chunks and no ship chunks.
I'd really like to know why changing the core files is necessary. It really isn't legal to distribute those in the first place as they're copyrighted game assets.
To me it's not necessary but that's how the modpack is done since a while.
Also I'm not a legal expert at all but I don't see the difference between providing modded files in folder named Core or in a folder named something else. The changes are the same it's just a matter of naming. I mean to do a mod we all basically copy/paste content from core files, so i clearly don't see the difference
Plus I don't remember Tynan raising any complaint about this particular mod or modpack
Speaking of that :
Quote from: Patitodo on August 17, 2016, 02:12:42 AM
Thanks, but there's not ship chunks in my tribe start. I only could pick components from mining "compacted" ones, on the map there are only rock chunks. No metal ore, no silver, no meals, no metal chunks and no ship chunks.
Are you sure have done a proper installation as described in the first post ?
QuoteNEVER reinstall mod pack over previous version! You hear me?! NEVER. You must DELETE all from Mods folder except Core folder, then pack off new version of HС SK with rewrite of Core folder, after – repack ModsConfig to ....\AppData\LocalLow\Ludeon Studios\RimWorld\Config.
Because it seems like you just miss some changes
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?
Quote from: Patitodo on August 17, 2016, 02:39:28 AM
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?
Prepare carefully breaks the map gen so you won't have any as far as I can tell if you're using it, but I doubt you are but just in case.
Just wait for one to fall like I did (1 whole season of raspberry's and eating corpses), or you can spawn one in if your really impatient (esc, dev mode *tool try to place near, ship chunk*)
QuoteAlso I'm not a legal expert at all but I don't see the difference between providing modded files in folder named Core or in a folder named something else. The changes are the same it's just a matter of naming.
It is completely unnecessary. You have to include ALL the core files every time creating unnecessary bloat (if you don't, a revert could force users to verify their cache or reinstall the game). It also makes it much more difficult for new modders to convert to a new version if the current maintainer moves on. Redistributing the assets of any copyrighted game is typically a big no-no. And it isn't really clear what the modified Core files even do, or why we need Core AND Core_SK.
There's just no good reason to do this.
Quote from: Zakhad on August 17, 2016, 03:55:20 AM
Quote from: Patitodo on August 17, 2016, 02:39:28 AM
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?
Prepare carefully breaks the map gen so you won't have any as far as I can tell if you're using it, but I doubt you are but just in case.
Just wait for one to fall like I did (1 whole season of raspberry's and eating corpses), or you can spawn one in if your really impatient (esc, dev mode *tool try to place near, ship chunk*)
Mmmm, ok, I didn't know that it can fall from the sky. Many thanks!!
I'm playing on extreme desert biome, so eat until I can do something new will be... funny hahaha
Again, thanks a lot to all.
Quote from: Adventurer on August 17, 2016, 04:05:32 AM
QuoteAlso I'm not a legal expert at all but I don't see the difference between providing modded files in folder named Core or in a folder named something else. The changes are the same it's just a matter of naming.
It is completely unnecessary. You have to include ALL the core files every time creating unnecessary bloat (if you don't, a revert could force users to verify their cache or reinstall the game). It also makes it much more difficult for new modders to convert to a new version if the current maintainer moves on. Redistributing the assets of any copyrighted game is typically a big no-no. And it isn't really clear what the modified Core files even do, or why we need Core AND Core_SK.
There's just no good reason to do this.
I think it comes down to the modding community not being advanced enough or a need to have something equivalent to minecrafts forge due to a lack of mainstreaming, we have the community core library which is essentially a lite version of forge for compatibility. I guess it could be modified towards as a full resource api to pull from so that mods don't directly modify or touch the core folders and are able to play nice together. Honestly take what I say with a pinch of salt I really don't know enough, I'm just extrapolating.
Quote from: Patitodo on August 17, 2016, 04:42:18 AM
Quote from: Zakhad on August 17, 2016, 03:55:20 AM
Quote from: Patitodo on August 17, 2016, 02:39:28 AM
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?
Prepare carefully breaks the map gen so you won't have any as far as I can tell if you're using it, but I doubt you are but just in case.
Just wait for one to fall like I did (1 whole season of raspberry's and eating corpses), or you can spawn one in if your really impatient (esc, dev mode *tool try to place near, ship chunk*)
Mmmm, ok, I didn't know that it can fall from the sky. Many thanks!!
I'm playing on extreme desert biome, so eat until I can do something new will be... funny hahaha
Again, thanks a lot to all.
Try and cultivate a hive system where you raid the insect jelly each night while you got very little to do waiting for the heavens to open up. Or you could try your lucky with an ancient danger room and hope for something that's able to be disassembled into mechanisms etc.
Quote from: Adventurer on August 17, 2016, 02:15:28 AM
I'd really like to know why changing the core files is necessary. It really isn't legal to distribute those in the first place as they're copyrighted game assets.
C'mon buddy, they're useless to anyone without a functioning build, configured in the right order, etc. This isn't exactly ripping models from one game to upload to the Steam workshop of another.
unless these duplicated assets can somehow be used to enable pirates to upgrade prior versions there's no issue, and even if they could, this isn't really something mod creators should be worried about
So after 10 or so hours of playing, I died from the various cat event firing in quick succession. Some lost cats have decided to join your colony (Great more mouths to feed), a Feenix has decided to wonder into your territory 5 seconds later a Icecat has also decided to wander into your territory. The cold snap kills the pheenix, (yey free living fire) I might as well bag a living frost while I'm at it, waits for it to sleep, then surrounds it a group of heafty 40 damage clever's that the ogre's kindly donated to the colony, after bagging a living frost for the freezer and having a living fire act as free central heating I'm not really worried about the cold snap. But woe to me, 10 minutes later more cats have decided to join the colony, at the time I didn't really think about the rectification of having so many cats. It wasn't until I start getting chain berserking from starvation, I was like hang on I swear I had like 500 or so raw meat and 50 or so roasted meats just a sec ago... Nope 20 or so cats decimated my 500 or so surplus of food in the middle of winter,(Cold snap no animals on map all fled) and I was like blergh can't be bothered + new updates usually means I need to restart, was an interesting little anecdote that I thought to share. *Cat soup's anyone? I couldn't put myself to killing the poor little fuzz balls of death :P
Quote from: TREH on August 17, 2016, 05:38:20 AM
Quote from: Adventurer on August 17, 2016, 02:15:28 AM
I'd really like to know why changing the core files is necessary. It really isn't legal to distribute those in the first place as they're copyrighted game assets.
C'mon buddy, they're useless to anyone without a functioning build, configured in the right order, etc. This isn't exactly ripping models from one game to upload to the Steam workshop of another.
*Cough skyrim (Orginal) monster mod cough*
Okay, that was one reason out of four why it wasn't the best idea to modify core files. Is there a single good reason for doing so?
This seems like a very poor coding practice, and I just thought of another reason: It's going to make bugs very hard to track down to the root cause.
I made a new colony and I can't do anything, everything I do produces an error and the colonist just stands there (Tried woodcutting)
Is it possible to use this version of combat realism without actually using the modpack?
Quote from: katjezz on August 17, 2016, 08:41:09 AM
Is it possible to use this version of combat realism without actually using the modpack?
Quote from: skyarkhangel on August 06, 2016, 03:44:16 PM
Updated with bugfixes and some new stuff :)
https://github.com/skyarkhangel/CombatRealism/releases
Sometimes solar flares bug out and occur unannounced and do not end (had for 12+ hours in game time, also causes fps to drop considerably)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at SK.Events.IncidentWorker_SolarFlareSubEventA.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_MakeMapCondition.UsableNowSub () [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker.UsableNow (Boolean queueing) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
The first error logged occurs once while the second occurs every tick.
I had this issue two times, the first time I tried to use the development mode tool to end the solar flare but it came back the tick after force ending it. I forgot to try it the second time that it occured.
(I added prepare carefully so I don't know if that somehow affects this issue)
edit: again an unrelated note, feels like some of animals lack the ability to retaliate like how a grizzly bear will have 'revenge' if attacked. Notably so for raptors which feel like they should fight back.
Quote from: Adventurer on August 17, 2016, 02:15:28 AM
I'd really like to know why changing the core files is necessary. It really isn't legal to distribute those in the first place as they're copyrighted game assets.
I'm not Tynan, but my reading of the EULA (https://ludeon.com/rimworld/EULA.txt) permits this. The art sources are already available in another thread, and the XML is broken down pretty thoroughly in my modder's guide and in other places. There isn't much AFAIK that this mod makes public that wasn't already public. In addition, the mod itself isn't useful to anyone who doesn't have RimWorld. It's not even useful to someone with an outdated version since the game engine itself is constantly being changed.
As for why it's necessary, I've not used the modpack, but I recall reading a LONG time ago that it was (then) the only way to accomplish everything needed to make the modpack work. I'm guessing that's still the case or they wouldn't overwrite Core. But that's just a guess.
I'd just like to add my wholehearted and enthusiastic (verbal) support for getting EdB Prepare Carefully working properly with the Hardcore SK modpack.
Skyark, you can load a mod before Core.
It's not necesary for the mod pack to write into Core. There are no valid reasons for it.
Quote from: notfood on August 17, 2016, 12:56:11 PM
Skyark, you can load a mod before Core.
It's not necesary for the mod pack to write into Core. There are no valid reasons for it.
No one cares dude
When you mod heavily you are switching mods a lot, keeping Core without modifications matters. Mr no one cares about.
Anyone else having the issue that Generating map takes up to 10 minutes?
Quote from: katjezz on August 17, 2016, 02:17:26 PM
Anyone else having the issue that Generating map takes up to 10 minutes?
For what I understood. It's only people that have added Prepare Carefully on top of the modpack, who suffering from this
Are you by any chance in that case?
Also be assured that the SK team his working their asses non stop since last release.
Just by looking on Github : "Showing 157 changed files with 4,690 additions and 1,870 deletions. " since 2 days (https://github.com/skyarkhangel/Hardcore-SK/compare/4.0...master)
Quote from: kaptain_kavern on August 17, 2016, 02:21:05 PM
Quote from: katjezz on August 17, 2016, 02:17:26 PM
Anyone else having the issue that Generating map takes up to 10 minutes?
For what I understood. It's only people that have added Prepare Carefully on top of the modpack, who suffering from this
Are you by any chance in that case?
yeah im using prepare carefully too
what a bummer, being able to use prepare carefully is essential to me
So please understand that Skyarkh hadn't include it with reasons. And it's a bit "unfair" to ask him to correct things he is not responsible of.
(i'm not trying to be pedant or such - i'm not a native english speaker so pardon my poor vocabulary)
Keep in mind it's only the first A14 release. I'm pretty sure it will be included in the end
Was looking through the github releases, and it got me wondering. Is every mod that has a _SK on the end of the name a modified version of the original mod? Would that also mean that as new versions of other mods that do not have the _SK addendum we can swap those in? Don't worry, I won't come complaining if that breaks the game, I'll save everything first! I would just try it, but if this is an easy question to answer, I'd prefer that. :)
Quote from: Se7en on August 17, 2016, 02:04:32 PM
Quote from: notfood on August 17, 2016, 12:56:11 PM
Skyark, you can load a mod before Core.
It's not necesary for the mod pack to write into Core. There are no valid reasons for it.
No one cares dude
I care. I've given a lot of reasons as to why it is bad. I just want to hear why it is necessary, because modifying the core files is a bugtracking nightmare.
I somehow have a problem where my colonists refuse to move raw food into stockpiles, when I right click them, it says that there is no stockpile configured to store them... Anyone got an idea how to fix this?
Please be sure to tick the newly added "fresh" category in the stockpile setting
I started playing last night for about 4 hours. No problems so far!
I ended up doing the colonist transplant idea. that is, I started the game, saved it... then I started a new game with prepare carefully, saved it, opened both saves in a notepad editor and copy-pasted the XML blocks to replace the random colonists with my customized colonists. You also need to copy/paste replace the <talemanager> block. Though I lost my family relations, couldn't figure out how to get that in. Also mind the <pos> field or you might end up placing them inside a mountain :P
EDIT: I wonder if it would be safer to just god-mod in a stargate and use that to transport the colonists... then delete it when you're done.
Quote from: Se7en on August 17, 2016, 02:04:32 PM
No one cares dude
It affects everyone. If you want to uninstall the mod later, you'll be left with a modified core, so you have to practically redownload/revalidate the game to get back to basics. The same could be said for updating hardcore. For example if hardcore SK no longer modifies a core file, then if you simply overwrite the core, you'll still be using the old modified version which could cause problems.
That said... I'd like to give Sky some credit and imagine there's probably a reason why he's doing it this way.
Quote from: kaptain_kavern on August 17, 2016, 03:21:33 PM
Please be sure to tick the newly added "fresh" category in the stockpile setting
That did the trick, thank you.
How do Pila's work in this mod? They seem to, not shoot, not drafter, not on hunting assignment.
Quote from: Owlchemist on August 17, 2016, 03:22:13 PM
That said... I'd like to give Sky some credit and imagine there's probably a reason why he's doing it this way.
Exactly that, like Milon have said earlier (https://ludeon.com/forums/index.php?topic=12996.msg251560#msg251560), it was mandatory a few alpha's back. It may not be the case anymore.
Personally I always use a fresh copy/pasted copy of Rimworld folder when installing HardCore Sk pack, to have it completely separated from my main game folder. (in fact i'm doing the same when working on mods)
Like that :
(https://i.imgur.com/ejc9NlS.jpg)
edit: Crap i forget to cut the date/time, you now all know officially that I have a poor sleeping hygiene ???
Modders never get a break it seems! Just upgraded to A14, and A15 is now available for testing (https://ludeon.com/blog/2016/08/alpha-15-unstable-branch-test-is-available/) :O
Not much from A14 I cared to miss out on when playing on A13 in order to play modded, but A15 sounds pretty great ;)
Quote from: PeTeTe809 on August 17, 2016, 03:30:43 PM
How do Pila's work in this mod? They seem to, not shoot, not drafter, not on hunting assignment.
I've not used Pila before with Combat Realism so this is a bit of a guess, but you probably need to manufacture more of them. A single pilum will only last you one throw. I am a bit anxious to go try now though, prob do that as soon as I get home from work!
Bugreport- It seems pawns with the Cannibal trait are suffering from the I/We butchered humanlike thought. I think this happened with the Norbal. Made Norn flesh I think? They had a stupidly low minimum comfortable temperature.
Edit: Happened with normal human corpses as well.
Edit: Upon further investigation, in the core_SK Thoughdef files, the thought for butchering humanlikes is not prevented by having the cannibal trait, for some strange reason. Is this intentional?
Can anyone please give me advice? I have built Fueled Smithy, but I can't fuel it. In tooltip it states that its fueled by wood, but that doesn't seems to work. I have enough wood, wood planks and wood kindlings in stockpile but none of those works.
I can't seem to install any bionic limbs. I've both advance medicine and regular medicine and both advance hospital bed as well as the regular 1. Not sure if it's a bug or I'm doing something wrongly.
Quote from: zebransay on August 17, 2016, 04:29:00 PM
I can't seem to install any bionic limbs. I've both advance medicine and regular medicine and both advance hospital bed as well as the regular 1. Not sure if it's a bug or I'm doing something wrongly.
Sorry for asking this if you have thought of it but have checked if it's not research locked ?
Quote from: signeti on August 17, 2016, 04:24:41 PM
Can anyone please give me advice? I have built Fueled Smithy, but I can't fuel it. In tooltip it states that its fueled by wood, but that doesn't seems to work. I have enough wood, wood planks and wood kindlings in stockpile but none of those works.
I was having the same issue. After reading through the code, it needs Coal, Charcoal or Peat apparently (haven't tested in game though)
Quote from: kaptain_kavern on August 17, 2016, 04:30:40 PM
Quote from: zebransay on August 17, 2016, 04:29:00 PM
I can't seem to install any bionic limbs. I've both advance medicine and regular medicine and both advance hospital bed as well as the regular 1. Not sure if it's a bug or I'm doing something wrongly.
Sorry for asking this if you have thought of it but have checked if it's not research locked ?
Yea I turned on debug mode and researched everything.
Quote from: Owlchemist on August 17, 2016, 03:54:23 PM
Modders never get a break it seems! Just upgraded to A14, and A15 is now available for testing (https://ludeon.com/blog/2016/08/alpha-15-unstable-branch-test-is-available/) :O
Not much from A14 I cared to miss out on when playing on A13 in order to play modded, but A15 sounds pretty great ;)
Loving the changes to alpha 15 :P changelog for anyone interested. https://ludeon.com/blog/2016/08/features-preview-of-alpha-15/
Quote from: zebransay on August 17, 2016, 04:42:45 PM
Quote from: kaptain_kavern on August 17, 2016, 04:30:40 PM
Quote from: zebransay on August 17, 2016, 04:29:00 PM
I can't seem to install any bionic limbs. I've both advance medicine and regular medicine and both advance hospital bed as well as the regular 1. Not sure if it's a bug or I'm doing something wrongly.
Sorry for asking this if you have thought of it but have checked if it's not research locked ?
Yea I turned on debug mode and researched everything.
Then i will report it as a bug then - (done (https://github.com/skyarkhangel/Hardcore-SK/issues/101))
I had the option to install a bionic leg as soon as I had an anesthetic medicine during last nights play through I had yesterdays github version as a reference point, only had researched medicine 1 and hospital 1 (I got a bionic leg from a ruins event) what race is the person you're trying to use it on? Because there's a new pawn race in alpha 14 hardcore sk albeit not a problem now looking at the massive github changes towards that race, might it be that you had one of the said pawns?
I realised that I was trying to install advanced bionics instead of just bionic limbs. I also released that there wasn't a BionicsII research which is required to install Advanced bionics. So i went into ResearchProjects_Tech.xml and found the problem. The requirement for Bionics II requires Bionics II which should be Bionics I.
Edit: Still didn't allow me to install Advanced Bionic Limbs. Was able to research Bionics II and Advanced Bionics though
Quote from: zebransay on August 17, 2016, 08:01:11 PM
I realised that I was trying to install advanced bionics instead of just bionic limbs. I also released that there wasn't a BionicsII research which is required to install Advanced bionics. So i went into ResearchProjects_Tech.xml and found the problem. The requirement for Bionics II requires Bionics II which should be Bionics I.
Edit: Still didn't allow me to install Advanced Bionic Limbs. Was able to research Bionics II and Advanced Bionics though
Idk if you seen but I fill an issue (https://github.com/skyarkhangel/Hardcore-SK/issues/101) after you first mentioned it. It will be corrected in next release (in fact it is already corrected on the github nightly build version a.k.a. "working" or "dev" version, the one where the dev works directly)
For some reason, my colonists have forgotten how to farm. I'll assign the area and I want to grow potatoes, and they clear out the area and actively keep it clear of grasses but... they don't seem to want to actually plant potat - ... seeds. Welp. New question! How do I get seeds? :(
Quote from: Crazytoast42 on August 17, 2016, 08:38:06 PM
For some reason, my colonists have forgotten how to farm. I'll assign the area and I want to grow potatoes, and they clear out the area and actively keep it clear of grasses but... they don't seem to want to actually plant potat - ... seeds. Welp. New question! How do I get seeds? :(
I believe the only way is to buy the seeds from a trader of some sort, probably most likely on a bulk goods tradeship. Perhaps you could get lucky and have them drop in a cargo pod, but I'm not sure if that is possible.
You can also build a composter (need some research - Biochemistry I) to extract seeds from the plant itself.
(https://i.imgur.com/RXvTPd0.jpg)
Quote from: kaptain_kavern on August 17, 2016, 08:43:18 PM
You can also build a composter (need some research) to extract seeds from the plant itself.
(https://i.imgur.com/RXvTPd0.jpg)
What research is a composter under? Sorry if that seems lazy but there's just so many trees, it's crazy.
It is written in bold the center of the screenshot! :-p Biochemistry
Here is a tip for when you need to search details like that : use the help menu (in game). Here (https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016) I have provide a screenshot explaining it a bit better. There is a search feature. Just type in what you need to know
Quote from: kaptain_kavern on August 17, 2016, 08:56:42 PM
It is written in bold the center of the screenshot! :-p Biochemistry
Here is a tip for when you need to search details like that : use the help menu (in game). Here (https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016) I have provide a screenshot explaining it a bit better. There is a search feature. Just type in what you need to know
You are fantastic, thank you very much! :D
All of this new stuff was overwhelming so I've just been taking little baby steps through this modpack. Thank you so much, I'm positive the Help panel will, well, help!
O.o loving the changes on the github now has prepare carefully added no more fudging it in :P
Uh. I just encountered my first game-breaking bug ever, I feel honored.
https://gyazo.com/76bf793efca41b1eb339597756272aae
I spammed 5000 damage tool and explosions for my life but they won't stop spawning.. :(
It's the Warg Horde, the end of times.
You can only fix it by editing your save with a text editor. Remove all the wargs by name and then remove the event, I think it's something about arrival.
Is crash landing compatible with hardcore sk? I'm noticing that I'm not seeing any mechanisms in the ship parts, and you can't really get started in hardcore sk without them. Then I realized that ship parts might not be dropping them, if they are coming from the crash landing mod. Am I just getting unlucky?
Are you sure you have copied and overwrite all files and folder when installing ?
Because looks like you miss some of the added features.
I have this annoying bug that keep spamming in the debug screen and kills my fps . It seems related to a raid event.
QuoteSystem.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Quote from: Corax on August 18, 2016, 12:51:45 AM
I have this annoying bug that keep spamming in the debug screen and kills my fps . It seems related to a raid event.
QuoteSystem.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Just came here because I was having the same problem D:
In the meantime, open your save file in notepad, do a search for <queuedIncidents> and remove the pending sapper event.
Anyone know which research unlocks the Hi-Tech Research Bench? Ive manual read every one.. maybe ive missed something?
Quote
Just came here because I was having the same problem D:
In the meantime, open your save file in notepad, do a search for <queuedIncidents> and remove the pending sapper event.
ty for the tip!
Quote from: Griffith on August 18, 2016, 04:48:22 AM
Anyone know which research unlocks the Hi-Tech Research Bench? Ive manual read every one.. maybe ive missed something?
Infrastructure III
You can pretty much put any research/item/building into the in-game help and it'll give you a breakdown on info like this, btw.
Quote from: Owlchemist on August 18, 2016, 06:53:28 AM
Quote from: Griffith on August 18, 2016, 04:48:22 AM
Anyone know which research unlocks the Hi-Tech Research Bench? Ive manual read every one.. maybe ive missed something?
Infrastructure III
You can pretty much put any research/item/building into the in-game help and it'll give you a breakdown on info like this, btw.
Got the research, bench still hasn't appeared though. I also have only had 1 traders caravan, 0 ships and sent 2 colonists on a mission and its been quite some time since ive heard back from them. Bugged maybe? (6 hours in real-life time played on this world?)
Quote from: Griffith on August 18, 2016, 07:49:52 AM
Got the research, bench still hasn't appeared though. I also have only had 1 traders caravan, 0 ships and sent 2 colonists on a mission and its been quite some time since ive heard back from them. Bugged maybe? (6 hours in real-life time played on this world?)
It might be bugged. It doesn't even show up in god mode.
UPDATE: looking at the XMLs, I'm guessing it got mixed up in some research definition renaming, judging by the comments. It could probably be fixed by someone with a bit more know-how than me.
guys i have question. i read somewere here that they added prepere carafull mod.
I know that i can set with how many colonist i want to start, how much resources etc. But i cant find how can i edit my colonists stats? Edit trait, skill etc. I can only just select random...
Quote from: zoranjoza on August 18, 2016, 08:55:01 AM
guys i have question. i read somewere here that they added prepere carafull mod.
I know that i can set with how many colonist i want to start, how much resources etc. But i cant find how can i edit my colonists stats? Edit trait, skill etc. I can only just select random...
Make sure you import the provided load list as well as that Prepare Carefully is active and in the right spot in the load order. At the bottom center of the standard colonists overview and randomizing screen will be a button 'Prepare Carefully'.
Quote from: Szara on August 18, 2016, 10:23:19 AM
Quote from: zoranjoza on August 18, 2016, 08:55:01 AM
guys i have question. i read somewere here that they added prepere carafull mod.
I know that i can set with how many colonist i want to start, how much resources etc. But i cant find how can i edit my colonists stats? Edit trait, skill etc. I can only just select random...
Make sure you import the provided load list as well as that Prepare Carefully is active and in the right spot in the load order. At the bottom center of the standard colonists overview and randomizing screen will be a button 'Prepare Carefully'.
I read in VK, Version on Github was updated, and include Prepare Carefully, all works fine )))
I have issue with this modpack. When I launch the game it crashes out.
There are crash logs. I hope they will help you to solve the problem, because I really don't know what to do.
[attachment deleted by admin - too old]
Mega version is outdated.
Im getting this error. I started new game 1 hour erlyer...
See this:
[sub](Filename: Line: -1)
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 35 points.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[RimWorld.Thought_Situational].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
at RimWorld.Need.get_CurInstantLevelPercentage () [0x00000] in <filename unknown>:0
at RimWorldUtils._ColonistBar._DrawColonist (RimWorld.ColonistBar cbar, Rect rect, Verse.Pawn colonist) [0x00000] in <filename unknown>:0
at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
[/sub]
Quote from: zoranjoza on August 18, 2016, 01:04:18 PM
Mega version is outdated.
Im getting this error. I started new game 1 hour erlyer...
See this:
[sub](Filename: Line: -1)
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 35 points.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[RimWorld.Thought_Situational].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
at RimWorld.Need.get_CurInstantLevelPercentage () [0x00000] in <filename unknown>:0
at RimWorldUtils._ColonistBar._DrawColonist (RimWorld.ColonistBar cbar, Rect rect, Verse.Pawn colonist) [0x00000] in <filename unknown>:0
at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
[/sub]
I got that error too.
I found bug about jerky.
I made JERKY.
I make stockpile zone.
Then i go storage>clear all..then i go allow only JERKY.
After that i click on jerky with colonist selected and i want him to haul jerky from ground to stockpile.
But haul box is inactive and say "Cannot haul jerkey(no empty place to store it)".
Bug report, I keep on getting this error in the log, it seemed like it started happening after a bonded pet died, and seems to reoccur at random
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[RimWorld.Thought_Situational].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.CheckRecalculateSituationalThoughtsAffectingMoodState () [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.get_SituationalThoughtsAffectingMood () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.get_Thoughts () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.DistinctThoughtGroups () [0x00000] in <filename unknown>:0
at RimWorld.ThoughtHandler.TotalMood () [0x00000] in <filename unknown>:0
at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <filename unknown>:0
at RimWorld.Need.get_CurInstantLevelPercentage () [0x00000] in <filename unknown>:0
at RimWorldUtils._ColonistBar._DrawColonist (RimWorld.ColonistBar cbar, Rect rect, Verse.Pawn colonist) [0x00000] in <filename unknown>:0
at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Quote from: zoranjoza on August 18, 2016, 01:58:33 PM
I found bug about jerky.
I made JERKY.
I make stockpile zone.
Then i go storage>clear all..then i go allow only JERKY.
After that i click on jerky with colonist selected and i want him to haul jerky from ground to stockpile.
But haul box is inactive and say "Cannot haul jerkey(no empty place to store it)".
Please be sure you have ticked the newly added category "fresh". It's easy to miss, especially after using "Clear all"
(https://i.imgur.com/QyL72Nj.jpg)
Quote from: pop on August 18, 2016, 11:56:51 AM
I have issue with this modpack. When I launch the game it crashes out.
There are crash logs. I hope they will help you to solve the problem, because I really don't know what to do.
Rimworld runs without mods?
Yes. Without problems
Quote from: pop on August 18, 2016, 02:53:17 PM
Yes. Without problems
When you copied the Hardcore SK files in to the mod folder, did you let it overwrite the Core folder?
Because you should
Anyone know how to change the recipe for kindling? It only alllows me to make kindling from bamboo logs not wood, and when I look it up in the help menu it says ingrdients >Wooden
I can't expect see again the squad system? :(
Quote from: StormySunrise on August 18, 2016, 03:12:12 PM
Anyone know how to change the recipe for kindling? It only alllows me to make kindling from bamboo logs not wood, and when I look it up in the help menu it says ingrdients >Wooden
Again, have you copied all the folders from Mod in the archive provided, including the Core ?
Because if yes :
(https://i.imgur.com/nxgsluI.jpg)
it works
Quote from: kaptain_kavern on August 18, 2016, 03:16:29 PM
Quote from: StormySunrise on August 18, 2016, 03:12:12 PM
Anyone know how to change the recipe for kindling? It only alllows me to make kindling from bamboo logs not wood, and when I look it up in the help menu it says ingrdients >Wooden
Again, have you copied all the folders from Mod in the archive provided, including the Core ?
Because if yes :
(https://i.imgur.com/nxgsluI.jpg)
it works
It seems like im just missing files constantly, I think windows defender is deleting these "malicious" files automatically
Quote from: Owlchemist on August 18, 2016, 08:10:37 AM
Quote from: Griffith on August 18, 2016, 07:49:52 AM
Got the research, bench still hasn't appeared though. I also have only had 1 traders caravan, 0 ships and sent 2 colonists on a mission and its been quite some time since ive heard back from them. Bugged maybe? (6 hours in real-life time played on this world?)
It might be bugged. It doesn't even show up in god mode.
UPDATE: looking at the XMLs, I'm guessing it got mixed up in some research definition renaming, judging by the comments. It could probably be fixed by someone with a bit more know-how than me.
It seems you need to research "Infrastructure III" in order to unlock this Bench (you're right it's not rightly labelled in the xml files - It will be corrected in next release)
I don't think its specific to the mod pack but going to ask eitherway,
Is there any way to get it so that raider AI is more willing to shoot at colonists who can't be pathed to?
I usually make a large walled in enclosure with doors and embrasures to shoot from and generally raiders won't shoot at the colonists that the raiders can't path to. They instead try to bash open the door and consequentially get killed without doing much damage.
edit: I noticed that when i have a colonist that's outside of the defenses and can be pathed to makes it so the raiders are more likely to shoot at the colonists behind the embrasures. Not sure if that helps in any way.
edit2:
Disregard this post, saw that change was made so that they are pass through-able at a really slow rate.
BTW it looks like the next update to Hardcore SK won't be save game compatible, due to Enlighten being removed from it (and perhaps other reasons too). Something to think about if you're planning a full play through.
Sorta wish the game could harden itself against these circumstances and handle it, like other games do (eg Cities Skylines). Alpha is alpha though ;)
UPDATE: I actually managed to salvage my save file now that Enlighten was removed. Just do a search for "BR_" in your save file and remove those blocks.
Uhm.. Am i missing something about batteries? I started a new game on a clean install, installed the mod pack and everything works so far.
I started and cannot remember if i researched the Power tech oder had it from start - but it states it unlocks batteries, it is researched and i have no batteries available to build. I checked all the other researchables and have found nothing that would logically unlock a battery - so is something bugged here, or am i missing something?
Sorry if that has been asked already but searching the thread got me nowhere...
Electronics basics and Power IIRC
Nice mod collection... one question though, why does every animal on the map decide to eat my survival rations? They're seriously eating the vast majority of my rations before I can build a store room.
I've got enough to shovel without being stampeded by 'wild' animals that will only settle for my food.
Quote from: sevrun on August 18, 2016, 10:15:30 PM
Nice mod collection... one question though, why does every animal on the map decide to eat my survival rations? They're seriously eating the vast majority of my rations before I can build a store room.
I've got enough to shovel without being stampeded by 'wild' animals that will only settle for my food.
I would recommend having every colonist pick them up (pick up, not haul) for safe keeping. Take advantage of that inventory space ;)
Quote from: sevrun on August 18, 2016, 10:15:30 PM
Nice mod collection... one question though, why does every animal on the map decide to eat my survival rations? They're seriously eating the vast majority of my rations before I can build a store room.
I've got enough to shovel without being stampeded by 'wild' animals that will only settle for my food.
I believe it's part of the core vs that animals go for the nearest/most nutritious food and the packaged survival meal is a fine meal.
Assuming you are not like me, starting with two shiv holding tribs and a couple of meals, I'd recommend having a person "guard" the meals by either enlisting them to shoot animals coming to eat the meals. Otherwise I'd recommend deconstructing the nearest walls to make a storage for the food.
Anyone else think that the spare ship chunk event needs to be increased? It's been like 4 years and I've only had 3 drop in the first year, I have 6 mechanisms i need 8 to make a damn hand assembler Quite a nice.... big empty base built so far, all the components have been used on doors/beds/tables/stools because I cant do anything else apart from a logging table, I'm not really complaining I'm just wondering if anyone else think it needs to be increased, its just a wee bit boring waiting, and I'm losing limbs left right and center and no way to replace them at the moment due to lack of abilty to progress tech wise, I'm trying not to spawn them in.
4 years and you don't even have the tier 1 benches setup? Holy crap. How have you not restarted by now, lol.
You need 16 mechanisms between the machining table, assembly table, and furnace. I think each ship chunk drops... 2 or 3? There should have definitely been at least 8 ship chunks spawned with the map when you started.
Can anyone else confirm if the (misc?) incidents are bugged? Still havnt got my 2 colonists back that I sent out a season or so ago. :(
anyone help me , i have blueberry seeds and have research to grow blueberry but they didn't sowing is that a bug or i miss something ?
Be sure to check soil fertility requirement IIRC they may need more than 100%
Did CCL ever fix that bug where the power state is not saved for workbenches, so when you load a save all your benches are drawing max power? I noticed that bug is still around in SK's version of it, at least. Actually I'm kinda surprised no one ever seems to bring it up but me, makes me wonder if I'm doing something wrong D:
It's such an annoying bug and I would think it'd be affecting everyone around here, no?
Not yet apparently : https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/107
I will bring this to CCLTeam attention
just a quick question,,
does version a14,, have 100% the same features as version a13
i think it is hard to see the diffrence betweem versions..
cheers
Canadus
Hi, question or bug...
I have build Steel Wind Turbines. In discription say:
Power output 700w
Connected/stored:1200/553
And it say it output max power 1050w( when its strong wind). I had rain and it still produces max 700w.
But i have played some earlyer versions and there was oscilations betwen power output, from 0 to 1000... Sometimes only 500, some hours 1000w.
I feel like im cheating when i have 700w all time...Bug or?
Hi guys, i'm trying this awesome mods pack and i'm having a really hard time with it.
Pretty much everything is unlocked with research as it should be ofc but i'm just overwhelmed.
What research should i go first? do u guys have some kind of "progression order"? how do u manage haunting at the beginning? i mean for sure i can't haunt with only 100+ ammo for a long time and i don't know why i can't even farm, i make the farming spot set them to potato and doesn't grow nothing, i'm completely lost...i need a big tutorial :D
Quote from: R4z1ell on August 19, 2016, 09:29:17 AM
Hi guys, i'm trying this awesome mods pack and i'm having a really hard time with it.
Pretty much everything is unlocked with research as it should be ofc but i'm just overwhelmed.
What research should i go first? do u guys have some kind of "progression order"?
I generally just go in order of cost. Start with the cheaper researches first.
Quote from: R4z1ell on August 19, 2016, 09:29:17 AM
i mean for sure i can't haunt with only 100+ ammo for a long time
Make a Crafting Spot and craft some bows and arrows.
Quote from: R4z1ell on August 19, 2016, 09:29:17 AM
i don't know why i can't even farm, i make the farming spot set them to potato and doesn't grow nothing, i'm completely lost...i need a big tutorial :D
You need seeds. Unless you started with seeds, you need to buy them from traders. Eventually you'll unlock a tech to extract seeds from plants.
As far as food goes, you'll be hunting a lot early-game. Depending on the biome you're in, you might be able to harvest some of the berries that grow naturally. Fishing is also extremely useful. You can research it very early on. Once you build a Fishing Pier, you can add a bill at the pier to craft a harpoon or fishing rod (which I think is a weird place to put those recipes).
Quote from: ScottS9999 on August 18, 2016, 12:20:16 AM
Is crash landing compatible with hardcore sk? I'm noticing that I'm not seeing any mechanisms in the ship parts, and you can't really get started in hardcore sk without them. Then I realized that ship parts might not be dropping them, if they are coming from the crash landing mod. Am I just getting unlucky?
I was right, the ship parts in crash landing need to have mechanisms added to them if you are going to use them with hardcore sk. Simple xml fix.
Nope. You will find them a lot in the other (non vanilla) ships part (see the code here (https://github.com/skyarkhangel/Hardcore-SK/blob/master/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Exotic.xml#L69))
Quote from: Owlchemist on August 18, 2016, 11:00:32 PM
Quote from: sevrun on August 18, 2016, 10:15:30 PM
Nice mod collection... one question though, why does every animal on the map decide to eat my survival rations? They're seriously eating the vast majority of my rations before I can build a store room.
I've got enough to shovel without being stampeded by 'wild' animals that will only settle for my food.
I would recommend having every colonist pick them up (pick up, not haul) for safe keeping. Take advantage of that inventory space ;)
That... is absolutely genius. I knew about the inventory system, so why didn't I think of that? lol thanks mate!
Quote from: zoranjoza on August 19, 2016, 09:13:17 AM
Hi, question or bug...
I have build Steel Wind Turbines. In discription say:
Power output 700w
Connected/stored:1200/553
And it say it output max power 1050w( when its strong wind). I had rain and it still produces max 700w.
But i have played some earlyer versions and there was oscilations betwen power output, from 0 to 1000... Sometimes only 500, some hours 1000w.
I feel like im cheating when i have 700w all time...Bug or?
To me it's a bug. I'm correcting this atm and send the files to Skyarkh on Github (https://github.com/skyarkhangel/Hardcore-SK/pull/110/files#diff-c53195b3ff6f57890720e879fca22362L404). Hopefully it will be in next release
Quote from: kaptain_kavern on August 19, 2016, 10:21:19 AM
Nope. You will find them a lot in the other (non vanilla) ships part (see the code here (https://github.com/skyarkhangel/Hardcore-SK/blob/master/Mods/Core_SK/Defs/ThingDefs_Buildings/Buildings_Exotic.xml#L69))
Are the shipchunks in hardcore sk the same as the ship chunks in crash? At the very least, hardcore sk is missing ships engines and reactor, is it not?
Perhaps my problem is the mod loading order. I've got crash at the end, so maybe it's mechanism-less definitions are overwriting the hardcore sk ones?
Edit: Fallen ship pieces in crash are called "Ship_Beam_CrashLanded", while those in your link are called "ShipChunk".
But this is not he Crashlanded thread?
I quite don't understand, this modpack is intended to be used as is, without adding anything else (keep in mind that there is a lot of works for making all mods working together and balanced with each other). If crashLanding is not implemented by Skyarkhangel How can he know or be responsible for knowing how this one will interact with the pack?
It's not impossible to add other mods on top of the pack but it can be tedious and complex even.
(I hope i don't sound harsh or insulting, and in an other thread - maybe Mods/Help for not spreading wrong informations here - i will be happy to specifically help you out)
(My wild guess : CrashLandind + PrepareCarefully must be messing with each other)
v2.2 shows CrashLanded as included in Hardcore SK. Obviously the original intent was to include it, though I assume it was taken out at some point as it was not included in my install.
I'm not criticizing hardcore sk or recommending any changes. I simply figured there were other people trying to use the two together, so I'm trying to understand for myself and for others what needs to change. If skyarkhangel wants to use this info to include it back in the modpack, more power to him. If not, I'll continue to add it in myself. As far as I can tell, that's the only necessary change. :)
Quote from: kaptain_kavern on August 19, 2016, 11:46:04 AM
(My wild guess : CrashLandind + PrepareCarefully must be messing with each other)
I think this last comment is correct. They were both previously included in HardcoreSK.
Quote from: BlackSmokeDMax on August 18, 2016, 03:00:08 PM
Quote from: pop on August 18, 2016, 02:53:17 PM
Yes. Without problems
When you copied the Hardcore SK files in to the mod folder, did you let it overwrite the Core folder?
Yes I have overwritten some folders and a lot of files
Quote from: canadus on August 19, 2016, 08:30:18 AM
just a quick question,,
does version a14,, have 100% the same features as version a13
i think it is hard to see the diffrence betweem versions..
cheers
Canadus
The difference between Hardcore SK for a13 (3.0) and a14 (4.0) is huge. The tech tree is entirely different, balance and cost changes, different/replaced benches, more streamlined resource usage... that's just what I noticed so far in the early game.
Quote from: Owlchemist on August 19, 2016, 06:22:52 AM
4 years and you don't even have the tier 1 benches setup? Holy crap. How have you not restarted by now, lol.
You need 16 mechanisms between the machining table, assembly table, and furnace. I think each ship chunk drops... 2 or 3? There should have definitely been at least 8 ship chunks spawned with the map when you started.
The spawn rate at the start of the game is fine but as the game progresses other incidents unlock and override the falling ship debri ones, or make them much less likely to happen. If i can get a hand assembler then I'm golden as i can disassemble plenty of metal walls around the map :P
*Edit downloaded new version started again... Holy shit everything's
changed lol +1 to lack of early game mechanisms needed*
hi again.
thanks for your reply owl,,
would you say version a14 (4) is more easy then the old a13 (3.5) version
i liked how hard a13 was.. ??
cheers
Canadus
It's hard to say because , nothing never really reach a finished state.
Each alpha, after updates, Skyarkh has to wait for mods to be updated before putting them in the pack. Not to mention those which are abandoned ...
So it's not that easy to compare, it really depend
if u start as tribal wtf is the research for the butcher table at? i dug thru the files and just couldnt find it.
Cant load savegame, got smth like this
Exception from asynchronous event: System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.Pawn,Combat_Realism.Loadout].Add (Verse.Pawn key, Combat_Realism.Loadout value) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToDictionary[LoadoutAssignment,Pawn,Loadout] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToDictionary[LoadoutAssignment,Pawn,Loadout] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector) [0x00000] in <filename unknown>:0
at Combat_Realism.LoadoutManager.ExposeData () [0x00000] in <filename unknown>:0
at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
at Verse.Game.LoadData () [0x00000] in <filename unknown>:0
at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
at Verse.RootMap.<Start>m__5A3 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Any ideas?
One thing the help tab won't tell me is.. how do I get nitre? Do I mine it, produce it somewhere? I need it really bad for compost but I don't know where to get it from :(
Quote from: Crazytoast42 on August 19, 2016, 08:32:12 PM
One thing the help tab won't tell me is.. how do I get nitre? Do I mine it, produce it somewhere? I need it really bad for compost but I don't know where to get it from :(
You can mine it, it's semi-common and I often see it along the exposed outer cliffs. Failing that, the mine extractor can pull it up for you. I sort of prioritize getting the extractor up asap in my early game.
Quote from: Crazytoast42 on August 19, 2016, 08:32:12 PM
One thing the help tab won't tell me is.. how do I get nitre? Do I mine it, produce it somewhere? I need it really bad for compost but I don't know where to get it from :(
nitre is mined or bought. so u probaly have to dig if u see no exposed
lookes like the kiln is broken. u can build it and add bills but they wont do more than fuel it they wont do the bills.
Quick question; Can I disable the in-game clock mod included in this mod. I get somewhat annoyed by it. No offense meant to the author or Hardcore SK team.
Thanks and regards
The real time clock located in the main game options menu *show real time clock? i thought it was disabled by default, unless I misunderstood what you're referring too.
Yes that is disabled but there is the In Game Clock mod added as a part of Cataclysm. I was referring to this.
New in 2.5: Cataclysm
- High Caliber (Adds some new amazing weapons.) by eatKenny
- Fenris (Adds Fenrir as subEvent from Eclipse.) by Kaballah
- In-game Clock (Adds clocks in the upper right corner of the screen.) by TP108 <=======
At start all my people die right after landing. Ship parts raining from the sky, nobody survives. Is this intended?
PS: green is not a primary colour right? :)
Quote from: FlipFlop1st on August 20, 2016, 03:58:19 AM
At start all my people die right after landing. Ship parts raining from the sky, nobody survives. Is this intended?
PS: green is not a primary colour right? :)
Thought I finally had a spawn where no one dies, saved the colony and started and the last debris landed on all 3 of my guys. Instantly whiping my out... ahaha
So Hardcore SK is not playable at the moment :(
(with the tribe scenario there are no raining ship parts, but I dont want tribes again)
Could somebody tell us how to survive Armageddon at gamestart please?
Greetings and thx
1. "Armageddon" at the start is avoidable by picking Tribes, then with scenario editor change to your wanted settings and Colony as startingtype.
2. Why is the butchertable not free from the start? it is under Production 1 and Production 1 has 500 in research and is industrial. Impossible to have enough food.
That is gamebreaking, pls fix
Quote from: FlipFlop1st on August 20, 2016, 04:34:13 AM
So Hardcore SK is not playable at the moment :(
(with the tribe scenario there are no raining ship parts, but I dont want tribes again)
Could somebody tell us how to survive Armageddon at gamestart please?
Greetings and thx
Ah yes, i try to make for Tribe another type of development. Without ship parts. The main idea, tribe must first create village with using neolitic tech. When its would ready, we add similar Norbal scenario.
Would love to see a Primitive Butchertalble at start, and a toggle option of some sorts that alters the crash landing start that keeps wiping nearly my whole team each time ;D
Also, sometimes i get duplicate colonists during the crash landing start... i'd asume that it's not intended/normal :o
Keep up the great work on this lovely PackMcThingyConversionSomething! Love it! :D
I download latest ver 4.0 with 34 mods contained right? but where are others mods from sk ? we can see a lot of mods in Mod list on this topic first page, whats going on?
Bug report-
Not much to add in the situation here, it mentions incidents a lot so I'm guessing it has nothing to do with anything that was already happening in my world, which I'd actually managed to survive for a little while now. Almost got a quarry!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
This bug repeats hundreds, thousands of times fairly quickly and is completely destroying time acceleration. Even at normal speed a significant drop in fps and performance is noticeable, it is, sadly, pretty much gamebreaking for enjoyability. I'm more than willing to go into my savefile and try to fix this manually if anyone could point me at what to do. As far as the incident timer goes this is all I've found.
<storyteller>
<def>Hildegarde</def>
<difficulty>Challenge</difficulty>
<incidentQueue>
<queuedIncidents>
<li>
<def>RaidEnemy</def>
<occurTick>2739041</occurTick>
<parms>
<target>null</target>
<threatPoints>723.6347</threatPoints>
<spawnCenter>(324, 0, 152)</spawnCenter>
<faction>Faction_21</faction>
<raidStrategy>ImmediateAttackSappers</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
<weatherDecider>
<curWeatherDuration>60798</curWeatherDuration>
</weatherDecider>
<intenderPopulation>
<lastPopGainTime>1412214</lastPopGainTime>
</intenderPopulation>
</storyteller>
More edit: I'm assuming the <target>null</target> is the problem.. I'm looking though my other saves to see if I can find a target to give it, but none of them (so far) have an incident in there. And giving them a target like Thing_Human300741 (one of my pawns) doesn't seem to do anything.
Everytime on crashlanding my colonists die upon landing, the game mode is very much broken at this point.
Found a bug with regard to pallets & hampers (possibly other storage items, but have not tested yet). If you load them with 1 single item, it seems that on a re-load not all the stored data is saved so some of the items are lost. For example i had 400+ muffalo meat on one pallet last night, when i loaded up the game today i was down to just 75. Meat was stored in a freezer, so no spoilage, and i had it forbidden so it was not used in cooking.
I am using the version of 14e HCSK as of august 18th.
note: looks to have effected hides stored in hampers in the same way, can load 300+ deer hide in one hamper, but on reload down to just 75.
@Szara
I don't think that Pawn is a good target for this incident. I created this incident with dev tools but can't do it as queued. But I've looked into code and in IncidentParms from which class QueuedIncident takes its data, is varible public Thing target; As is it a Thing class it could be anything, maybe you could paste there a tree, or a door from your savefile like PlantTreeCecropia6889 and so on?
Quote from: RobBrown4PM on August 20, 2016, 12:48:18 PM
Everytime on crashlanding my colonists die upon landing, the game mode is very much broken at this point.
Try without PrepareCarefully scenarios with shipcrash. I suppose some players summon tons of bullets, in which ship drop, after landing, exlosive reaction kills all.
Quote from: Szara on August 20, 2016, 10:41:53 AM
Bug report-
Not much to add in the situation here, it mentions incidents a lot so I'm guessing it has nothing to do with anything that was already happening in my world, which I'd actually managed to survive for a little while now. Almost got a quarry!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
This bug repeats hundreds, thousands of times fairly quickly and is completely destroying time acceleration. Even at normal speed a significant drop in fps and performance is noticeable, it is, sadly, pretty much gamebreaking for enjoyability. I'm more than willing to go into my savefile and try to fix this manually if anyone could point me at what to do. As far as the incident timer goes this is all I've found.
<storyteller>
<def>Hildegarde</def>
<difficulty>Challenge</difficulty>
<incidentQueue>
<queuedIncidents>
<li>
<def>RaidEnemy</def>
<occurTick>2739041</occurTick>
<parms>
<target>null</target>
<threatPoints>723.6347</threatPoints>
<spawnCenter>(324, 0, 152)</spawnCenter>
<faction>Faction_21</faction>
<raidStrategy>ImmediateAttackSappers</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
<weatherDecider>
<curWeatherDuration>60798</curWeatherDuration>
</weatherDecider>
<intenderPopulation>
<lastPopGainTime>1412214</lastPopGainTime>
</intenderPopulation>
</storyteller>
More edit: I'm assuming the <target>null</target> is the problem.. I'm looking though my other saves to see if I can find a target to give it, but none of them (so far) have an incident in there. And giving them a target like Thing_Human300741 (one of my pawns) doesn't seem to do anything.
Yes, this problem occurs sometimes in 3.0 too.
Its a attempt to sapper raid, but can't, perhaps some faction can't start sapper raid correctly. I'am going to test.
I am now experiencing these two issues upon start up, this is with the steam version of RW.
(https://s4.postimg.org/k0409t99p/techprob.png)
and then right after, this error, which forces the game to close.
(https://s4.postimg.org/dqm1l4v8t/techapiprob.png)
There is already a pull request fixing above bug, but the new start with ship parts falling around and exploding seems bugged, every scenario now starts with falling debris and explosions, killing everyone most of the time, and there is no way to disable it, at least I didn't find any. Even the Two Tails scenario started with falling ship parts.
So Traper just confirmed what i'm experiencing too. As I use a potato-computer I wasn't sure it came from the modpack.
Every scenario start with the new "falling part" from RA (which make my game crash, but this came from my poor PC)
Confirming, also if you want to fix the bug yourself from the Reply #3327 you can edit xml yourself, in folder Mods/Core_SK/Defs/ResearchProjectDefs/ edit file ResearchProjects_Agro.xml and delete line 637 and 638.
Quote from: pop on August 19, 2016, 03:03:00 PM
Quote from: BlackSmokeDMax on August 18, 2016, 03:00:08 PM
Quote from: pop on August 18, 2016, 02:53:17 PM
Yes. Without problems
When you copied the Hardcore SK files in to the mod folder, did you let it overwrite the Core folder?
Yes I have overwritten some folders and a lot of files
So,is this problem solvable?
Should ogres be considered humanlike, as far as meat goes? They just look like freakishly large, burly humans with heavy layers of clothing on. Reason I ask is because when they raid, it's not uncommon to be left with over 1000 ogre meat, which seems a bit too easy for hardcore.
Also, 150 meat per ogre seems a bit much. A Thumbro drops 140, by comparison.
Anyway to get the last 13 version of Rimworld, I thought I still had it but I guess not. I would like to go back to playing the last A13 version of the mod.
I love your mod. plz continue! i gotta admit in 3.0 found several techtree related bugs that confused me really hard. PLZ PLZ continue. I will send this project money every month. i cant find words for the love i found in this game. i played several 100s of hours and as i see ur progress i will keep starting new tribes over and over. plz dont die and keep going
Quote from: Wikiultimate on August 20, 2016, 01:08:19 PM
Found a bug with regard to pallets & hampers (possibly other storage items, but have not tested yet). If you load them with 1 single item, it seems that on a re-load not all the stored data is saved so some of the items are lost. For example i had 400+ muffalo meat on one pallet last night, when i loaded up the game today i was down to just 75. Meat was stored in a freezer, so no spoilage, and i had it forbidden so it was not used in cooking.
I am using the version of 14e HCSK as of august 18th.
note: looks to have effected hides stored in hampers in the same way, can load 300+ deer hide in one hamper, but on reload down to just 75.
Same problem. If you have debug on it gives an error about stacksize then lower it.
Is it still not possible to plant rice?
Got 30 riceseed and researched Agriculture 1 and Vegetable Research 1.
How to fix?
I love this modpack! further questions:
- why is there no stacksplit (ammo)
- why do I have to click for every single woodplank in the bill menu, with stoneblocks its 5 per click (kindl the same)
- assign menu: why do my pawns cant carry more than the assignt weapons? (tools, second weapon)
- the assign menu has a bug, in the menu the bulk bar is red, but its not red outside the menu
keep up the great work!
Quote from: FlipFlop1st on August 20, 2016, 09:27:38 PM
- why is there no stacksplit (ammo)
- assign menu: why do my pawns cant carry more than the assignt weapons? (tools, second weapon)
Yeah, these two points are both what cause you to need to make weapon assignments (to regulate their carried ammo), but also be a bit annoyed by them, because you'll have to make an assignment for every extra variant as well, like if you want them to carry tools.
Though I don't think any of that is specific to hardcore SK, and is just one of its included mods.
Quote from: FlipFlop1st on August 20, 2016, 09:11:18 PM
Is it still not possible to plant rice?
Got 30 riceseed and researched Agriculture 1 and Vegetable Research 1.
How to fix?
How to fix? Research more until you can plant rice or take potato seeds with you next time
I am experiencing a regular problem with
"Argument is out of range.
Parameter name: index
at System.collections.GenericList`1[RimWorld.Though_Situational].get_Item(Int32 index) [0x000000] in <filename-unknown>:0
at RimWorld.SituationalThoughHandler.CheckRecalculateSituationalThoughtsAffectingMoodState() [0x000000] in <filename-unknown>:0
"
The stacktrace goes on to complain about drawing Colonists on the GUI bar. This error will pop ~30 times a minute, causing the GUI to flicker something chronic. Does anyone have any idea what this is caused by? I am using the newest version and am fairly sure I overwrote everything.
Enlightened was causing the gui to flicker and was removed on yesterdays github i think
Enjoying the last couple of days worth of changes on the github, with the RA assists/changes to hardcore sk from yesterday. The primitive play style is great from an immersion sense, its feasible to survive for a while without ship chunks. It make for a nice sense of progression to what you'd normally start as default to on alpha 13
My only pet peeve right now is with Misc incidents and permanently losing people due to the trigger for them to return not happening (been over to his mod forum and similar people are having this issue)
Yes I have tried editing the code with various combinations the only thing I haven't tried is deleting it but then i'd lose my people :S
<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active> (Have tried False/Null
<ExitMapCell>(0, 0, 5)</ExitMapCell>
<returnTicks>0</returnTicks> (Tried various numbers from 0-1100)
<autoDeactivateTicks>0</autoDeactivateTicks> (This keeps defaulting back up to 12000 each time i change it)
<PawnsOutOfMap>
Edit - Okay I have noticed that this consistently (Image below) appears each time the event for them to return triggers so its an invalid item spawn and its stuck in an eternal loop but this could just be 1 item out of 50 items after say if this item gets fixed.
The only melee weapons they have are two pawns with pickaxes in there inventory (gun in mainhand) can someone verify that the pickaxes are not corrupt?
Pickaxe 1
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
</verbs>
Pickaxe 2
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
</verbs>
http://pastebin.com/Z8w1vn4J
[attachment deleted by admin - too old]
Quote from: CheekiestBreekiest on August 20, 2016, 10:57:20 PM
I am experiencing a regular problem with
"Argument is out of range.
Parameter name: index
at System.collections.GenericList`1[RimWorld.Though_Situational].get_Item(Int32 index) [0x000000] in <filename-unknown>:0
at RimWorld.SituationalThoughHandler.CheckRecalculateSituationalThoughtsAffectingMoodState() [0x000000] in <filename-unknown>:0
"
The stacktrace goes on to complain about drawing Colonists on the GUI bar. This error will pop ~30 times a minute, causing the GUI to flicker something chronic. Does anyone have any idea what this is caused by? I am using the newest version and am fairly sure I overwrote everything.
I've got that same problem, but no solution.. I just turn off auto-open on the debug and try to ignore it.
Another bug that is popping up recently is that my pawns go to 'standing' while having some error with their job picking.
It always starts like this,
No free workers for breadth-first traversal. Either BFS recurred deeper than 8, or a bug has put this system in an inconsistent state. Resetting.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Connor started 10 jobs in one tick. thinkResult=(job=Refuel A=Thing_CoalPowerPlant1684634 B=Thing_Charcoal2173616 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
And repeats that line about starting 10 jobs in a tick a ton, though it repeats the whole thing fairly quickly. It wasn't too bad earlier but now I have to constantly tell my pawns to do things else most of them just want to stand around.
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha
Quote from: Griffith on August 21, 2016, 02:18:07 AM
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha
Are you using crash landing mod? That shouldn't be effected by prepare carefully, your dying due to ammo exploding probably. or you set to hard mode on the crash landing config where it quite literally is a crash landing 50-90% fatality you'll be lucky to have 1 person or 2 with a missing leg or arm etc.
If that's not the case you can just select arrival method in the scenario editor before you get to prepare carefully I always selected standing. unless I'm going for a theme.
tangerinelabs ambient jams mod doesn't work with this :(
Quote from: Zakhad on August 21, 2016, 02:24:42 AM
Quote from: Griffith on August 21, 2016, 02:18:07 AM
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha
Are you using crash landing mod? That shouldn't be effected by prepare carefully, your dying due to ammo exploding probably. or you set to hard mode on the crash landing config where it quite literally is a crash landing 50-90% fatality you'll be lucky to have 1 person or 2 with a missing leg or arm etc.
If that's not the case you can just select arrival method in the scenario editor before you get to prepare carefully I always selected standing. unless I'm going for a theme.
What type of theme do you enjoy? I need a bit of inspiration :).
Also @Skyark, whats the chance of getting a feature like skilledbuilder added back in?
Hi,
which research do I need to use rice seeds? The "help" says Agriculture 1 and Vegetable Research 1 is enough.
Is someone using rice?
I can't verify ATM but have check soil fertility requirement?
Anyone can please tell me, how to get parafin? I need it for herbal medicine.
There's a catch 22 with the normal research bench now. You need power to use it, but you can't research any power generation techs on the primitive research bench, unless I am missing something?
If it bothers anyone else that the medical operation list is completely spammed with pointless amputations I have posted in the thread of the responsible mod here (https://ludeon.com/forums/index.php?topic=23753.msg253657#msg253657). I can't submit a pull request to fix this due to the bundled nature of the skhardcore assemblies so skyarkhangel will have to fix this. Given that no one else is complaining about this however I think it would be good if some others could offer an opinion about this. Maybe I am the only one bothered by it. Maybe other people really enjoy being able to cut off random body parts.
Quote from: signeti on August 21, 2016, 11:05:59 AM
Anyone can please tell me, how to get parafin? I need it for herbal medicine.
You need to refine crude oil, it is a byproduct of the refining process.
Quote from: Chiasm on August 21, 2016, 11:23:03 AM
There's a catch 22 with the normal research bench now. You need power to use it, but you can't research any power generation techs on the primitive research bench, unless I am missing something?
I could do renewable power 1 for wind turbines and whatever steam generators are in on the non powered bench.
Quote from: Marduk on August 21, 2016, 11:28:25 AM
Quote from: Chiasm on August 21, 2016, 11:23:03 AM
There's a catch 22 with the normal research bench now. You need power to use it, but you can't research any power generation techs on the primitive research bench, unless I am missing something?
I could do renewable power 1 for wind turbines and whatever steam generators are in on the non powered bench.
Weird. I could start the techs in the research screen but the pawn wouldn't actually research any tech that required the powered bench. Primitive techs worked fine.
Quote from: signeti on August 21, 2016, 11:05:59 AM
Anyone can please tell me, how to get parafin? I need it for herbal medicine.
You get it from refining crude oil.
Is it possible to make so that Aliens do not spawn as bounty hunters? Or is there a way for me to don't allow them to spawn as a faction?
Thank you!
has anyone problem with saturated soil? Im traying to plant potatoes, i have seeds but it seems my colonists simply cant interact with it. am I missing something? do i need something in particular?
How do u acess to this option tab?
(http://i.imgur.com/bHoDJ66.jpg?1)
Quote from: Griffith on August 21, 2016, 02:18:07 AM
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha
This happens to me too on the latest GitHub release, and in the Scenario Editor, the arrival method has no options somehow.
Hi, im getting this bug. Can someone tell me how to fix that?
Every 5s i get popup message.
(https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/14113950_1201130936605173_1829493165_o.jpg?oh=03fcafaa6a1d8b42d520b1165660db15&oe=57BCD031)
Zoranjoza, from what I've heard that bug might be fixed in the new versions on github, ever since Enlighten (or similar name)was removed. Haven't updated my game yet myself since I don't feel like re-applying my modifications, so I can't say for sure.
1 more bug: you can equip fishing rod
ok, interesting bug...
I have an unknown LARGE number of wargs from another faction just... Breeding at the edge of my map. I didn't notice until one broke away from the orgy to crash out inside my compound. Not exactly a problem but they're seriously wrecking my framerate. :-\
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
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?
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.
(http://i.imgur.com/kgvMT4g.png)
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!
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/
I can't research "Convectional power I" and "Renewable power I", both of them need Reasearch Bench which need 700W power.
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.
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.
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.
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.
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.
Quote from: zoranjoza on August 21, 2016, 01:02:19 PM
How do u acess to this option tab?
(http://i.imgur.com/bHoDJ66.jpg?1)
I think that is a part of EdB Interface Mod, as the squads are, wich is discontinued... I also miss both options :(
How do I disable ammo management? The tedious micro makes it unplayable.
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
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
anyone understood whats theproblem with saturated soil? im playing in an extreme desert and it is almost impossible to survive without it!
anyone know why the drilling rig require its self to be placed on an oil sprout but its the only thing that makes oil sprouts
I know we have a help tab but , I think it would be a great idea to make a tutorial like , telling you to deconstruct ship chunks . It would be incredibly useful to some people
not a thing in the game
Quote from: noidea on August 22, 2016, 04:56:40 AM
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
So what you're saying is that you really really REALLY love starcraft2? :P
Would you indulge my curiosity? What made you pickup hardcore SK modpack, as It's full of in depth micro management of many different systems; be it managing seed stockpiles, rotating animal pastures around the map, checking each building/item/weapon to see what material works best etc.
For me it's just down to how in depth a lot of the systems that normal Rimworld takes for granted I prefer hardcore sk's approach to making it more believable, not necessarily more realistic.
Guys, I have no button for the Edb Prepare Carefully. How can I turn it on?
Quote from: Shtuka on August 22, 2016, 10:28:28 AM
Guys, I have no button for the Edb Prepare Carefully. How can I turn it on?
Me either.
Anyone know is this normal?
I used god mode and spawn 25 canned meals. all 3 types.
Colonist it them ,but they eat 7-10 canns. I had 25 and one colonist eat, then i left with 17 canned meals.
Shouldnt they eat only 1 can?
The default first released version for alpha 14 of hardcore sk doesn't have prepare carefully included. The daily/weekly build on github has it, and that's changed quite a lot at least in the beginning.
The edb prepare carefully from steam works surprisingly fine without any problems.
Quote from: axeladalidez on August 22, 2016, 11:15:53 AM
The edb prepare carefully from steam works surprisingly fine without any problems.
Are you getting oil / mineral veins on the map? that's what I failed to notice when i first started with the original 4.0 alpha 14 hc sk release that and a few other things its a few posts back.
Yeah I'm missing those didn't notice because I still don't need it.
yeah I'm missing those as well why may be that be?
any news or plans to update the a2b mod? it seems a2b mod is not updating to a14 = looks dead.
Quote from: Zakhad on August 22, 2016, 10:18:07 AM
So what you're saying is that you really really REALLY love starcraft2? :P
Never touched it. Those games are all about multiplayer anway.
Quote from: Zakhad on August 22, 2016, 10:18:07 AM
Would you indulge my curiosity? What made you pickup hardcore SK modpack, as It's full of in depth micro management of many different systems; be it managing seed stockpiles, rotating animal pastures around the map, checking each building/item/weapon to see what material works best etc.
The fact it combines a lot of mods and makes them work together. And I really do appreciate that, since the attitude toward modpacks is quite hostile around here. Thankfully our world is blessed with russians and chinese. :D
But to elaborate on the issue, there are 2 types of micro: where one makes meaningful decisions and where one doesn't. Therefore, I like resource, item, pawn, etc. management because it's the former and despise ammo and seed management because it's the latter. Yes, I always disable the seeds mod too.
On another note I "fixed" my initial issue by adding a few minor weapon mods which didn't seem to cause any conflict.
I have started as tribe, and my research is very slow, got penalty coz of trybe.
Can i change that somehow? Like modifying save or smth? Its too slow...
still how to fix the fact that oil patches and stuff don't spawn
Quote from: noidea on August 22, 2016, 04:56:40 AM
-
As no-one seems to be answering your original question, you can navigate to your mods folder/Core SK/Defs/ThingDefs to find the weapon xmls. To remove ammo handling, delete this section (http://puu.sh/qKrQn/d0605d2c42.png) of a weapon's definition, the AmmoUser. Bear in mind that this will almost certainly break raid AI as they must spawn with ammo and without an ammouser, they spawn with a dummy item that throws out errors every tick (so like 20 times a second at normal speed) because it can't generate the ammo. The only time this seems to work without issue is with turrets. Removing ammo user removes the need for ammo entirely. Removing just the <ammoSet> section removes the need for types of ammo but keeps the need to reload. And as mentioned, this breaks AI because they don't know what ammo to spawn with and we can't exactly ask NIA (the original mod author) how to leave out those parts of the mod as he has abandoned ship.
Is there a way to disable custom factions like the insectoids? I'm trying a hard start but everytime I get the plunderer or bounty hunter or a raid events really early and it always spawn aliens instead of regular human factions, and since I start without weapons, I get destroyed everytime.
Quote from: popster99 on August 22, 2016, 08:57:04 AM
anyone know why the drilling rig require its self to be placed on an oil sprout but its the only thing that makes oil sprouts
Assuming it works the same way as the previous version of hardcore, you place the drill on an oil deposit and it converts it into an oil fissure, which you place the extractor on.
(To be honest, I'm not really sure what the extra step adds to the game, though. Seems a bit odd...)
Does anyone know where i can find
http://puu.sh/qKF6t/f2b6404b3f.png
I need to find it because I messed up some of the recipies
Hello, i have bug i think.
Space spice that i used 10 days ago, is still acitive. Why?
Also i cant interact with visitors-traders. Cant recruit them or improve friendship. Simple there is no button for those options(or tab). Any fix?
Ussing latest version from github
Missing oil / mineral veins on the map? Its a bug in the first release of Hardcore SK 4.0
Download the actual version from github, have fun :)
I believe there is a bug with crossbows (all of them). When constructed, all crossbows will have a full load of arrows available. Once the arrows have been fired, the crossbow is empty as expected. When one goes to reload the crossbow, the crossbow becomes unequipped. If one re-equips the crossbow, the crossbow is still empty. All the different types of crossbows seem to exhibit the same behavior. (I tested bows and bows behave as expected).
(P.S. Many thanks for your hard efforts and many updates.)
Quote from: starsmith on August 22, 2016, 07:14:40 PM
I believe there is a bug with crossbows (all of them). When constructed, all crossbows will have a full load of arrows available. Once the arrows have been fired, the crossbow is empty as expected. When one goes to reload the crossbow, the crossbow becomes unequipped. If one re-equips the crossbow, the crossbow is still empty. All the different types of crossbows seem to exhibit the same behavior. (I tested bows and bows behave as expected).
(P.S. Many thanks for your hard efforts and many updates.)
The behavior you're describing sounds like when you try to load a weapon and there's no correct ammo on their person. I'm guessing you're trying to use arrows? You gotta use bolts.
Quote from: Owlchemist on August 22, 2016, 07:27:14 PM
Quote from: starsmith on August 22, 2016, 07:14:40 PM
I believe there is a bug with crossbows (all of them). When constructed, all crossbows will have a full load of arrows available. Once the arrows have been fired, the crossbow is empty as expected. When one goes to reload the crossbow, the crossbow becomes unequipped. If one re-equips the crossbow, the crossbow is still empty. All the different types of crossbows seem to exhibit the same behavior. (I tested bows and bows behave as expected).
(P.S. Many thanks for your hard efforts and many updates.)
The behavior you're describing sounds like when you try to load a weapon and there's no correct ammo on their person. I'm guessing you're trying to use arrows? You gotta use bolts.
Yes you are correct. My tribe is advanced enough to make xbows but not bolts, which require smithy.
Thank you for the help.
Quote from: starsmith on August 22, 2016, 07:51:30 PM
Quote from: Owlchemist on August 22, 2016, 07:27:14 PM
The behavior you're describing sounds like when you try to load a weapon and there's no correct ammo on their person. I'm guessing you're trying to use arrows? You gotta use bolts.
Yes you are correct. My tribe is advanced enough to make xbows but not bolts, which require smithy.
Thank you for the help.
Ah, that error is still there. Nice.
wondering why some even play this as they want to disable things thata they worked so hard on to make work together.
got no ammo? craft a bow and arrow.
researcch slow? try making the bench out of differntt material maybe also use ahigher level researcher. levels 3-5 speed dont change much anyway.
getting attacks from mobs before u ready? try not smelting 5k ore into bars shooting up your wealth before u ready.
some tips that might help.
1. when u land focus on getting food production and getting arrow prodution up(hey a bow is better than a fit right :P)
2. when fight starts make sure each peson has melee and a ranged weapon so u can swap if they ranged or melee.
3. dont craft more than u need on items. set the do until X to 40-80 and leave it till u can defend decently. if u need more than that then set a manual order for what u need.
4 micro manage yoour wealth
5 again micromanage your wealth.
this mod pack is made to work together as is if u remove something it can throw the game out of balance. for example if u removed seeds plz so u can grow without seeds u wind up with to much food witch equals over inflated wealth witch gets u attacked before u ready.
Okay, so why don't the scenario editing settings seem to work for this mod?
I always start out with the KPV, 200 rounds and the two Lee Einfields with their six rounds each.
I tried adding to the scenario "Start with" AND "Start near" 300 british 303 rounds, but they are no where to be found, neither are the random pets I selected.
Interestingly, the ship chunks and cairn totals do increase like instructed.
Are these things being spawned and then smashed by the ship chunks falling on them??!?
---
Another question:
Why don't I ever seem to get traders?
I've gotten visitors a few times and many raids but never traders, this is unfortunate.
---
Also, this verification is obscene and super annoying, will it go away at some point?
I don't understand.
Best pawn lost a leg in most recent game. Damn! Look through the help and find the peg leg, of course I need electricity up and running to craft a peg leg. Got started on a windmill, and now needed to research Medicine 1 to get a prosthetics bench. Just about to finish that research and of course the windmill breaks down!
Mess around with all of that, get the peg leg installed (on my best doctor- next best who does the operation has a 50% surgery chance!) Alright, back on track! Not less than a minute after that colonist recovers from anesthesia, bounty hunters arrive. The end, lol! Those four never stood a chance.
Ahh, I hate love this game!
Quote from: Makko on August 22, 2016, 10:13:36 PM
Okay, so why don't the scenario editing settings seem to work for this mod?
Scenario editing on the first version or two of 4.0 were buggy but it's been working perfectly for awhile now, I just made another new scenario and everything is there. Are you sure you aren't overriding it with prepare carefully settings?
Quote
Why don't I ever seem to get traders?
Your storyteller hates you I guess! I've been getting traders now and then.
Quote
Also, this verification is obscene and super annoying, will it go away at some point?
I don't understand.
I have no idea what you're talking about, I haven't seen any verification related anything with the mod.. Or Rimworld. Are you talking about Steam perhaps?
Where I can find a list of mods for HSK 4.0?
look at the first page dude
Awesome mod pack.. keep up the good work.
One question only
starting as colony(crashlanded), what i need to research to get the batteries?
Serious issue w/ Razor Rain event leaving a whole bunch of null references. Literally slows game to a crawl.
Haven't found a resolution yet.
what even is the razor rain event never ever seen it before
I wanted to like this mod. Really did.
But you did the classic mistake of cramming shit in, so I'm gonna be brutal.
While some things the mod does are great, they are meaningless if it makes the game frustrating enough that you never want to play it again. Ever.
1st classic mistake - a bunch of cool "new" shit with new names- that's basically the same as old, but more of it and with cool names. What's the point of all of these million ores with whack names? You're just overwhelming the player with needless stuff and the need to learn these new ores and what they do.
What's the point of "Heticite" if it's just steel? Common, known ores are simple and intuitive. You know what they're used for and what they're good for.
Having more ores doesn't make the game deeper or better. I'd suggest removing and re-naming most.
KISS principle. Apply it.
2 - why the hell does cutting planks require Crafting 3?
My random jungle biome colony started with no colonist capable of crafting or high crafting, so I couldn't even make planks. Wood is the basic resource to start with, but you can't make plank without a wood cutting bench. Which requires Stahlam or whatever you called your fantasy metal.
I would post more and gore deeper into it, but these two things alone were enough to make me quit the game.
Great modpack! It was running perfectly until I downloaded the new version from the Github on August 22 around 8pm est. Now I get the following error, even after a totally fresh reinstall:
Could not resolve cross-reference: No Verse.ThingDef named Components found to give to Verse.ThingCount (2x Null)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
These lines show up four times in red. Everything else seems to be fine and it looks like it plays alright. Although the scenarios are different. Is it ok to just play with an error like this while I wait for updates?
One more thing, I also get the bug a previous user mentioned about pallets dropping to 75 items after a load. Does this apply to all the new storage options?
well you clearly read up how to play this didn't you its quite simple if you need steel and the other parts just break down all the ship parts around the map and most if not all of those metals can be ignored and there is prepare carefully in the latest version on GitHub and many other fixes are on that version don't worry about the new ores just look through things and see what you can make stuff with or ask on here for help
Quote from: Xraygoggles on August 23, 2016, 07:39:17 AM
Great modpack! It was running perfectly until I downloaded the new version from the Github on August 22 around 8pm est. Now I get the following error, even after a totally fresh reinstall:
Could not resolve cross-reference: No Verse.ThingDef named Components found to give to Verse.ThingCount (2x Null)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
These lines show up four times in red. Everything else seems to be fine and it looks like it plays alright. Although the scenarios are different. Is it ok to just play with an error like this while I wait for updates?
One more thing, I also get the bug a previous user mentioned about pallets dropping to 75 items after a load. Does this apply to all the new storage options?
that bug is yet to be fixed and the null thing is fine and doesn't affect anything
Quote from: Xraygoggles on August 23, 2016, 07:39:17 AM
.....
.....
One more thing, I also get the bug a previous user mentioned about pallets dropping to 75 items after a load. Does this apply to all the new storage options?
Grab Skullywag's extended storage here:
https://ludeon.com/forums/index.php?topic=14177.0
Then put it last in load order. Has something to do with A14 and truncating anything over max stack size.
This version has a bypass for that and allows storage to work normally again.
I think I have some issues with Accipiter Hysteric storyteller on rough.
I've been wondering if anyone else had issues with random events/raids with her. Since I started, first season brought me about 18 events. 10 threats and 8 raids. Winter came and there was absolutely nothing happening whole season. Now I'm on summer and there's still silence. No caravans, traders, threats, raids. Absolute calm, boring nothing. I wonder if pacing is off or it just generally broke. Am I going to be left alone forever on my current colony or if it's caused by some other mod?
So I have a problem ( Or i think I do ) . A fire has started in the map and since then it burn down all of the map and there was no rain trigger and then nothing no attacks no weather no nothing the maps is barren ( Though some grass and trees are growing now ) . Is this something normal is the game to busy generating the fauna flora or what . Thanks in advance
What part of the order does Darkness and the Walking Dead get added in at?
they are option mods there for you to add if you want they don't have any order needed
If I start now a game, I'll spect that each new iteration from github doesn't require a new restart?
Quote from: Patitodo on August 23, 2016, 11:22:41 AM
If I start now a game, I'll spect that each new iteration from github doesn't require a new restart?
I think usually not. But that can certainly depend on which mod gets updated and how drastic of an update to that mod it was.
Quote from: Szara on August 23, 2016, 01:04:55 AM
Quote from: Makko on August 22, 2016, 10:13:36 PM
Okay, so why don't the scenario editing settings seem to work for this mod?
Scenario editing on the first version or two of 4.0 were buggy but it's been working perfectly for awhile now, I just made another new scenario and everything is there. Are you sure you aren't overriding it with prepare carefully settings?
Quote
Why don't I ever seem to get traders?
Your storyteller hates you I guess! I've been getting traders now and then.
Quote
Also, this verification is obscene and super annoying, will it go away at some point?
I don't understand.
I have no idea what you're talking about, I haven't seen any verification related anything with the mod.. Or Rimworld. Are you talking about Steam perhaps?
Okay, I found one of the two 300 ammo piles it was hidden by some debris and marked untouchable for the colonists.
Still not sure why we never had any pets at the start.
For the traders, apparently that was the case, I've recieved several since then.
The verification is from the Ludeon forums, I have to answer a bunch of questions every time I post or edit to prove I'm not a robot or something :/
but I never have to ask question to prove I'm not a robot I think that's because you haven't posted much
The recipe for gunpowder in the ammo crafting table requires sulfur, which it says is produced by refining crude oil, however refining crude oil produces sulphates which then don't work in the recipe.
I'm pretty sure it says you can turn iron ore into sulphur how ever that works
I think I discovered a bug, animal corpses will not be hauled to zones where they are selected to be dumped. I will test this further to make sure it's a legit issue, unless it's already a known issue.
you sure you made a dumping zone
Have you checked proper rotting\fresh designation?
Also, spotted a nasty, sneaky bug. Cloth hampers, pallets and such allow you to make bigger stacks of resources on them than in normal stockpiles, great, right?
Well, if you do that, save, and then load, then the stack on the pallet\hamper gets reduced to maximum normal stack size, the excess disappearing from the game.
Hello
With the latest download from github and a fresh installation I have this message
Failed to find any texture while constructing Multi(initPath=Things/Building/Production/Furnace, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
and no texture for the furnace building.
looks like sending them on those treasuer missions= settler disappaer forever. forgot which mod thats for to see if there update for it
Quote from: RobBrown4PM on August 23, 2016, 04:40:53 PM
Quote from: popster99 on August 23, 2016, 04:38:44 PM
you sure you made a dumping zone
Yes I'm sure.
X out of any search term, and make sure it has fresh/rotting (near the very top) allowed.
Quote from: kiko on August 23, 2016, 05:13:03 AM
Awesome mod pack.. keep up the good work.
One question only
starting as colony(crashlanded), what i need to research to get the batteries?
[Power] and [[Microelectronics basics] Requires Glassmaking I]
Quote from: sidfu on August 23, 2016, 09:49:03 PM
looks like sending them on those treasuer missions= settler disappaer forever. forgot which mod thats for to see if there update for it
Misc Incidents I believe.
https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0)
Quote from: Marduk on August 23, 2016, 05:33:20 PM
Have you checked proper rotting\fresh designation?
Also, spotted a nasty, sneaky bug. Cloth hampers, pallets and such allow you to make bigger stacks of resources on them than in normal stockpiles, great, right?
Well, if you do that, save, and then load, then the stack on the pallet\hamper gets reduced to maximum normal stack size, the excess disappearing from the game.
Storage Skips/Pallets/Hampers/Etc , resetting to single stack and error about "truncating"
Grab Skullywag's extended storage here and put it last in the load order:
https://ludeon.com/forums/index.php?topic=14177.0 (https://ludeon.com/forums/index.php?topic=14177.0)
So I updated to the latest GitHub release and am trying to salvage my save. I'm left with just one error and was wondering if anyone knows if there is anything I can edit/delete from my save file.
The error is "Map compressor decompression error: No thingDef with short hash 14422. Adding as null to dictionary.
Also, does the game save the log anywhere outside of the game like it does with crashing?
Quote from: popster99 on August 23, 2016, 04:00:22 AM
look at the first page dude
There is modlist for A10 only.
upd: Oh! I founded it!
Can I ask to add Prepare Carefully again in HSK 4.0?
go on the GitHub for this the latest version has prepare carefully in it and some other fixes like the oil and mineral things spawn now
Guys how can i perform-do operations? I go on health and add bill. There is harvest, amputating and eutanize. I dont have "install" leg, arm or w/e. I have in storage ARM and Advenced bionic arm. And i cant install it to anyone of my 9 colonists.
Any help?
there is a bug to do with races so you can't install anything
Quote from: Nemesis688 on August 24, 2016, 02:59:07 AM
Also, does the game save the log anywhere outside of the game like it does with crashing?
Yes, in your Rimworld folder there's another folder called something like Rimworld Data, and it is in there in the output_log.txt
Quote from: zoranjoza on August 24, 2016, 07:50:55 AM
Guys how can i perform-do operations? I go on health and add bill. There is harvest, amputating and eutanize. I dont have "install" leg, arm or w/e. I have in storage ARM and Advenced bionic arm. And i cant install it to anyone of my 9 colonists.
Any help?
bionics researches that it lists installation surgeries that a research unlocks, as to how I figured out this requirement.
At least when trying it out in dev mode, I was able to get the bionic surgeries to appear after doing the complete all research action on all four races (human, norbal, asari, orassan, and nova)a
It says in the in game 'Help' menu when i searched for the bionics researches that it lists installation surgeries that a research unlocks, as to how I figured out this requirement.
edit: I'm using the latest version on github, so I'm not sure if there was an issue with the official release, since the modders are still releasing updates as they go on the github page ( https://github.com/skyarkhangel/Hardcore-SK )
Hello all,
I'm really enjoying this mod, add so much more content to an already interesting game!
I've lately ran into some weird stuff though, I was wondering if anyone know why the following were happening...
(I am using the latest version on github as of now, I've tested each of these using development mode to minimize my user error chance)
1. the thermoelectric generator wasn't generating over 1w of power despite the temperature differences
2. Solar generator also doesn't generate over 1w of power despite getting 100% sunlight
3. After I construct the plasma generator over a geyser, it said it is out of fuel and wouldn't function. (Strangely, the plasma generator worked for me before in Hardcore SK 4.0, only stop working after I update the mod)
3b. Also, the next upgrade of the generator on the geyser would disassemble stating support have been removed after construction everytime.
4. Hadron collider isn't yielding anti-matter for me despite how long I waited. (do I have to attach a hopper and put stuff in for it? I'm not sure)
5. the Steam nuclear thingy ( can't remember name) is not yielding enriched uranium for me, only depleted uranium seems to work
As it is, its possible that its all user errors... if so, please give advice, thank you!
**upon testing, I also realize that a wind turbine will generate 700w no matter the wind condition or anything as well.
When I use prepare carefully on the crashlanded scenario "in the new version , (github)" the ship chunks just smash my colonists after spawning.
Quote from: axeladalidez on August 24, 2016, 04:02:56 PM
When I use prepare carefully on the crashlanded scenario "in the new version , (github)" the ship chunks just smash my colonists after spawning.
In Core_SK/Defs/ScenarioDefs find file Scenarios_Classic, edit, and replace
this:
<li Class="SK.ScenPart_CrashLanding">
<def>PlayerPawnsArriveMethod</def>
<visible>false</visible>
with this:
- <li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
Same change fixes Scenario_Richexplorer.
Quote from: Dobroslaw on August 24, 2016, 04:19:34 PM
Quote from: axeladalidez on August 24, 2016, 04:02:56 PM
When I use prepare carefully on the crashlanded scenario "in the new version , (github)" the ship chunks just smash my colonists after spawning.
In Core_SK/Defs/ScenarioDefs find file Scenarios_Classic, edit, and replace
this:
<li Class="SK.ScenPart_CrashLanding">
<def>PlayerPawnsArriveMethod</def>
<visible>false</visible>
with this:
- <li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
Same change fixes Scenario_Richexplorer.
Creates an error on the startup that I can't see on the dev log also it doesn't work:
[attachment deleted by admin - too old]
this:
<li Class="SK.ScenPart_CrashLanding">
<def>PlayerPawnsArriveMethod</def>
<visible>false</visible>
with this:
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
<method>Standing</method>
One minus too much, now it is ok. Attached you can find files.
[attachment deleted by admin - too old]
Yeah now there's no crashing ship parts thanks god , thanks for giving me a hand.
If anyone's having missing colonists on missions its to do with weapons not being able to calculate there firepower and that's essentially crashing the mod / looping the return tick timer. The temporary solution would be to manually update Misc Insicents, as the github version is "1.14.5" as of 4:10am 25/08/2016 of making this post" and the new bug fixed version is 1.14.6 which fixed my issue. No promises it'll fix yours but it is less likely to go wrong.
Has anyone experienced out of memory crashes when playing on 400x400?
I noticed that the game frequently closed on its own any where from 20 - 120 minutes, and an error report generated suggested the game ran out of memory.
When i went down to 350x350 I stopped having the crashes (very rarely it would run out of memory still but almost never compared to 400x400)
Is this inevitable because of how much stuff this mod adds and how demanding 400x400 is or is there another reason for it?
Quote from: Jalordon on August 25, 2016, 03:40:51 PM
Has anyone experienced out of memory crashes when playing on 400x400?
I noticed that the game frequently closed on its own any where from 20 - 120 minutes, and an error report generated suggested the game ran out of memory.
When i went down to 350x350 I stopped having the crashes (very rarely it would run out of memory still but almost never compared to 400x400)
Is this inevitable because of how much stuff this mod adds and how demanding 400x400 is or is there another reason for it?
rimworld is a 32bit ap so go figure from that. bigger map= more memory used. also this mod pack probaly doubles your ram usage so u going over the limit.
Same here buddy,
But as my computer is very very very old mine crash about 2-120 sec ....
Since the adding of RA stuff.
I'm still searching for a solution on my end, will post here if i found something
Quote from: kaptain_kavern on August 25, 2016, 05:23:05 PM
Same here buddy,
But as my computer is very very very old mine crash about 2-120 sec ....
Since the adding of RA stuff.
I'm still searching for a solution on my end, will post here if i found something
Try to increase the paging file.
Also, since 4.0 version. You can run with Core, CCL, Combat Realism, Core_SK only.
Héhé thx for the reply, "amigo".
I already tried increasing the paging files. But it's clearly a problem from my rig (very very old office machine without dedicated graphic card) and the mod pack run well on others computer.
I will try with only Core/CCL/CR/Core_SK, though thanks.
Else I could still try to dismantle your work bit by bit until it works ^^
(BTW I updated the Hedgedogs! mod (https://ludeon.com/forums/index.php?topic=14935.0) to A14 today, as I recall it was in the pack in prior version)
on the misc incidents what part do we update to fix the pawns not able to return? is it just the .dll or shoould we updated the whole mod?
For a reason I don't understand, attempting to smelt tin alloy at a hand smelter creates.. copper ore? I guess my colonists are alchemists but I kinda want bronze ; ~;
Hello all, I've noticed something. For the Plasma Geothermal generator, its asking me to refuel it with aluminum. Here is the code inside that said that. Is that correct? none of the research text or anything said I need fuel.
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>40.0</fuelConsumptionRate>
<fuelCapacity>200.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Aluminium</li>
</thingDefs>
</fuelFilter>
just a note for githup users the latest git hub version mightt break your save. i could start a new game but couldnt load the game from few hours before that.
Having an odd issue where I can't shoot over fences, parapets, sand bags, or embrasures.
Downloaded latest version from github ~8:00AM (-5UTC)
Weapons affected: Scoprion Evo 3 (x2), Spectre M4 Luger (x2)
Had two AK-47s that were not affected by fences, parapets, etc.
Intentional?
-no core mod edits
These loaded last
-Extended Storage [for stack limit bypass]
-Pet Follow
Mod works great so far but I can't tame muffalo or Buffalo's. I meet the taming requirements.
If I prioritize taming the muffalo/buffalo nothing gets done. If I force the pawn to tame them by right clicking the animal, I can't since it won't show the taming option needed for me to right click.
I have no other mods installed except this pack.
Quote from: Vigilence on August 26, 2016, 01:20:41 PM
Mod works great so far but I can't tame muffalo or Buffalo's. I meet the taming requirements.
If I prioritize taming the muffalo/buffalo nothing gets done. If I force the pawn to tame them by right clicking the animal, I can't since it won't show the taming option needed for me to right click.
I have no other mods installed except this pack.
I've seen this happen too and it happened on Hardcore SK 3.0 as well. Not sure if that's a bug or not, but, it seems to fix itself with time if you wait awhile.
It seems that the Crafting skill does not play a part in crafting speed for smithing and smelting, so does the skill actually do anything?
So, my guys survived razor rain at the begging. One had his arm blown off, but that was ok. I could deal with that. Winter just passed, struggling to get to integrated circuits and the darkness event happened? First time i ever saw that.. Not to spoil it for anyone who reads, but if you assume I didnt heed the warnings then you are correct. I messed up bad. It was absolutely horrific and awesome.
Where exactly is reinforced concrete made now?
I have construction II and a mixer but I don't have the option to make reinforced concrete, only normal concrete. I also checked Core_SK Recipe's and can't see one for reinforced concrete.
Is there something I'm missing?
So I've just started up Rimworld again after a very long Hiatus and this looks to be the the gnarliest and most promising modpack around at the moment. Having just started a game up, I find myself wondering something. Does this mod actually have Prepare Carefully (which was hands down one of my most favorite mods in previous editions) and if so, how does one access it? I haven't seen any option to utilize it during party generation so far and I'd really like to get a new game going utilizing this modpack and that particular mod.
The listed mods from the OP show that it is part of the core pack, and yet I'm not able to use it. Did I miss something?
Quote from: CheekiestBreekiest on August 27, 2016, 12:39:29 AM
Where exactly is reinforced concrete made now?
I have construction II and a mixer but I don't have the option to make reinforced concrete, only normal concrete. I also checked Core_SK Recipe's and can't see one for reinforced concrete.
Is there something I'm missing?
Think the same place as previous versions, at the same bench that you cut stone.
xeldra download the version from GitHub it has more fixes and prepare carefully
Quote from: sidfu on August 25, 2016, 08:58:50 PM
on the misc incidents what part do we update to fix the pawns not able to return? is it just the .dll or shoould we updated the whole mod?
Entirely replace it. works fine. Make sure the folder name is the same (Miscellaneous_Incidents) "_0146" delete this bit
Quote from: BlackSmokeDMax on August 27, 2016, 01:11:31 AM
Quote from: CheekiestBreekiest on August 27, 2016, 12:39:29 AM
Where exactly is reinforced concrete made now?
I have construction II and a mixer but I don't have the option to make reinforced concrete, only normal concrete. I also checked Core_SK Recipe's and can't see one for reinforced concrete.
Is there something I'm missing?
Think the same place as previous versions, at the same bench that you cut stone.
I always thought it was a bit odd being made there.
Fences don't seem to work at all. They just function as sandbags for everything, so things will happily just waltz into my outdoor farms and eat things as they please.
as skyark said to help fix the issue increaser the paging file how do you do that
Loving the new mental breaks - abusive is quite funny just starting social fights everywhere, bit worried about cutting wrists and hiding in room one (suicide attempt) in that it might trigger people who have bad experiences with this. Tantrums are also funny, much more diverserty than just attacking on berserk. Also when did bows start shooting 2 arrows? I've never really used anything past great bows until Inoticed that scythian bows are able to nock two arrows
As far as I can tell, battery efficiency doesn't seem to increase after researching infrastructure techs - is this a bug or an incorrect description?
Quote from: popster99 on August 23, 2016, 07:41:52 AM
well you clearly read up how to play this didn't you its quite simple if you need steel and the other parts just break down all the ship parts around the map and most if not all of those metals can be ignored and there is prepare carefully in the latest version on GitHub and many other fixes are on that version don't worry about the new ores just look through things and see what you can make stuff with or ask on here for help
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
DL'd a github version yesterday and I keep getting errors about no usable PawnGroupMakers for various faction. I assume related to raids/visits.
[attachment deleted by admin - too old]
Quote from: Chiasm on August 27, 2016, 10:50:34 AM
DL'd a github version yesterday and I keep getting errors about no usable PawnGroupMakers for various faction. I assume related to raids/visits.
Downloaded mine this morning like 6-8 hours ago and I haven't had this maybe it was fixed, loads of updates coming out daily so far :S
Speaking of which another big update, 1 hour ago :/
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?
Quote from: adecoy95 on August 27, 2016, 12:14:02 PM
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?
It's because do not disturbed is now enabled by default rather than disabled in the mod list same with darkness the only thing that isn't is the zombie mod
Caption this :P
(http://i.imgur.com/8RfO3Y1.png?2)
Quote from: adecoy95 on August 27, 2016, 12:14:02 PM
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?
As Zakhad said, it is Do Not Disturb, which is situationaly either great or terrible. When a pawn goes to sleep it'll forbid all the doors to their bedroom, with horrific consequences if that bedroom happens to be most of your base. I gave it a try a while ago and really liked it at first, up until my pawns started locking their lovers/spouses out of their rooms. Then I just said screw it and started being more careful with how I layout my base and bedrooms.
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
Quote from: popster99 on August 23, 2016, 07:41:52 AM
well you clearly read up how to play this didn't you its quite simple if you need steel and the other parts just break down all the ship parts around the map and most if not all of those metals can be ignored and there is prepare carefully in the latest version on GitHub and many other fixes are on that version don't worry about the new ores just look through things and see what you can make stuff with or ask on here for help
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
u must be playing the wrong mods as this mod pack doesnt remove steel. :o
tbh imo u need to get off your high horse >:(. they spend all this time getting 30+ mods to work together for u to use free of charge and u crying hell that they did something u dont llike? :-X
go try downloading all these mods seprate and install them and see the hundreds of errors, over writes, and graphic glitches u get.
great job on the git version guys. glad u added follow me as was tired of someone forming a bond with livestock aka the chicken or cow and the livestock following them into battle or hunting ;D
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.
Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.
Herbal Medicine is fairly useless when starting out due to crafting imbalances. It requires paraffin (extracted from crude oil), which is fairly high in the tech tree. This needs a major fix as medicine can't be used by anyone that is starting as a tribe.
Quote from: Szara on August 27, 2016, 03:45:33 PM
Quote from: adecoy95 on August 27, 2016, 12:14:02 PM
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?
As Zakhad said, it is Do Not Disturb, which is situationaly either great or terrible. When a pawn goes to sleep it'll forbid all the doors to their bedroom, with horrific consequences if that bedroom happens to be most of your base. I gave it a try a while ago and really liked it at first, up until my pawns started locking their lovers/spouses out of their rooms. Then I just said screw it and started being more careful with how I layout my base and bedrooms.
aah thats exactly what it was, i had a room without a door, and that was causing it, easy to fix now that i know the cause, thanks!
Quote from: Marduk on August 27, 2016, 06:10:48 PM
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.
Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.
I sorta have all my "textiles" setup in their respective stockpiles. 1 for furniture, 2 for hospital beds and 3 for armor.
Some bugs I encountered while playing build from August 27th.
-Resources keep disappearing from pallets (for example my Nitre stack of 386 that was on pallet got reduced to their normal max stacking number, 300) when I load my saved game.
-It seems that infrastructure research doesn't increase Battery Efficiency. It is still on 50% when I click on battery.
Quote from: Marduk on August 27, 2016, 06:10:48 PM
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.
Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.
I would still be nice if the new materials were differentiated by more than some stats. of course, your point is correct, but I believe the game would still be much more interesting if you actually NEEDED each of them for something specific, instead of them just being better at it. it would also highlight the different materials more, make them more than just something that is nice to have.
Quote from: blub01 on August 28, 2016, 11:27:20 AM
Quote from: Marduk on August 27, 2016, 06:10:48 PM
Quote from: TrashMan on August 27, 2016, 09:51:15 AM
I know very well how to play, but it's not FUN.
It's tedious. Adding new pointless ores adds NOTHING. They are just...there. Cluttering my map and my resource list.What exactly have you accomplished by replacing steel with Stahalmite, Plassteel with Unobtenium and so on? They serve the same purpose, but the player now has together with new names for the exact same stuff.
And what's the point of adding new fantasy ores, unless they bring something unique or interesting with them.
Look at the new ore's info. They all have different stats, making allowing you to make better items and furniture if you use the right ore or other material. Say, you want to make an awesome sword? You look for an ore with high sharp damage stat, and preferably low melee cooldown too. Tin would suck with 50%, steel is ok with 100%, aluminium is nice with 90% and 70% cooldown, and stein is great with 140% sharp damage.
So no, they aren't pointless. Yes, it involves lots of micromanagement and confusing choices or options, but hey, i for one play the hardcore mod exactly for that.
Other material specific hint, before you can make the more advanced medical beds and use normal beds as medical ones, make them of lacosdile skin, it has really nice bonuses to treatment and immunity gain speed. That's what i love about this mod, there is a crapload of materials, and each of them has its own sets of advantages and disadvantages for every use.
I would still be nice if the new materials were differentiated by more than some stats. of course, your point is correct, but I believe the game would still be much more interesting if you actually NEEDED each of them for something specific, instead of them just being better at it. it would also highlight the different materials more, make them more than just something that is nice to have.
Some of them are, category wise, needed for certain uses. Say, want to make armor piercing ammo? You generally need deplated uranium. For electrical stuff, you often need metals that are conductives, can't use, say, tin alloy for these. Limitations like that generally pop up higher on the tech tree. Most things can be made out of some different materials, but its realistic, and making artificial restrictions there would be just making the game needlessly harder and prone to screw you on map generation.
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.
Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.
Items made of metal and wood (pickaxe for example) sometimes end up getting made from wood instead of the metal. Is there a reason this happens? In the case of tools it doesn't really matter, but for melee weapons it would suck to end up with a wood sword. :)
Quote from: Szara on August 28, 2016, 12:00:27 PM
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.
Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.
maybe a new menu tab that is a spreadsheet showing all the different values, highlighting best/worst for each category, and maybe allows sorting after certain categories. also, while we're at it, the bar is kind of messy with so many tabs down there. some kind of UI rework would probably be helpful.
Quote from: Chiasm on August 28, 2016, 02:04:52 PM
Items made of metal and wood (pickaxe for example) sometimes end up getting made from wood instead of the metal. Is there a reason this happens? In the case of tools it doesn't really matter, but for melee weapons it would suck to end up with a wood sword. :)
When you make the crafting/smithing bill, click details and go into materials and deselect wood, or any other material you don't want the item to be made from.
Quote from: Szara on August 28, 2016, 04:45:02 PM
Quote from: Chiasm on August 28, 2016, 02:04:52 PM
Items made of metal and wood (pickaxe for example) sometimes end up getting made from wood instead of the metal. Is there a reason this happens? In the case of tools it doesn't really matter, but for melee weapons it would suck to end up with a wood sword. :)
When you make the crafting/smithing bill, click details and go into materials and deselect wood, or any other material you don't want the item to be made from.
Tools (pickaxe, hammer etc) require both crafted wood and alloy. If you deselect crafted wood you can't make the item. Doesn't seem to happen to any weapons as they only require alloy, but it is still a little annoying.
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15 :'( :(
Ok. I spent a long time researching and getting things because I can't find nickel deposits and needed the advanced mining rig to get nickel.
Every time I make it, it says the supports collapsed and it destroys itself into metal slag. What am I doing wrong.
Edit: Okay. So apparently if I don't place it exactly perfect (I went into debug mode because this was getting infuriating for such a pricey building) it'll just destroy itself with no refunds. This modpack is a bit... difficult and ridiculous at times.
Quote from: malgrumm on August 28, 2016, 05:10:36 PM
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15 :'( :(
You can easily revert to A14 in beta section.
Quote from: Patitodo on August 28, 2016, 08:01:13 PM
Quote from: malgrumm on August 28, 2016, 05:10:36 PM
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15 :'( :(
You can easily revert to A14 in beta section.
i didn't know that, i'll have to have a look at that.
Quote from: malgrumm on August 28, 2016, 08:06:23 PM
Quote from: Patitodo on August 28, 2016, 08:01:13 PM
Quote from: malgrumm on August 28, 2016, 05:10:36 PM
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15 :'( :(
You can easily revert to A14 in beta section.
i didn't know that, i'll have to have a look at that.
As a general rule always consider
modpacks 1 update behind the latest version. One good thing did happen with alpha 14 release for Rimworld on steam, is that Tynan publicly allows people to play the pre release for an update via experimental branch of steam (Steam owners only) which was intended for modders to get advanced notice on upcoming changes to the code. Which translates to us the end users getting mods or modpacks quicker.
Edit - Several mods are already at alpha 15 because of this and its not even day 2 yet :P
Quote from: Zakhad on August 28, 2016, 09:58:54 PM
Quote from: malgrumm on August 28, 2016, 08:06:23 PM
Quote from: Patitodo on August 28, 2016, 08:01:13 PM
Quote from: malgrumm on August 28, 2016, 05:10:36 PM
i wonder how long its going to take to update the modpack, the Steam version just got updated to A15 :'( :(
You can easily revert to A14 in beta section.
i didn't know that, i'll have to have a look at that.
As a general rule always consider modpacks 1 update behind the latest version. One good thing did happen with alpha 14 release for Rimworld on steam, is that Tynan publicly allows people to play the pre release for an update via experimental branch of steam (Steam owners only) which was intended for modders to get advanced notice on upcoming changes to the code. Which translates to us the end users getting mods or modpacks quicker.
Edit - Several mods are already at alpha 15 because of this and its not even day 2 yet :P
i'll keep that in mind for the future then!
Anyone else finding V4.0 a lot harder then V3.0? Is it wrong to rush for being able to craft ammo first? What do you guys usually try and establish/get done first? Its nearly impossible to survive early if you get smashed by a heat-event
Quote from: Griffith on August 29, 2016, 02:44:05 AM
Anyone else finding V4.0 a lot harder then V3.0? Is it wrong to rush for being able to craft ammo first? What do you guys usually try and establish/get done first? Its nearly impossible to survive early if you get smashed by a heat-event
I almost always give up and add 2 living frosts with prepare carefully.
Then it's generally Steam Generator>Batteries>Infrastructure 1>Infrastructure 2
occasionally toss in some other techs in between but usually have machining 1 done after Infrastructure 2, and then machineguns after that. (Security 2 being around batteries [Microelectronics])
Quote from: Griffith on August 29, 2016, 02:44:05 AM
Anyone else finding V4.0 a lot harder then V3.0? Is it wrong to rush for being able to craft ammo first? What do you guys usually try and establish/get done first? Its nearly impossible to survive early if you get smashed by a heat-event
One of the mods normalizes mountain temp so you'll always be around 0 which is fixed in alpha 15 which makes life so much easier when you don't start with equipment as its easier to start in a colder biome than a hotter one.
Generally speaking the first things I try to do is getting a base up and running which might sounds very strange but, generally due to the recent changes on the github there is a load more bad mood variations not just berserking/sad wander e.g. tantrums(damaging various and any constructions you own at random) & slit wrists/hide in room (attempt at suicide) sadism (killing your pets or any nearby creature) etc maintaining a good base out ways any early defenses I used to go for because you do more damage to your own pawns then enemy's will do due to you having to knock them out all the F^%$ing time, e.g. if you don't knock the person with cut wrists out it'll become infected and early game without meds or a bed is a death sentence especially if they decided to do it while starving, as they're not going to start healing even if its poor (I'd rather bandage a 2 damage wound than a 5 damage wound)
I aim to get a crafting table for some hunters (no longer is there a crafting spot to make arrows) by day 5 as you can't really rush getting arrows anymore, and before that you'd need to scavenge stone for a stone crafting table So you can get stone for your tables stone stools / butchers table (Leather for beds raw food for a few days until components are mined for either a wood cutting table so you can make kindling for campfire for early cooking or a grill if you have excess) so you get higher moods or less moody pawns in general which delays the whole arrow making process by several days and that's If you haven't had bad moods delaying it because keeping your pawns happy is the priority now.
Tip of the day: Equipping a log is better than using your first as it has a higher damage and therefor more chance to go through armor/damage reduction. So always have pawns with a wood log in their inventory. (I'm interested to know how many of you knew that :P)
How does compost bin works?
Quote from: zoranjoza on August 29, 2016, 09:11:19 AM
How does compost bin works?
put stuff in nand wait till it decays into compost. when the meat/food is put in there its durablity will start to go down and when it hits 0 it turn into compost. pretty much just like real life. only bad thing is that it only takess raw foods cant throw in extra cooked food.
Still the old version? Hopefully it get's some sort of compatibility update soon. I don't expect it to be perfect but something is better then nothing.
:(
I just noticed weird bug.
My electricity powered crafting tables are suddenly using 100% of their power even when not in use. I was 1000w above my power usage, now I am suddenly at -3000w. That was not happening earlier in this game.
Quote from: Dudok22 on August 29, 2016, 04:39:26 PM
I just noticed weird bug.
My electricity powered crafting tables are suddenly using 100% of their power even when not in use. I was 1000w above my power usage, now I am suddenly at -3000w. That was not happening earlier in this game.
I was told that it is a bug with CCL. You can fix it for yourself by adding <tickerType>Normal</tickerType> to the XML files for production (in mods\core_sk\defs\Thingdefs_buildings\ , the files Buildings_Production and Buildings_Production_Hitech). I don't know if it costs a lot of processing power or not as I don't know what ticking forces, but it for sure got idle power to work.
On another note, for anyone who is using the latest version from the github repository (https://github.com/skyarkhangel/Hardcore-SK) instead of the older version on the first page, are you able to use oil drills or oil extractors? I get errors both in not being able to place the things outside of god mode and when actually placed the extractor gives divide by 0 errors every tick. I want to know if for some weird reason it is just my installation that's broke.
Quote from: Jalordon on August 29, 2016, 04:51:38 PM
I was told that it is a bug with CCL. You can fix it for yourself by adding <tickerType>Normal</tickerType> to the XML files for production (in mods\core_sk\defs\Thingdefs_buildings\ , the files Buildings_Production and Buildings_Production_Hitech). I don't know if it costs a lot of processing power or not as I don't know what ticking forces, but it for sure got idle power to work.
On another note, for anyone who is using the latest version from the github repository (https://github.com/skyarkhangel/Hardcore-SK) instead of the older version on the first page, are you able to use oil drills or oil extractors? I get errors both in not being able to place the things outside of god mode and when actually placed the extractor gives divide by 0 errors every tick. I want to know if for some weird reason it is just my installation that's broke.
I would love to test this, but oddly when I tried the Github version I can't start a new colony (Click button, nothing happens). Fresh reinstall too so I don't know what's causing it. You can help me solve this problen, I'll let you know about the oil. =D
Quote from: HotBrazilianGirlfriend on August 29, 2016, 06:06:18 PM
Quote from: Jalordon on August 29, 2016, 04:51:38 PM
I was told that it is a bug with CCL. You can fix it for yourself by adding <tickerType>Normal</tickerType> to the XML files for production (in mods\core_sk\defs\Thingdefs_buildings\ , the files Buildings_Production and Buildings_Production_Hitech). I don't know if it costs a lot of processing power or not as I don't know what ticking forces, but it for sure got idle power to work.
On another note, for anyone who is using the latest version from the github repository (https://github.com/skyarkhangel/Hardcore-SK) instead of the older version on the first page, are you able to use oil drills or oil extractors? I get errors both in not being able to place the things outside of god mode and when actually placed the extractor gives divide by 0 errors every tick. I want to know if for some weird reason it is just my installation that's broke.
I would love to test this, but oddly when I tried the Github version I can't start a new colony (Click button, nothing happens). Fresh reinstall too so I don't know what's causing it. You can help me solve this problen, I'll let you know about the oil. =D
What commit version on github as its updated daily I'm Playing on "^_^ commit c235b5d3b5a02f14a406437d43f50453e69b280a" and its running fine I haven't got up to oil yet so I couldn't say if it was working, you done config etc? verified new install ?
I'm downloading the mod pack through my fork of the repository on github so I'm not sure how to exactly check the commit its up to.
It says that my version is up to date with the commit: https://github.com/skyarkhangel/Hardcore-SK/commit/ed727e71336004e73d5d74c69cc22b2b09ef8d74 and I still experienced the issues when cleanly installing it (clearing mods folder, adding in A14e's vanilla core and then adding the mod pack).
I think the issue started in 0edf22c11b150197c1ffa6051f6fc587656f11e9 but I could be wrong.
Tested by doing dev mode's quick start option, doing the 'finish all research' debug action, find an oil deposit and try to place the drilling rig and get a 'Space already occupied.' in the top left notifications, same issue with the oil extractor after drilling is complete (have to use god mode because it seems to ignore the space restriction).
After actually making the extractor, the debug log spams with a ton of divide by 0 errors (System.DivideByZeroException), which peeking into the assembly.dll looks like there is a % 0 which causes it.
I made an issue report on the repo already but I don't know if it's been seen yet by the mod team.
edit:
Quote from: HotBrazilianGirlfriend on August 29, 2016, 06:06:18 PM
I would love to test this, but oddly when I tried the Github version I can't start a new colony (Click button, nothing happens). Fresh reinstall too so I don't know what's causing it. You can help me solve this problen, I'll let you know about the oil. =D
I can't really say much to try to get the modpack to work beyond try extracting rimworld A14e from its .zip, go to https://github.com/skyarkhangel/Hardcore-SK , push the green "Clone or download" button, click on 'Download ZIP', and use that as the mod pack, and continue from the front page instructions:
Quote
User guide for correct install.
1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!
No guarantee it will work.
Im confused about the way this works, all the other packs (Hell effect, cataclysm, etc) can you use them with the core mods? or are they all stand alone?
Quote from: firewire167 on August 29, 2016, 09:49:25 PM
Im confused about the way this works, all the other packs (Hell effect, cataclysm, etc) can you use them with the core mods? or are they all stand alone?
Each new updated version is called a new name like version 2.2: Vengeance or 2.3: Solaris.
The reason they are named is because each revision of the mod has new features, additional mods added, comparability issues fixed, and bug fixes for previous mods.
The features of 1.0 are inside 2.0 Vengence, the features of 3.0 cataclysm are inside 4.0: Hell Effect A14e
Think of it like each new Mac OS release such as lion, mountain lion, snow leopard etc. If you are a windows person then think of it as windows vista, windows 7 and then windows 7 and then windows 10
These version are only compatible with the respective game version they were created for such as alpha 11 or alpha 12. At the moment, the latest and current version is called Hell Effect which is compatible with Alpha 14e.
You only need the newest version of this mod (Hell Effect) if you want to play (it includes previous updates and features listed on the first page). Unfortunately it only works for A14e and 15b is the newest version. This mod is not compatible with the newest version 15b.
The download links in the first page is for Hell Effect.
Ah I see, I was just confused because I downloaded Hell Effect and it has like none of the mods from earlier versions in it atleast that I can see
So when I download from the mega upload link I get all the mods that are listed under sk core, vengeance, etc? because right now when I download it, it looks like I only get about 30 mods, and when I try to use it they arent working
Quote from: firewire167 on August 29, 2016, 10:48:54 PM
Ah I see, I was just confused because I downloaded Hell Effect and it has like none of the mods from earlier versions in it atleast that I can see
So when I download from the mega upload link I get all the mods that are listed under sk core, vengeance, etc? because right now when I download it, it looks like I only get about 30 mods, and when I try to use it they arent working
No, because some mods are discontinued by its authors and other ones were retired for compatibility and other gameplay reasons.
I really miss Squad features, but...
Quote from: Jalordon on August 29, 2016, 06:45:26 PM
No guarantee it will work.
Yeah that didn't work (But thank you everyone for the info. I had already done it all, but it's good for others to see). Good news though! I did figure it out. If the new colony buttons doesn't work, it likely means you have a corrupt scenario (Either one you edited, or one from steam/mod that is not for the right version). Steam loves to keep you cloud updated so even completely deleting everything from EVERYTHING related to Rimworld will still recreate the issue on a fresh install (But, hey all your saves don't ever get lost)
Fix: Start the game up and while it's running delete the bad scenario (or unsubscribe from it from steam workshops). Quit, and now Steam will finally save your edits to Cloud! (Side Fix: remove cloud sync .... Side Side Fix: Stop Using Steam >.< )
Quote from: Szara on August 20, 2016, 10:41:53 AM
Bug report-
Not much to add in the situation here, it mentions incidents a lot so I'm guessing it has nothing to do with anything that was already happening in my world, which I'd actually managed to survive for a little while now. Almost got a quarry!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
This bug repeats hundreds, thousands of times fairly quickly and is completely destroying time acceleration. Even at normal speed a significant drop in fps and performance is noticeable, it is, sadly, pretty much gamebreaking for enjoyability. I'm more than willing to go into my savefile and try to fix this manually if anyone could point me at what to do. As far as the incident timer goes this is all I've found.
<storyteller>
<def>Hildegarde</def>
<difficulty>Challenge</difficulty>
<incidentQueue>
<queuedIncidents>
<li>
<def>RaidEnemy</def>
<occurTick>2739041</occurTick>
<parms>
<target>null</target>
<threatPoints>723.6347</threatPoints>
<spawnCenter>(324, 0, 152)</spawnCenter>
<faction>Faction_21</faction>
<raidStrategy>ImmediateAttackSappers</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
<weatherDecider>
<curWeatherDuration>60798</curWeatherDuration>
</weatherDecider>
<intenderPopulation>
<lastPopGainTime>1412214</lastPopGainTime>
</intenderPopulation>
</storyteller>
More edit: I'm assuming the <target>null</target> is the problem.. I'm looking though my other saves to see if I can find a target to give it, but none of them (so far) have an incident in there. And giving them a target like Thing_Human300741 (one of my pawns) doesn't seem to do anything.
You can fix it by changing "<raidStrategy>ImmediateAttackSappers</raidStrategy>" to "<raidStrategy>ImmediateAttack</raidStrategy>"
If it happens again you will have to manually fix it again.
Ok, my question is simple.
Where the hell are the batteries? Every time I research something (normal spaceship crash mode) that says it gives the batteries (not the coldstone ones) it doesn't ACTUALLY show any batteries that I can see.
Also the wind turbines DO NOT TURN (No there's nothing in the way, and I've tried them on 2 maps now). Something change there that I missed?
Help appreciated! :)
Quote from: Szara on August 28, 2016, 12:00:27 PM
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.
Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.
There's a lot of UI issues. I have an awful time looking for things in the research table also.
Now can pick up half of stack ammo (CR update) On the github under Fix "Orrasians (can't shoot through embrasures etc.)" been wanting that for the longest time ever, so much easier than having to make a load out for each ammo type, (obviously not in the long run but when you're trying to put together a militia :p)
Quote from: thefinn on August 30, 2016, 05:54:50 AM
There's a lot of UI issues. I have an awful time looking for things in the research table also.
There was a really nice research tech tree similar to that of civilization games in the previous versions, I guess its really low on the priority list, compared to game breaking bugs / lacking key mods :S
why are fried assorts less nutritious, spoil faster, and provide no more satisfaction than the 8 taters it takes to make them? i think they also are worth less in trade... is there something about them im missing?
also why do i have to answer questions every time i post?
edit: sofar im enjoying the mod, its taking a long while to get through the tech tree but, its been a interesting journey sofar
how to faster get rid of radiation? or what is fastest way?
My colonist got radiation from uranium and i have destroy it , but they still have radiation....
Still not getting batteries of any kind in my build.
Anyone can run me through where they are in the research ?
Quote from: Zakhad on August 30, 2016, 06:29:30 AM
Quote from: thefinn on August 30, 2016, 05:54:50 AM
There's a lot of UI issues. I have an awful time looking for things in the research table also.
There was a really nice research tech tree similar to that of civilization games in the previous versions, I guess its really low on the priority list, compared to game breaking bugs / lacking key mods :S
The research tree is one of Fluffy's mods. It was giving him some troubles after the switch to A13, so it got a bit backburnered while he was working on other mods. Believe he is back working on it based on some comments with pictures in another thread yesterday. Can't wait!
Quote from: thefinn on August 30, 2016, 05:54:50 AM
Quote from: Szara on August 28, 2016, 12:00:27 PM
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.
Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.
There's a lot of UI issues. I have an awful time looking for things in the research table also.
Use the built in Help tab. Lower right of screen. It is part of CCL and makes all the info in the game into a hyperlinked wiki basically.
Quote from: BlackSmokeDMax on August 30, 2016, 10:02:09 AM
Quote from: thefinn on August 30, 2016, 05:54:50 AM
Quote from: Szara on August 28, 2016, 12:00:27 PM
What I'd really like for all the materials is an easy to read table listing out all the materials and the various effects they will have. It's a bit of a pain in the ass to go through the architect menu and select all the materials each time I want to see what I have on hand that is the best for a given type of bed, for example. The production buildings are easy apparently, the best work speed is always at the bottom of the list when you click for material.
Adding the materials and their effects to the help menu would work really well, maybe not quite as quick as a table, but useful because it'd be ingame.
There's a lot of UI issues. I have an awful time looking for things in the research table also.
Use the built in Help tab. Lower right of screen. It is part of CCL and makes all the info in the game into a hyperlinked wiki basically.
Wow that is brilliant, I knew CCL did the whole thing with power not being used for machines that weren't being worked with at that moment, but had no idea this tab was in ;)
The modders here do some good work.
Quote from: thefinn on August 30, 2016, 09:26:43 AM
Still not getting batteries of any kind in my build.
Anyone can run me through where they are in the research ?
Research infrastructure 1 and glassworking than Power and electronic basic and you should get them ;)
Took me awhile to realise that there is helpfull HELP tab ingame
Quote from: thefinn on August 30, 2016, 10:18:39 AM
Wow that is brilliant, I knew CCL did the whole thing with power not being used for machines that weren't being worked with at that moment, but had no idea this tab was in ;)
The modders here do some good work.
Yep, they sure do!
Btw, here is a link to the thread I mentioned in the previous post about Fluffy working on his Research Tree (with queues) mod:
https://ludeon.com/forums/index.php?topic=17512.msg190916#msg190916
I believe this works similar to the Help portion of CCL in that it uses in game data to make it, so that it doesn't matter which mods you are using.
is the zombie mod supposed to replace all raids with zombies?
Having one heck of a time trying to figure this out.
So, I have a good save right before a raider group shows up and when I save after the raider group popping up it acts okay.
Tried to reload the save after the raiders show up and I get...
(https://s22.postimg.org/s5qjfvh81/RW14_HSKError.jpg)
Tried running it through compare on notepad++ (But it just hangs there for me)
Can provide saves ( a little too big for attachment at ~11K KB each )
4 of my colonists I pulled from the stargate from a previous save. (I use the standard core mods + Do Not Disturb [from pack] + ExtendedStorage-ExtendedStorage1.12 [https://ludeon.com/forums/index.php?topic=14177.0 (https://ludeon.com/forums/index.php?topic=14177.0)])
[SOLVED!]
Saved and checked error log and got a list of verb issues. Manually edited the save looking for the numbers it gave me [Verb_1173, etc]
The characters I brought in with the stargate had overlapping verbs. changing them to a lower value then what is currently being assigned seemed to solve the issue.
ex:
<verbs>
<li Class="Combat_Realism.Verb_ShootCR">
<loadID>218</loadID> <<<<This field here.
</li>
</verbs>
How do I build 80mm mortars?
Also, is the 80mm vs 81mm a typo?
Are they the same thing functionally or no?
I don't really know what an 80mm mortar is IRL, they have 82 and 81 for NATO vs Warsaw PACT.
I have cannon turrets II and Security III
And several mortar crates, advanced weapon crafter and heavy weapon crafter but I don't get the option.
Cats ALWAYS THE DAMN CATS !? this is the 3rd lot of cats due to be sent off to either the black market or the local Chinese restaurant
Question. How often are you guys resetting your game either be it due to an update, death etc?
For me its every other day or 2 usually because of an update, but in the past few days I've restarted more often than I used too, mainly because I don't bother with research, (Spends an entire year digging out a mountain home - Fuck sieges It's too easy to lose limbs going on the offensive without sniper rifles) having too much stuff which makes the raids with semi automatics very deadly vs my bows and the odd occasional gun with whatever scraped together ammo from the last raid; essentially it's death to tedium, I got bored after today's play through of 12 or so hours because micromanage 20-30 cats (wanderers) is annoying and just killed the interest in that base, I can't put myself to kill them as easy food, and the less upkeep. I'm too greedy and want to sell them, but I never get the caravan. The gameplay went down to a snails pace trying to grab every piece of food, trying to save each cat.
[attachment deleted by admin - too old]
Quote from: Makko on August 30, 2016, 08:48:12 PM
How do I build 80mm mortars?
See end of reply
Also, is the 80mm vs 81mm a typo?
Yes, Typo
Are they the same thing functionally or no?
Placing Item [81mm artillery mortar] requires item [80mm mortar launcher crate]
I don't really know what an 80mm mortar is IRL, they have 82 and 81 for NATO vs Warsaw PACT.
"8 cm Granatwerfer 34" was the German heavy mortar of WW2
I have cannon turrets II and Security III
Required Tech Name : Cannon turrets II
And several mortar crates, advanced weapon crafter and heavy weapon crafter but I don't get the option.
- Go to file : RimWorld\Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Security.XML
- Find this : [around line 339] <ThingDef Name="MortarBase" ParentName="BuildingBase" Abstract="True">
- Change to : <ThingDef Name="MortarBase" ParentName="BuildingBase">
Should work fine after that.
Ah, so before the standardization days of the cold war, imagine if the guns from this game were all in that period, we have enough ammo types already! :)
But I applied the change and it appeared when I reloaded my game, I'm now building some, thanks!
------------
In other news, is there a way to heal someone with critical radiation sickness other than waiting for what seems like 3 in game years for the percentage to slowly tick down while they lie in a coma?
Hi, where is the Enhanced Tabs ? Now i can't manage my colonists work ? or now i have to research something or u delete the most important mod ?
Quote from: zipqun on August 31, 2016, 10:41:54 AM
Hi, where is the Enhanced Tabs ? Now i can't manage my colonists work ? or now i have to research something or u delete the most important mod ?
The work enhanced tab isn't included as far as I know, I've just tossed it in on my own without any problems, except it might not work well with the increased haul priority function, since I get a yellow error about that in debug. Still worth it though.
Quote from: Szara on August 31, 2016, 11:07:48 AM
Quote from: zipqun on August 31, 2016, 10:41:54 AM
Hi, where is the Enhanced Tabs ? Now i can't manage my colonists work ? or now i have to research something or u delete the most important mod ?
The work enhanced tab isn't included as far as I know, I've just tossed it in on my own without any problems, except it might not work well with the increased haul priority function, since I get a yellow error about that in debug. Still worth it though.
Can u give me direct link to the version that u tossed in ? cuz tried already 3 version and its not working -.-
Quote from: zipqun on August 31, 2016, 11:52:47 AM
Can u give me direct link to the version that u tossed in ? cuz tried already 3 version and its not working -.-
It was just the latest version of Fluffy's work tab, here, https://api.github.com/repos/FluffierThanThou/Fluffy_Tabs/zipball/0.14.0.5
Unless I'm misunderstanding what you're after.
You want the expanded work tab that allows you to set more then 4 priorities, or set priorities based on individual types of tasks, right?
I installed it and added it to the loaded mods as normal and it just worked straight off.
Are you getting an error in the debug output?
Unrelated to the work tab-
I can't seem to tame elephants, or most other animals for that matter. I've got a whole load of hay sitting around but the option doesn't appear, though my handler has the skill level and work assignment. Also kibble doesn't seem to have a station it can be crafted at anymore.
(Though a glance at an update 16 hours ago leads me to believe some of that may have been fixed, time to update again I suppose.)
I'll update too then, can't tame with hay, but i can tame them with other food.
I thought its a feature to make animal taming harder.
Quote from: Szara on August 31, 2016, 12:01:06 PM
Quote from: zipqun on August 31, 2016, 11:52:47 AM
Can u give me direct link to the version that u tossed in ? cuz tried already 3 version and its not working -.-
It was just the latest version of Fluffy's work tab, here, https://api.github.com/repos/FluffierThanThou/Fluffy_Tabs/zipball/0.14.0.5
Unless I'm misunderstanding what you're after.
You want the expanded work tab that allows you to set more then 4 priorities, or set priorities based on individual types of tasks, right?
I installed it and added it to the loaded mods as normal and it just worked straight off.
Are you getting an error in the debug output?
Unrelated to the work tab-
I can't seem to tame elephants, or most other animals for that matter. I've got a whole load of hay sitting around but the option doesn't appear, though my handler has the skill level and work assignment. Also kibble doesn't seem to have a station it can be crafted at anymore.
(Though a glance at an update 16 hours ago leads me to believe some of that may have been fixed, time to update again I suppose.)
Thanks dude :) now it's working :) now i can play :D :3
So how do I treat critical radiation sickness?
I had a pawn walk into the uranium refinery by mistake and now they're in a coma while the % slowly ticks down, but it's been two seasons and it's gone down like 30%, so it's going to be more than a year before it heals naturally, is there a way I can speed it up?
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?
I had a pawn walk into the uranium refinery by mistake and now they're in a coma while the % slowly ticks down, but it's been two seasons and it's gone down like 30%, so it's going to be more than a year before it heals naturally, is there a way I can speed it up?
well, as far as I know, there's no real way in real life, so..
is there any way to find the mod you used to smooth walls
O.o interesting github update with the inclusion of [A14] Psychology mod
https://ludeon.com/forums/index.php?topic=24648.0
Edit I would advise against updating to that github commit as it seems i'm getting a few bugs with it, reported them on github.
Apologies if this question is already answered.
I updated to A14 two days back (from the github version at that time). Been enjoying the heck out of the new version. One thing is bugged for me (or I do not understand it): I can no longer place drilling rigs. When trying to place over a deposit of crude oil it says 'space already occupied'. I tried to circumvent this by changing an oil deposit to a fissure in the save file (including altering class), this created a fissure on which an oil extractor can be built but the extractor generates no oil.
Help is appreciated.
Quote from: Thundrisad on August 31, 2016, 07:02:43 PM
Apologies if this question is already answered.
I updated to A14 two days back (from the github version at that time). Been enjoying the heck out of the new version. One thing is bugged for me (or I do not understand it): I can no longer place drilling rigs. When trying to place over a deposit of crude oil it says 'space already occupied'. I tried to circumvent this by changing an oil deposit to a fissure in the save file (including altering class), this created a fissure on which an oil extractor can be built but the extractor generates no oil.
Help is appreciated.
I believe it was fixed with "Fixed Oil extractor." github update
https://github.com/skyarkhangel/Hardcore-SK/commits/master
Although if you're going to update your version I would only recommend updating to Merge pull request #197 from harchschoolboy/Return_modsconfig_back and download that one as the latest commit is buggy. (Click on the <> to download from that commit)
That makes an awful lot of sense, I feel rather silly now. Thank you!
Has anyone found out how to fix the Incident Bug?
Also new Update with Phys http://imgur.com/a/orFGH
Dumb question, but are things like Charcoal and Nitre supposed to just rot away constantly?
I was trying to make ammo for my guns, only for them to degrade and disappear before i could ever use them for such purposes (i'm running the one from #197 like mention a couple posts back).
I've tried storing it a multitude of ways, but it seems to just degrade the moment it appears, though i haven't tried freezing it yet.....
Edit: forgot to mention i'm still using A14e, since i figured the modpack isn't acclimated to A15 anyways, so i don't think it's an A15 compatability issue
As long as you store something under a roof, it should not deteriorate. Some items don't need that even, like steel or rock blocks, etc.
Different behavior than that sounds like a mod doing something.
Quote from: BlackSmokeDMax on September 01, 2016, 03:30:32 AM
As long as you store something under a roof, it should not deteriorate. Some items don't need that even, like steel or rock blocks, etc.
Different behavior than that sounds like a mod doing something.
Ok, i'll take the dunce cap on this one, there were a couple of stray "wasteland" tiles littering about on the map after a doomsday meteor event or something? no clue how they got there but i couldn't even tell they were there until i hovered over the spot while looking at the resources health drop.
Honestly, i didn't even know wasteland was a tile type, let alone what can cause it to happen.
Entirely my fault for looking in all the wrong directions and not seeing what was under my nose. Hopefully once i remove these stray tiles it'll fix the issue
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)
Quote from: Zakhad on September 01, 2016, 07:11:25 AM
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)
ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)
Quote from: Zakhad on September 01, 2016, 07:11:25 AM
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)
I don't actually think restore body part will work with plague. I know it replaces missing limbs, and deals with malaria that's not [Whole Body].
The cheat way to get rid of the plague (Or any horrible problem like radiation poisoning) is to go to your save game located at:
Users\[Your Name]\AppData\LocalLow\Ludeon Studios\RimWorld\Saves
- Search for name of Colonist
- Scroll down to <hediffSet> [It should be right after clothing/weapon/ammo]
- Replace everything between <hediffSet> and </hediffSet> with <hediffs />
When you finish step three you should have something like this:
<healthTracker>
<hediffSet>
<hediffs />
</hediffSet>
<surgeryBills>
<bills />
</surgeryBills>
<immunity>
<imList />
</immunity>
</healthTracker>
PSA:For those of us who love double doors; One of the newer updates (reasonably) prevents you from placing doors without wall attachments on either side, or from placing a door with a PassThroughOnly object in front or behind. (Which I can agree with because I abused 2x1 bedrooms forever). Unfortunately I use a lot of 2 wide hall ways and not being able to place the double doors has driven me insane.
To fix this and allow double doors go to:
Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Doors.XML
Change this block of code: [Near line 44]
<placeWorkers>
<li>SK.PlaceWorker_DoorFix</li>
</placeWorkers>
To: adds " <!-- " and " --> "
<!-- <placeWorkers>
<li>SK.PlaceWorker_DoorFix</li>
</placeWorkers> -->
Quote from: Rhyssia on September 01, 2016, 08:20:18 AM
Quote from: Zakhad on September 01, 2016, 07:11:25 AM
Quote from: adecoy95 on September 01, 2016, 06:00:25 AM
is there any way to remove plague from colony members using a cheat or maby some kind of console command?
Dev mode - Apply damage - restore body part - torso (which is a Cure all) or you can target the specific part, Plague is fairly tame as illnesses go, just get a bed made out of hides that have a high medical treatment/immunity gain - cobra skins / hedgehogs are good candidates both over 120%ish (I think)
I don't actually think restore body part will work with plague. I know it replaces missing limbs, and deals with malaria that's not [Whole Body].
The cheat way to get rid of the plague [Or any horrible problem like radiation poisoning] is to go to your save game located at:
Users\[Your Name]\AppData\LocalLow\Ludeon Studios\RimWorld\Saves
- Search for name of Colonist
- Scroll down to <hediffSet> [It should be right after clothing/weapon/ammo]
- Replace everything between <hediffSet> and </hediffSet> with <hediffs />
When you finish step three you should have something like this:
<healthTracker>
<hediffSet>
<hediffs />
</hediffSet>
<surgeryBills>
<bills />
</surgeryBills>
<immunity>
<imList />
</immunity>
</healthTracker>
aah alright thanks!
Quote from: adecoy95 on September 01, 2016, 08:01:15 AM
ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)
Lol! At the ogre skin medical beds. that's one of, if not the worst material type i think :)
Edit: Anything that doesn't display immunity or medical treatment quality assume they're 100% default, the game doesn't think its necessary to display it when its default.
Reguarding Rhyssia he is I think right, (I wanted to test to see whether or not whole plague/event could be cured but my executed incident is broken in my version of the mod from github) I know for certain you can't cure hypothermia / heat stroke via commands (Not that I know of. Of course their are alternative ways around them living frost/fire) and you'd have to edit the saves as he's suggested. I always just set the immunity to 0.99999 or 1.0, but emptying the entire hediff injury works.
Quote from: Zakhad on September 01, 2016, 11:32:18 AM
Quote from: adecoy95 on September 01, 2016, 08:01:15 AM
ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)
Snip!
(You can scroll up one post if you need to.)
Setting immunity won't always work with some conditions. For example Fibrous Mechanites(?) or I think radiation sickness. Clearing out the hediffs would be the "easiest" fix. (Less likely to break saves.)
I just realised that chicken eggs cant be used in meals. I have few chickens and I started to notice that my freezer is filling up slowly with eggs. I have more than 120 right now but I have no use for them.
Quote from: Dudok22 on September 01, 2016, 05:15:59 PM
I just realised that chicken eggs cant be used in meals. I have few chickens and I started to notice that my freezer is filling up slowly with eggs. I have more than 120 right now but I have no use for them.
just use the manager and have it keep a few for new eggs and have it kill any extra. right now i have 12 turkeys. 2 adult female for new ones 1 male for fertilzation and keep 5 male and 5 female adolsent and when they get adult they get slaughtered.
Wouldn't adaption refusal be a fitting mod for the modpack?
Obviously it would need some balancing, but overall it would add extremely awesome tribal play with Powerless! already.
Quote from: Zakhad on September 01, 2016, 11:32:18 AM
Quote from: adecoy95 on September 01, 2016, 08:01:15 AM
ooh i dident realize different materials affected different things, my medical beds are made of ogre skin T_T (73% effective)
Lol! At the ogre skin medical beds. that's one of, if not the worst material type i think :)
yeah, i realized that a little too late haha!
can anyone help me understand how to use the colony manager?
i put in a job to make kevlar helmets, and i included raw materials and set it up to create materials, but none of the jobs are added to any of the workbenches except for the kevlar helmet itself, even after getting a colonist to use the manager bench, what did i do wrong?
Quote from: adecoy95 on September 02, 2016, 10:30:05 AM
can anyone help me understand how to use the colony manager?
i put in a job to make kevlar helmets, and i included raw materials and set it up to create materials, but none of the jobs are added to any of the workbenches except for the kevlar helmet itself, even after getting a colonist to use the manager bench, what did i do wrong?
I never use the manager for crafting items, I find that it'll over burden it with tasks that could otherwise be set at each station, generally speaking when it comes to crafting apparel I always craft until 1 then someone will equip it if they have a worse item, then another gets queued up and made and whenever you have 1 excess it'll stop production. The Manager is fantastic for automating hunting / gathering of mushrooms/berry's/Tree's and finally animal husbandry be it taming or culling etc.
Just a quick bug report:
The Skilled Builder mod is causing a crash to desktop under Linux (and apparently on Mac as well but I can't confirm that myself). There have been similar reports on the original mod's thread here: https://ludeon.com/forums/index.php?topic=19764.60
Basically, when skilled builder is turned on for a building, as soon as construction is fully complete the game crashes to desktop. This happens every time.
Simply turning the individual mod off works as a workaround, but I just wanted to give anyone else a head's up if they run into the same issue.
I'm using the latest version from GitHub (commit 1574b7443212dffdcd7cd6845e6ec5b174b0e4b9 ).
Quote from: herrcaptain on September 02, 2016, 04:08:57 PM
Just a quick bug report:
The Skilled Builder mod is causing a crash to desktop under Linux (and apparently on Mac as well but I can't confirm that myself). There have been similar reports on the original mod's thread here: https://ludeon.com/forums/index.php?topic=19764.60
Basically, when skilled builder is turned on for a building, as soon as construction is fully complete the game crashes to desktop. This happens every time.
Simply turning the individual mod off works as a workaround, but I just wanted to give anyone else a head's up if they run into the same issue.
I'm using the latest version from GitHub (commit 1574b7443212dffdcd7cd6845e6ec5b174b0e4b9 ).
Are the people from said thread getting the issue without the modpack? If so its not hardcore SK's fault, if hes got a github you should ideally report it on there on their thread. I hope that this doesn't come across as dismissive. To maybe give you some direction Rimworld is built on unity, there is a small chance it might be a unity bug or it could be a file pathing issue, due to how mac/linux use different directory structures. I would say its unlikely that its acutally a direct problem with your operating system. Don't forget to include crash logs or anything for example my last crash had a folder named 2016-08-31_164306 created, date and some other info at the end of it. Inside that folder is a output log which could be uploaded to paste bin so people can read through the error log and try to help posting 200-300 lines of code in a forum tends to rub people off in a bad way, not suggesting you would judging by you linking the commit version. Goodluck with your endeavour.
I can confirm I am getting this same crash in linux. Disabling skillbuilder solves the issue. I can provide whatever debug information/testing is needed by anyone. I posted in the other linked thread as well.
Gets trader gets event animal genocide profit! Surely nothing bad will happen with my newfound wealth :/
Quote from: Zakhad on September 02, 2016, 05:10:26 PM
Are the people from said thread getting the issue without the modpack? If so its not hardcore SK's fault, if hes got a github you should ideally report it on there on their thread. I hope that this doesn't come across as dismissive. To maybe give you some direction Rimworld is built on unity, there is a small chance it might be a unity bug or it could be a file pathing issue, due to how mac/linux use different directory structures. I would say its unlikely that its acutally a direct problem with your operating system. Don't forget to include crash logs or anything for example my last crash had a folder named 2016-08-31_164306 created, date and some other info at the end of it. Inside that folder is a output log which could be uploaded to paste bin so people can read through the error log and try to help posting 200-300 lines of code in a forum tends to rub people off in a bad way, not suggesting you would judging by you linking the commit version. Goodluck with your endeavour.
I totally understand - I didn't mean to imply that it was the fault of the modpack (as the source seems to be the mod itself judging from the posts in the other thread), just pointing it out in case anyone else was trying to figure out why they were getting a crash on one of the latest commits. If you weren't actually watching as the building in question was being built it might be easy to miss the cause of the problem as it simply freezes up and boots you back to desktop. Unfortunately I hadn't thought to make a copy of my log file at the time of the crash and have since resolved the problem by disabling the faulty mod.
Anyway - definitely not trying to imply that anyone is at fault here. I know how much work goes into compiling these mod packs (I briefly did one of my own last year) and just wanted to help in whatever small way I could by pointing out this problem.
Quote from: blub01 on August 31, 2016, 02:58:23 PM
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?
I had a pawn walk into the uranium refinery by mistake and now they're in a coma while the % slowly ticks down, but it's been two seasons and it's gone down like 30%, so it's going to be more than a year before it heals naturally, is there a way I can speed it up?
well, as far as I know, there's no real way in real life, so..
Well in real life we haven't crafted a lot of plasma weapons so...
Quote from: Makko on September 02, 2016, 08:04:01 PM
Quote from: blub01 on August 31, 2016, 02:58:23 PM
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?
well, as far as I know, there's no real way in real life, so..
Well in real life we haven't crafted a lot of plasma weapons so...
That's a terribly unfair comparison. The technology to create inefficient plasma weapons already exists. In fact we already have plasma torches, the Shiva Star (https://en.wikipedia.org/wiki/Shiva_Star) project, the dense plasma focus which has been around since 1954, and technically electrolasers (https://en.wikipedia.org/wiki/Electrolaser) are plasma based weaponry, though the plasma is used to deliver an electrical shock, not as what is itself causing damage.
On the other hand radiation poisoning to the body is still essentially beyond our means to cure, it's barely even treatable. High doses of ionizing radiation cause damage on a cellular level, usually to essentially everything in the body. In order to repair damage caused by a high dose you either need to replace essentially every vital organ which suffered sufficient damage, or hope that the organs don't fail and the body repairs itself without becoming extremely tumorous. Radioactive contamination may be present in the lungs, digestive system, blood, thyroid, liver, or elsewhere and will continue to increase the dosage those organs have received. These are going to be either atoms or molecules and asides from potassium iodide pills to overload you thyroid with iodine
before the radioactive version gets stuck in there, there isn't terribly much we can do about that either. A mindbogglingly advanced synthetic organ could collect the radioactive material, but it'd still have to be manually removed, or have some other ejection system rigged. Preferably to a shielded container so the person isn't spewing radioactive contamination everywhere they go. Mindbogglingly advanced since this organ would need to be able to identify individual atoms and suspect molecules and then discretely capture and remove them.
Source- Former nuclear mechanic and radiation worker.
And before the other RimWorld tech gets brought up, we are currently experimenting with fusion power and we can create antimatter, it's just prohibitively expensive, and storing it is difficult though also possible with existing technology. When it comes down to it a real world analogue to great deal of RimWorld tech as we know it is feasible within the next few hundred years, if not our lifetime. The post-transcendent worlds and a good deal of Glittertech is probably outside of that timespan though. Such a shame.
Quote from: Makko on September 02, 2016, 08:04:01 PM
Quote from: blub01 on August 31, 2016, 02:58:23 PM
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?
I had a pawn walk into the uranium refinery by mistake and now they're in a coma while the % slowly ticks down, but it's been two seasons and it's gone down like 30%, so it's going to be more than a year before it heals naturally, is there a way I can speed it up?
well, as far as I know, there's no real way in real life, so..
Well in real life we haven't crafted a lot of plasma weapons so...
*Ahem* (Fastest Method I know)
https://ludeon.com/forums/index.php?topic=12996.msg258867#msg258867 (https://ludeon.com/forums/index.php?topic=12996.msg258867#msg258867)
Honest question how often do you cheat/reload? in this mornings session for me probably 5-10 times within the first 2 hours, (plague within the first 12 days nothing I can do about it 3 dead colonists so I edited the immunity how can I cure plague with only straw beds I've only just started getting hide beds and its not like you can craft medicine from the get go, that's several tech's into the research tree, I did attempt to cure them letting it get to about 70-75% (Medical skill 5-6) before they all started dying so at that point I edited them (Constant care/food 1 of them decided to have a sad mood wander was immediately put down by everyone punching him, got eye scarred and lost a finger... reloaded)
This isn't a complaint I understand that the game is hard, and I purposely play on harder than most difficulty by not spawning with anything other than 5 colonists, I just want to know whats peoples thoughts on saving and reload or just accepting that you really got screwed over etc?
That wholly depends on how where and why I started a game, if I make a backstory and give my colonists the appropriate stuff beforehand, I deal a lot less in such a way with my colony.
I reload on most times.
To the people with skilled builder problems, since quality builder is backwards compatible, try that at least I am.
Quote from: Zakhad on September 03, 2016, 08:06:58 AM
Honest question how often do you cheat/reload? in this mornings session for me probably 5-10 times within the first 2 hours, (plague within the first 12 days nothing I can do about it 3 dead colonists so I edited the immunity how can I cure plague with only straw beds I've only just started getting hide beds and its not like you can craft medicine from the get go, that's several tech's into the research tree, I did attempt to cure them letting it get to about 70-75% (Medical skill 5-6) before they all started dying so at that point I edited them (Constant care/food 1 of them decided to have a sad mood wander was immediately put down by everyone punching him, got eye scarred and lost a finger... reloaded)
This isn't a complaint I understand that the game is hard, and I purposely play on harder than most difficulty by not spawning with anything other than 5 colonists, I just want to know whats peoples thoughts on saving and reload or just accepting that you really got screwed over etc?
I usually keep back up saves. (Since a lot of things can break, Stargates, random "no more events", things like that.) I did cheat out fibrous mechanites because I had no power research. Practically had nothing and having two of my four colonists on mental break at any given point in time was a bit unbearable.
But I also use Impassable fences (With HP set to like 40 from 180) so I can have pretty gardens. And use them for defense in a pinch. With 39HP on steel fences I accidentally shoot through a lot of them.
https://postimg.org/image/ybklj5esj/
(I use the latest version)
New one : https://postimg.org/image/5lqqeyyfb/
Quote from: x3nit on September 03, 2016, 03:36:30 PM
https://postimg.org/image/ybklj5esj/
(I use the latest version)
Are you using the Github version?
Meh. My cannibals still get "We butchered humanlike" debaff... It is ridiculous.
Using just downloaded github version.
Quote from: Parole on September 03, 2016, 05:54:01 PM
Meh. My cannibals still get "We butchered humanlike" debaff... It is ridiculous.
Using just downloaded github version.
Don't you need psychopath for that?
Quote from: Zakhad on September 03, 2016, 06:09:42 PM
Quote from: Parole on September 03, 2016, 05:54:01 PM
Meh. My cannibals still get "We butchered humanlike" debaff... It is ridiculous.
Using just downloaded github version.
Don't you need psychopath for that?
In at least some versions of Harcore SK you do, in the core game you don't, as seen in this snippet from thoughts_memory_misc, (A14e)
<ThoughtDef>
<defName>ButcheredHumanlikeCorpse</defName>
<durationDays>6.0</durationDays>
<stackLimit>4</stackLimit>
<stackedEffectMultiplier>0.75</stackedEffectMultiplier>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
<li>Cannibal</li>
</nullifyingTraits>
<stages>
<li>
<label>I butchered humanlike</label>
<description>I butchered someone up like an animal.</description>
<baseMoodEffect>-6</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
Cannibal prevents the debuff the same as psychopath.. And bloodlust.
I think this is terminally stupid, your colonists likes eating people, why the hell would they care about butchering them? Good thing about this is you can easily go into the Core_SK thought defs (in Thoughts_SocialConditional.xml), find it, and add cannibal into the nullifying traits list.
I'm not actually sure if the current version of Hardcore SK has cannibal as a nullifying trait or not, it's in my version of the file, but that might be because I changed it, though I swear I haven't done that in several updates. Either way that's where the thought definition can be found.
Gets an awesome captive just it find out its only got like 1-2% chance on converting. Caravan comes buy, sells captive into slavery then buys him back -400 silver (1000 or so wood) but at least I wont have to wait a couple of years for a chance to convert without all the suicides & food drains on my economy lol.
I have a question. I'm trying to play the mod but it's not wanting to work for me. I installed the git hub version of the game and have the load order it's asking me to use but when I go to generate a map to play on(hitting the generate button) it acts like it's generating the map but just returns to the generate map screen and does nothing.
Quote from: Szara on September 03, 2016, 06:14:43 PM
Quote from: Zakhad on September 03, 2016, 06:09:42 PM
Quote from: Parole on September 03, 2016, 05:54:01 PM
Meh. My cannibals still get "We butchered humanlike" debaff... It is ridiculous.
Using just downloaded github version.
Don't you need psychopath for that?
In at least some versions of Harcore SK you do, in the core game you don't, as seen in this snippet from thoughts_memory_misc, (A14e)
<ThoughtDef>
<defName>ButcheredHumanlikeCorpse</defName>
<durationDays>6.0</durationDays>
<stackLimit>4</stackLimit>
<stackedEffectMultiplier>0.75</stackedEffectMultiplier>
<nullifyingTraits>
<li>Psychopath</li>
<li>Bloodlust</li>
<li>Cannibal</li>
</nullifyingTraits>
<stages>
<li>
<label>I butchered humanlike</label>
<description>I butchered someone up like an animal.</description>
<baseMoodEffect>-6</baseMoodEffect>
</li>
</stages>
</ThoughtDef>
Cannibal prevents the debuff the same as psychopath.. And bloodlust.
I think this is terminally stupid, your colonists likes eating people, why the hell would they care about butchering them? Good thing about this is you can easily go into the Core_SK thought defs (in Thoughts_SocialConditional.xml), find it, and add cannibal into the nullifying traits list.
I'm not actually sure if the current version of Hardcore SK has cannibal as a nullifying trait or not, it's in my version of the file, but that might be because I changed it, though I swear I haven't done that in several updates. Either way that's where the thought definition can be found.
Well, I found that xml and checked it. It has cannibal as a nullifying trait but it just doesn't work...
<ThoughtDef>
<defName>ButcheredHumanlikeCorpseOpinion</defName>
<thoughtClass>Thought_Tale</thoughtClass>
<workerClass>ThoughtWorker_Tale</workerClass>
<taleDef>ButcheredHumanlikeCorpse</taleDef>
<stages>
<li>
<label>butchered humanlike corpse</label>
<baseOpinionOffset>-10</baseOpinionOffset>
</li>
</stages>
<nullifyingTraits>
<li>Cannibal</li>
<li>Bloodlust</li>
<li>Psychopath</li>
<li>Pragmatist</li>
</nullifyingTraits>
<nullifyingOwnTales>
<li>ButcheredHumanlikeCorpse</li>
<li>AteRawHumanlikeMeat</li>
</nullifyingOwnTales>
</ThoughtDef>
Hello,
I have a question about walk in freezer. My room size inside the mountain is 3x12, all walls are made of blocs, and I have 2 steel reverse coolers, that barly can keep up the room temperature from -1 do 1 - it fluctuates. Am I doing something wrong? Two coolers for such room arent enough? I have coridor with two autodors long for 4 squares - some kind of airlock.
Inside a mountain? Hmm, natural temperature inside mountain mod is raising it perhaps?
Also, whats the outside temp?
Quote from: Szara on September 02, 2016, 09:08:17 PM
Quote from: Makko on September 02, 2016, 08:04:01 PM
Quote from: blub01 on August 31, 2016, 02:58:23 PM
Quote from: Makko on August 31, 2016, 02:23:47 PM
So how do I treat critical radiation sickness?
well, as far as I know, there's no real way in real life, so..
Well in real life we haven't crafted a lot of plasma weapons so...
That's a terribly unfair comparison. The technology to create inefficient plasma weapons already exists. In fact we already have plasma torches, the Shiva Star (https://en.wikipedia.org/wiki/Shiva_Star) project, the dense plasma focus which has been around since 1954, and technically electrolasers (https://en.wikipedia.org/wiki/Electrolaser) are plasma based weaponry, though the plasma is used to deliver an electrical shock, not as what is itself causing damage.
On the other hand radiation poisoning to the body is still essentially beyond our means to cure, it's barely even treatable. High doses of ionizing radiation cause damage on a cellular level, usually to essentially everything in the body. In order to repair damage caused by a high dose you either need to replace essentially every vital organ which suffered sufficient damage, or hope that the organs don't fail and the body repairs itself without becoming extremely tumorous. Radioactive contamination may be present in the lungs, digestive system, blood, thyroid, liver, or elsewhere and will continue to increase the dosage those organs have received. These are going to be either atoms or molecules and asides from potassium iodide pills to overload you thyroid with iodine before the radioactive version gets stuck in there, there isn't terribly much we can do about that either. A mindbogglingly advanced synthetic organ could collect the radioactive material, but it'd still have to be manually removed, or have some other ejection system rigged. Preferably to a shielded container so the person isn't spewing radioactive contamination everywhere they go. Mindbogglingly advanced since this organ would need to be able to identify individual atoms and suspect molecules and then discretely capture and remove them.
Source- Former nuclear mechanic and radiation worker.
And before the other RimWorld tech gets brought up, we are currently experimenting with fusion power and we can create antimatter, it's just prohibitively expensive, and storing it is difficult though also possible with existing technology. When it comes down to it a real world analogue to great deal of RimWorld tech as we know it is feasible within the next few hundred years, if not our lifetime. The post-transcendent worlds and a good deal of Glittertech is probably outside of that timespan though. Such a shame.
I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.
I agree it's incredibly difficult to do IRL, but this is a game, and already has gamey mechanics regarding the topic.
http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901
There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.
Advanced Bionic Legs apparently do not count as legs or at least have no feet. My colonists can't wear boots anymore because of "missing bodypart"
Figured I'd try this modpack out while I wait on CCL updating to A15....I don't think I've ever been so confused in Rimworld before, this modpack adds a LOT of stuff. ;D
First colony died within the first few days because I didn't realise the abundant wildlife was happily chowing down on my food stocks.
Is there any way to stop random wanderers from joining? I want to be full on alone all the time.
Quote from: Makko on September 04, 2016, 04:58:21 PM
I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.
I agree it's incredibly difficult to do IRL, but this is a game, and already has gamey mechanics regarding the topic.
http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901
There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.
The in game process is basically the body repairing itself, and it isn't really a great representation of how the human body reacts to radiation poisoning, though it is true at least that with a heavy dose of radiation a person would certainly find themselves bedridden as their organs struggle to maintain their life.
If we want to make it more realistic there would be bone marrow transplants, blood transfusions, and other care required at high % of radiation poisoning, sort of like medical treatments to flue/plague/infection, except the pawn certainly dies without them. Anyway, I don't believe we have any examples of the sort of other tissue repair (particularly for vital organs) which would provide progress toward curing the damage caused by radiation poisoning. On one hand replacing vital organs should definitely improve the pawn's condition. However we have here an example of when replacing 90% of the troubled tissue doesn't really change the odds that much. For example if your bone marrow is done for, so are you, it doesn't matter if the rest of your body is in tip top shape. It's pretty much an all or nothing situation since almost every effected organ is vital. Except the skin I suppose, but welcome to infection city if you lose all of that. Anyway, the point is that the 'treatments' wouldn't work too well with the Rimworld system, since it'd happy say your colonist is fine now if you replace his kidneys, lungs... Ignore the stomach which would likely be hemorrhaging blood.. Alternatively, if each vital organ had their own radiation poisoning 'disease', they could all be individually treated and that would be a truer representation of dealing with the complexity of radiation poisoning. It might not even be that complicated, as infections already target specific limbs. As it is the medical supplies to provide this sort of treatment don't really exist, though I suppose biomatter could be used.
The current system that merely renders them unconscious for an extended period of time without permanently crippling or ending them really is quite forgiving especially since it is so hard in the game to get to a high radiation dosage. I've had my pawns handle plenty of uranium (in small doses) and never got more than a few % poisoning.
Removing radioactive contamination from the body would be a bit of a different matter, and generally I think not involved with the radiation poisoning that happens in Rimworld, since all of the radioactive material is sitting on the ground, not blasted into someone's wounds, inhaled into the lungs, or ingested into their stomach. If someone let their uranium catch on fire on the other hand.. But radioactive contamination is not even a feature of the game.
Quote from: ThomasCro on September 05, 2016, 12:44:22 PM
Is there any way to stop random wanderers from joining? I want to be full on alone all the time.
Go to core folder find XML file named incidents_good and find
<IncidentDef>
<defName>WandererJoin</defName>
<label>wanderer join</label>
<workerClass>IncidentWorker_WandererJoin</workerClass>
<baseChance>0.4</baseChance>
<populationEffect>Increase</populationEffect>
</IncidentDef>
change baseChance to 0.0 and here ya have.
So the game said bounty hunters came but I didn't see anyone. Now I have permanent raid music playing when there's no enemies. How do I fix this?
Quote from: DDRMANIAC007 on September 06, 2016, 07:58:28 AM
So the game said bounty hunters came but I didn't see anyone. Now I have permanent raid music playing when there's no enemies. How do I fix this?
Bounty hunters has always been those bug looking factions in my plays. Look for them, they'll blend in more and look like animals.
Quote from: Szara on September 05, 2016, 01:14:09 PM
Quote from: Makko on September 04, 2016, 04:58:21 PM
I'm talking about speeding up a process that's already in game though, it doesn't really make any sense for someone to just "get over" a dose of radiation that left them unconscious and be back at 100% the way they were before in a few months.
I agree it's incredibly difficult to do IRL, but this is a game, and already has gamey mechanics regarding the topic.
http://www.mayoclinic.org/diseases-conditions/radiation-sickness/basics/treatment/con-20022901
There are certain marginally effective substances that are used to absorb the radioactive material, they don't need to be entirely synthetic organ filters though for example a synthetic heart filter would be a good sort of implant to increase radiation resistance and or toxic buildup dissipation rate.
The in game process is basically the body repairing itself, and it isn't really a great representation of how the human body reacts to radiation poisoning, though it is true at least that with a heavy dose of radiation a person would certainly find themselves bedridden as their organs struggle to maintain their life.
If we want to make it more realistic there would be bone marrow transplants, blood transfusions, and other care required at high % of radiation poisoning, sort of like medical treatments to flue/plague/infection, except the pawn certainly dies without them. Anyway, I don't believe we have any examples of the sort of other tissue repair (particularly for vital organs) which would provide progress toward curing the damage caused by radiation poisoning. On one hand replacing vital organs should definitely improve the pawn's condition. However we have here an example of when replacing 90% of the troubled tissue doesn't really change the odds that much. For example if your bone marrow is done for, so are you, it doesn't matter if the rest of your body is in tip top shape. It's pretty much an all or nothing situation since almost every effected organ is vital. Except the skin I suppose, but welcome to infection city if you lose all of that. Anyway, the point is that the 'treatments' wouldn't work too well with the Rimworld system, since it'd happy say your colonist is fine now if you replace his kidneys, lungs... Ignore the stomach which would likely be hemorrhaging blood.. Alternatively, if each vital organ had their own radiation poisoning 'disease', they could all be individually treated and that would be a truer representation of dealing with the complexity of radiation poisoning. It might not even be that complicated, as infections already target specific limbs. As it is the medical supplies to provide this sort of treatment don't really exist, though I suppose biomatter could be used.
The current system that merely renders them unconscious for an extended period of time without permanently crippling or ending them really is quite forgiving especially since it is so hard in the game to get to a high radiation dosage. I've had my pawns handle plenty of uranium (in small doses) and never got more than a few % poisoning.
Removing radioactive contamination from the body would be a bit of a different matter, and generally I think not involved with the radiation poisoning that happens in Rimworld, since all of the radioactive material is sitting on the ground, not blasted into someone's wounds, inhaled into the lungs, or ingested into their stomach. If someone let their uranium catch on fire on the other hand.. But radioactive contamination is not even a feature of the game.
maybe add a "disease" called radiation damage, which gets worse over time based on how many organs are damaged.
Hey there, I seem to be having an issue with surgery.
I cannot install modded implants like surrogate lung or advanced bionics into baseline humans, the bills to do so are not available. I do have a Narn colonist with which it is not a problem, but she's not the one with the destroyed lung that needs replacement.
I also checked that my medical beds are elligible to surgery, I can amputate stuff.
I will try and poke into the mod folder and see what I can see but if you could provide me with a lazy way to solve this issue it would be appreciated :)
Is it just me or does it seem like certain items lose durability even if they're over a roofed stockpile. It seems a couple of seeds, gunpowder, and sulfur drop durability super quickly.
Make sure there's a roof over the whole stockpile, check the bottom corner and sometimes it says "unroofed two tiles" or something that could be explaining you issue.
In other news, what mod adds the Ogres?
nope still shows as indoors completely roofed over. It's only some specific items the rest of the stuff is completely unaffected.
I'm stuck on an infinite solar flare, anyone else have this problem? Started half way through my second year. Using github version from a few days ago. Anyone know how to fix this? I end the event via debug but it immediately starts again.
http://i.imgur.com/9jOaIK0.png
Edit: I got rid of by reloading a previous save, had to go far back kind of cause I didn't realize what was going on. I'm worried this will crop up again in the future though.
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.
Bug or intentional?
Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.
Bug or intentional?
Do you have electronic basics researched aswell?
Quote from: miguelsz2 on September 06, 2016, 07:06:14 PM
Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.
Bug or intentional?
Do you have electronic basics researched aswell?
I didn't.
Here's a question. I've started the game at least 6 times now learning more about how to go about the early game in this pack each time.
How do I prepare enough to last through the winter in terms of food? I find potato seeds very hard to come by and even when I do have them they take far too long to grow to actually sustain my colony. Do I just need to get lucky and get a LOT of seeds via trading or is there another way to secure a sufficient winter food supply?
Quote from: DDRMANIAC007 on September 07, 2016, 02:51:19 AM
Quote from: miguelsz2 on September 06, 2016, 07:06:14 PM
Quote from: DDRMANIAC007 on September 06, 2016, 06:55:54 PM
I researched Indoor Farming which says it unlocks the Sun Lamp yet there's no Sun Lamp in the build menu anywhere.
Bug or intentional?
Do you have electronic basics researched aswell?
I didn't.
Here's a question. I've started the game at least 6 times now learning more about how to go about the early game in this pack each time.
How do I prepare enough to last through the winter in terms of food? I find potato seeds very hard to come by and even when I do have them they take far too long to grow to actually sustain my colony. Do I just need to get lucky and get a LOT of seeds via trading or is there another way to secure a sufficient winter food supply?
I personally rush to Advanced Hydroponic Basins on harsher maps (like tundra/ice sheet) as fast as possible since it requires just glass, components, compost, and metals (no need for circuitry like sun lamps).
Not sure it if was intentional or just a limitation, but the hydroponic basins also light up the 4 directly adjacent tiles as well, meaning with a few of them laid out right can make you a sizable field relatively quickly.
Aside from that, jerky jerky jerky jerky, more jerky, and try to buy seeds or plants (to extract seeds from) whenever possible. Also milkable animals can be a godsend, since milk is a little overpowered with how 10 milk (0.5 nutrition total) turns into 4 cheese (.3 each, totalling 1.2).
but that's just me.
Quote from: miguelsz2 on September 06, 2016, 03:21:23 PM
Is it just me or does it seem like certain items lose durability even if they're over a roofed stockpile. It seems a couple of seeds, gunpowder, and sulfur drop durability super quickly.
check the tiles your stockpile are on/over. I had the same issue a few pages back, and it turned out there were stray "wasteland" tiles that would eat away anything placed on them very quickly.
Extract seeds? How do I do that?
Quote from: DDRMANIAC007 on September 07, 2016, 04:04:52 AM
Extract seeds? How do I do that?
Composter, Biochemistry 1 technology, though not all plants allow this yet, so stuff like agave are impossible to extract from for now. Also, keep in mind you can search a lot of stuff up on the Help tab at the bottom of the game window. Many times it'll list everything something requires, what it leads to, what it needs, etc.
Good to skim through before you try to do something, since you might need some really high end tech to get something simple or basic sounding (like making a gun, but needing plastic....which needs an oil refinery, which needs an oil drill for crude, which needs mining 2 tech,and so on).
Don't make jerky unless you need to. The food to nutrition ratio isn't as good as ordinary roasted meat. If the weather chills by fall and winter, you can just forget about jerky until the warm seasons return.
Aside from that, avoid over-recruitment until you have a more reliable food production setup going.
potatos work, as long as you have, like, 300 seeds or so. even then, it's difficult. I find it somewhat annoying that no scenarios start you off with seeds, anyway. like, yeah, let's make a survival kit with food and medicine, but don't pack seeds to survive a bit longer? seems stupid to me. also, limitations on some of the crops available just like in vanilla are a bit dumb in my opinion. like, with most plants you just need a goddamn manual, really, that fits on a single page. rice isn't that hard to grow, for example, yet you need research for it, making it impossible to start with something that actually grows quickly.
I assume there's no particularly easy way of not using Combat Realism with this modpack? I did try just de-selecting that mod itself, but this just causes Rimworld to hang with a black screen on startup, so I assume there's parts of CR written into the bundled CoreSK mod?
Lovely modpack apart from that, its just personal preference that I'm too damn lazy to have to deal with fiddling about with checking colonists ammunition loads! :D
Is it possible to heat rooms inside mountains? I cannot get the temperature above 0C.
are you planning on to update this to a15?
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....
it says the support was removed
if u get a stuck event just go to debug and end it.
for food at start what i do to avoid ton of spoilage is this.
1. produce enoough roasted meat ffor 2-3 days for each colonist.
2. once i get enoough roasted meat i produce enough jerky to last for 15+ days ( 15 for 1 colonist 30 for 2 and so)
reason to keep that much jerky is just in case something happens(toxiic fallout, all animals die,)
3. till u get a manager desk up u have to micro manage your hunter/cook.
usualy when i get the desk i put 100 meat setting till fall then switch it to 200 then when temps drop i bump it
up.
permiscain or whatevedr its called is better than jerky but tales way to long to make compared to it.
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....
it says the support was removed
ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?
Quote from: adecoy95 on September 07, 2016, 07:52:10 PM
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....
it says the support was removed
ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?
I just did some testing. The problem is you need to place it right, but it lets you place it in an invalid spot which will cause it to pop. It kinda needs to be like on the top right corner of the mineral spot for it to stay put.
BTW: some of your floor textures in this modpack are a really lowres version. I thought I was going crazy because dark concrete and all the wood flooring looked a bit too large and very blurry. Replaced the textures with the original author and it turned them back to normal. May want to look at that, drives me nuts looking at large blurry textures in game lol
Edit: I'm unable to fix the Clutter floors, those are the only ones to remain blurry even after replacing them. Any ideas?
Edit2: Figured out the dark concrete, they just changed the naming convention and kept two of each file...Some textures I can't find though but I'm happy for now.
Quote from: Owlchemist on September 07, 2016, 09:58:32 PM
Quote from: adecoy95 on September 07, 2016, 07:52:10 PM
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....
it says the support was removed
ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?
I just did some testing. The problem is you need to place it right, but it lets you place it in an invalid spot which will cause it to pop. It kinda needs to be like on the top right corner of the mineral spot for it to stay put.
ooh is thats whats going on? thats...really weird! ill test it now and confirm
can confirm, your positioning of it worked like a charm! thanks for the help!
Hello all. We are waiting for CCL update first to A15 then starting update to A15. Currently we are working with A14. Latest works see on github! Updates come out every day.
So what about thoses modded surgeries not showing up in the health tab bills?
Quote from: Gregton on September 08, 2016, 04:40:55 AM
So what about thoses modded surgeries not showing up in the health tab bills?
Check your tech requirements, If it isn't showing up after that, then it's probably a bug and needs reporting. Make sure first you have the right techs FIRST though (Hospital 3 for arms/legs, but just Hospital 2 for replacing a jaw, and Hospital 4 if you wanna get rid of those pesky cataracts, but Medicine 1/2/3 if you are using surrogate organs and simple prosthetics).
I did try all that, as said in my previous post about it. The fact is I only could perform the "install surrogate lung" surgery on my Narn colonist that I captured in an earlier raid. I tested it by having all techs, a level 20 doctor, access to all the different medicines and spawning in different pawns, recruiting them and try to do the surgery.
So far it seemed to me that only baseline humans are concerned but I did that while sleep deprived so I would need to do some more testing to confirm it.
Also I did all of this with the version on the first page of the thread. I will try the github one, maybe there are fixes on there that I'm not aware of.
I'll report here when I have done that.
Quote from: Marduk on August 21, 2016, 05:59:57 PM
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.
This worked however it seems that Norbals or other different races dont have access to a few operations such as installing brain stimulators or AI chip.
Should I post a screenshot of every Error I get in this mod? or would there be a better way to inform the modders of SK Hardcore?
Quote from: RudBoy on September 08, 2016, 09:56:43 PM
Should I post a screenshot of every Error I get in this mod? or would there be a better way to inform the modders of SK Hardcore?
go into yoour game folder for rimworld then go into RimWorldWin_Data there a output file it will have the error in there just copy paste.
When people are encountering their first psychic ship, what level of technology are you at / what weapons do you have at your disposal? What's preferred method of dealing with them. And whether or not you have to resort to using cheesy tactics.
I'm asking this because right now I'm at Year 2, I've only just started on doing regular research just ending the tribal level of technology, My main armaments are Scythian bows with metallic arrows, and a couple of scavenged guns one being a Beretta and Tech9 with 1 frag grande. I'm struggling to "Legitimately" kill them in a firefight which is understandable in my level of equipment. It's not that I can't kill them; I could reload until RNG favors me but I find my self doing that more and more often its bad game design if you're reloading due to bad RNG. I want to know whether or not I asking for a petition for them to be delayed for a few years (Year 5 and onwards) seems reasonable? Year 2 seems a bit early especially when fighting against mechanoids with rocket launcher's / pinpoint laser guns that require fire protection against that I have very little. I understand that they scale with wealth so maybe how much they scale could be toned down etc.
Quote from: RudBoy on September 08, 2016, 09:56:43 PM
Should I post a screenshot of every Error I get in this mod? or would there be a better way to inform the modders of SK Hardcore?
Generally speaking if you want to help and improve the mod yes. Especially ones that break the game. But before doing so, follow these few guidelines which help get your issue resolved as fast as possible.
Small Description of what you were doing leading up to it,
What you think is causing it.
Output log as rudeboy mentioned get it hosted at paste bin and give a link no one wants to see couple hundred lines of text in the forums.
Imgur / attachments etc any pictures to help describe the situation.
Github to check whether or not that issue has been fixed or mentioned in the bleeding edge github releases (Daily updates give or take a few days) https://github.com/skyarkhangel/Hardcore-SK/issues
One of the most important things you can do is say
EXACTLY what version you're running / Where you downloaded for example I'm running on Github release version of the Hardcore SK pack, at the last commit being "перевод одежды 09/09/16 commit 0e666e0d9aab7a927347527f340383443030ab81"
Finally any changes to the modlist, be it from preference e.g. disabling darkness mod etc or added another mod.
Miscellaneous bug report:
-Eating a meal of orange does not provide joy, it provides the "Ate awful meal" mood debuff which seems kind of pointless when oranges are supposed to be a luxury food.
-Animal Husbandry research has the Brewing description for some unknown reason, I don't know what it actually does or if this is a bug.
-The electric brewery can only brew beer while the standard one can brew all sorts of alcoholic drinks.
-Unending solar flares occur randomly but rarely, might be seed related? Have not yet experienced on this colony, previous one had 3 or so that required reloading saves, dev mode force end map condition was not effective.
(Sorry, I don't have any better information I'll update with screeshots of debug log and post seed and anything else that's helpful if it happens again, I just mention it because someone else did right above me and I want to confirm its also happened to me)
---------
Suggestions for alcohol making:
-Have breweries use the Hopper system from the CCL, IRL brewing takes time and equipment more than labor, in game currently it's the opposite, you can crank out alcohol as long as you have people working on it. I have 4 granite brewery benches set up and I can make turn a 15x15 potato crop into a mountain of vodka in a day or two of harvest if I pull people off their other jobs.
-Have a miscellaneous ingredients recipe, for example the oranges should be usable to make some kind of alcohol, pretty much every fruit and vegetable can be fermented into some kind of alcohol, it's just not done often IRL because it's not economical (like just flavoring vodka) or it just doesn't taste very good.
Having a recipe for "Frontier Wine" or something similar that just takes various fruits or vegetables in any combination and makes a product that isn't as valuable or beneficial as nicer alcohols.
https://en.wikipedia.org/wiki/Fruit_wine
https://en.wikipedia.org/wiki/Pruno
Quote from: Zakhad on September 08, 2016, 10:55:32 PM
When people are encountering their first psychic ship, what level of technology are you at / what weapons do you have at your disposal? What's preferred method of dealing with them. And whether or not you have to resort to using cheesy tactics.
I'm asking this because right now I'm at Year 2, I've only just started on doing regular research just ending the tribal level of technology, My main armaments are Scythian bows with metallic arrows, and a couple of scavenged guns one being a Beretta and Tech9 with 1 frag grande. I'm struggling to "Legitimately" kill them in a firefight which is understandable in my level of equipment. It's not that I can't kill them; I could reload until RNG favors me but I find my self doing that more and more often its bad game design if you're reloading due to bad RNG. I want to know whether or not I asking for a petition for them to be delayed for a few years (Year 5 and onwards) seems reasonable? Year 2 seems a bit early especially when fighting against mechanoids with rocket launcher's / pinpoint laser guns that require fire protection against that I have very little. I understand that they scale with wealth so maybe how much they scale could be toned down etc.
I sniped them with a Lee Enfield. A terminator dropped some plasma shotgun which obliterated the ship at that point, very pleased to have this weapon now
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.
Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.
It adds nothing to the game but a repetitive chore.
(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Has anyone been able to build the Hi-Tech Research Bench yet? I remember reading about this problem a couple weeks ago but I thought it was addressed already. Even in god mod with everything unlocked, I don't see it anywhere.
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.
Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.
It adds nothing to the game but a repetitive chore.
(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
I want to add check for room cleaness soon.
Quote from: Owlchemist on September 09, 2016, 01:48:09 AM
Has anyone been able to build the Hi-Tech Research Bench yet? I remember reading about this problem a couple weeks ago but I thought it was addressed already. Even in god mod with everything unlocked, I don't see it anywhere.
Check under the Production tab. For whatever reason, it's there when the other benches are in Misc.
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.
Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.
It adds nothing to the game but a repetitive chore.
(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Screw pixel hunting, i just drag the hunt order tool over my base to show them to me.
You can use manager to do that for you. Except for fleas whom are not in management window for some reasons.
Quote from: Marduk on September 09, 2016, 12:15:10 PM
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.
Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.
It adds nothing to the game but a repetitive chore.
(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Screw pixel hunting, i just drag the hunt order tool over my base to show them to me.
reducing it from a repetitive chore to a nonissue. even better.
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.
Quote from: Marduk on September 09, 2016, 12:15:10 PM
Quote from: Makko on September 09, 2016, 01:31:06 AM
The "Fleas!" / Mosquito / Fly events where they spawn in a random bedroom are really not fun.
Every time they happen you have to pause your game and play pixel hunt for the little tiny speck that is an enemy bug, if you don't do this someone gets an awful disease, if you do do this, 100% of the time nothing happens.
It adds nothing to the game but a repetitive chore.
(I guess you could say that for a lot of things, so I'll explain: it's just a menial task that has to be done randomly with no chance outcomes, you either play pixel hunter and nobody gets sick, or you don't play pixel hunter and someone gets sick. )
Screw pixel hunting, i just drag the hunt order tool over my base to show them to me.
this changes everything
Quote from: Zakhad on September 09, 2016, 07:20:05 PM
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.
yeah i dont get any either. im thinking they might be doing like the abominations and spawning off teh map. im thinking during winter ima start killing all creature debug once.
loving the works tab mod now. being able to go from 1-9+ priority for jobs is nice yet if u want to even dig deeper can set certain times for jobs.
Yeah what is up with abominations spawning off the map?
Also, is there a mod or system to let you have a colonist switch between two jobs? I want someone to alternate mining and hauling throughout the day :(
Is wildlife spawning inside of mountains a known bug?
Ogres cannot be composted, neither can abominations.
They take literally months to biodegrade if left outside in the elements.
Quote from: Makko on September 09, 2016, 09:15:15 PM
Ogres cannot be composted, neither can abominations.
They take literally months to biodegrade if left outside in the elements.
Carnivore food / cremation
I don't understand what you mean.
I'm saying when put in the bin they don't turn into compost.
-------
In other news, smelting steel is apparently a high priority crafting job, not a smithing one???
It's extremely hard to get pawns to chop wood planks/kindling or to work at the petrochemical plant.
They really want to smelt metal all day long and then maybe make some glass frames. Rather annoying.
Meanwhile Butchering and Smelting Steel seem to chain together, one order to prioritize (when the work tab shows a different task should take precedence) will result in the pawn performing the task for an extend period of time over and over again, why is this?
Quote from: Makko on September 09, 2016, 08:44:03 PM
Yeah what is up with abominations spawning off the map?
Also, is there a mod or system to let you have a colonist switch between two jobs? I want someone to alternate mining and hauling throughout the day :(
the new work tab lets u set times during the day for jobs so say u want someone to clean at noon for 2 hours u can do that. if u useing the git u have it then if u keeping updated from there
Quote from: ScottS9999 on September 09, 2016, 08:57:05 PM
Is wildlife spawning inside of mountains a known bug?
You can start maps without having all the borders revealed. Some maps i've had in mountain areas can have upwards of half the map 'hidden'. Sure this isn't the case?
Yeah i think it's the same issue with abominations, unless there's a temperature limit on fleas/mosquitos/etc and a cold snap or whatever is preventing them from spawning because it's too cold or whatever (only times i've noticed this is in my ice sheet colony so far).
I've been noticing that even when the event triggers that I'm not acutally getting any of the mosquito/fleas, I wasn't sure if the event was broken.
Quote from: Makko on September 09, 2016, 10:24:31 PM
I don't understand what you mean.
I'm saying when put in the bin they don't turn into compost.
-------
In other news, smelting steel is apparently a high priority crafting job, not a smithing one???
It's extremely hard to get pawns to chop wood planks/kindling or to work at the petrochemical plant.
They really want to smelt metal all day long and then maybe make some glass frames. Rather annoying.
Meanwhile Butchering and Smelting Steel seem to chain together, one order to prioritize (when the work tab shows a different task should take precedence) will result in the pawn performing the task for an extend period of time over and over again, why is this?
that's the real challenge in hardcore sk: managing your bills so that your colonists craft just what you need of one thing, and then immediately move on to the next.
Quote from: Slipshodian on September 10, 2016, 02:10:34 AM
Quote from: ScottS9999 on September 09, 2016, 08:57:05 PM
Is wildlife spawning inside of mountains a known bug?
You can start maps without having all the borders revealed. Some maps i've had in mountain areas can have upwards of half the map 'hidden'. Sure this isn't the case?
I hadn't thought of that. I'll check it out. Thanks!
How do I disable the "Lord of Darkness" event? It's annoying and it doesn't really fit in Rimworld lore. I tried to stop it from dev mode but it only disabled the visual effect. "Ghosts" are still spawning.
Is there a way to tell my doctors to just let the chickens die?
I have level 16 surgeons spending all day feeding hamburgers to "Chick 218" and it's a giant waste of time and resources.
Do I have to manually select "No medical care" on every single chicken that hatches?
Should I set a "no go zone" around the chicken area for my doctors?
Quote from: Dudok22 on September 10, 2016, 02:36:06 PM
How do I disable the "Lord of Darkness" event? It's annoying and it doesn't really fit in Rimworld lore. I tried to stop it from dev mode but it only disabled the visual effect. "Ghosts" are still spawning.
I agree with this, the even is kind of interesting mechanically, but lore wise it's super out of place.
This isn't Darkest Dungeon.
If it was more sci-fi horror themed that would be one thing, some sort of ancient experimental security system and it did not 100% kill everyone outside of the light, like a much smaller amount of shadows that would not always kill I'd enjoy it more.
Right now it's pretty much just a save scum event because of the arbitrary power of it and the fact that it's so jarring with the rest of the setting.
If anyone's outside, they die.
That's stupid.
It should be possible that you have a hunter out and don't lose them no matter what.
So TL;DR two big problems with it:
It's not fun and creates unwinnable/unfair scenarios, and it's super out of place
Just change the art of the "Ghosts" and voila, u get yourself a Riddick scene .. 8)
https://www.youtube.com/watch?v=CAcLXQ1pv50
Honestly, i've never been bothered with the Darkness event.
In fact i've lost 0 people to the darkness so far, but i've lost 4 on my latest colony from raids popping up while my guys were looting junk, coincidentally within firing range.
Once i see the event pop up, i have plenty of time to prop up some lights indoors even if i lack them entirely for whatever reasons. If anything, the thing that irritates me far more than that is that sometimes when i load my game, every bench/device decides it uses max power all the time even when not operating, until i reset my entire power grid or turn them off/on again.
The darkness event needs to have levels of difficulty that scales with the storyteller, but honestly only people without construction die because you can just harvest a bush and make a kindling torch that'll keep them alive, but the annoying micromanagement for every colonist is taxingly tedious also prisoners / guests should be exuded. One more final thing is that sometimes if I'm not paying attention to a colonist they will "un-designate themselves and go back to automation and walk straight into the darkness and die due to hunger or w/e"
I was bothered by the darkness event not fitting into the setting of Rimworld as well, at first... And there are other things that conflict too. But now I've just resigned to the notion that hardcore SK should be taken as its own thing, rimworld's lore no longer really applying, so don't worry about it ;)
Quote from: Slipshodian on September 11, 2016, 12:12:02 AM
If anything, the thing that irritates me far more than that is that sometimes when i load my game, every bench/device decides it uses max power all the time even when not operating, until i reset my entire power grid or turn them off/on again.
Yeah, I pretty much have to design my power grid around this bug. One master switch to reset everything. It's a bug with CCL.
The darkness event is almost a really cool one though, it just needs to not be lovecraftian themed, it's very well done and a pretty awesome mechanic, no idea how they managed to make it work.
The problem is just that it's so jarring from the rest of the theme of the game, if you were a Norbal tribe then it would fit I guess, but as a bunch of people from diverse modern/futuristic backgrounds the gothic mysticism doesn't make much sense.
I think the thematic problem could be solved easily enough by just changing some of the wrappings for the event.
Example message:
QuoteYou receive a sudden ultra long-range radio transmission, there's no telling where it came from.
It's mostly incomprehensible but one phrase is repeated enough times to be clear:
"stay in the light"
The message repeats for several minutes then stops as abruptly as it started.
It just needs to be less Darkest Dungeon and Diablo, and more L O S T and The Mist
Because overall this mod collection does a really really good job of building on the existing lore without diverging from it, I'm often surprised to find out things I take for granted aren't part of the vanilla game!
I like the Darkness event. Agreed it could use a bit of thematic tweaking to be more appropriate to the setting. Reminds me a lot of the movie Pitch Black. Get rid of the Darkest Dungeon narration, make the alert a radio message or some even super stranger eclipse, maybe make the Darkness monsters more like aggressive alien/genetically modified animals than the ghostly/supernatural things they are and act like now. It's definitely a very different type of event that keeps things interesting, but could probably use more expansive mechanics than huddle around a campfire hastly made and wait around for a minute or two
The build times for heavy weapons, some ammunition like rockets as well as sentries and cannons are too long.
It takes so much time that a lvl 15+ crafter/smith is starving and exhausted by the end of it, since you cannot walk away and come back later as it starts over.
Edit: after a large amount of experimentation it seems this was a result of clothing choices, the time is lengthy, something like 12 hours but it was being pushed into extreme levels by work speed penalties.
(http://image.prntscr.com/image/e37dd93d2f59429cb3b00bd608532da7.png)
So for some reason feral plate armor has a ridiculously low value despite the materials its made with, and is available in large quantities from combat suppliers for pennies.
While not the best armor in the game, it's kind of crazy
Anyone know how to remove/disable skill degradation?
Quote from: twisted067 on September 12, 2016, 12:32:56 AM
Anyone know how to remove/disable skill degradation?
Mad Skills mod.
Quote from: Makko on September 11, 2016, 10:06:09 PM
The build times for heavy weapons, some ammunition like rockets as well as sentries and cannons are too long.
It takes so much time that a lvl 15+ crafter/smith is starving and exhausted by the end of it, since you cannot walk away and come back later as it starts over.
Edit: after a large amount of experimentation it seems this was a result of clothing choices, the time is lengthy, something like 12 hours but it was being pushed into extreme levels by work speed penalties.
gotta gear up your people properly for a lot of stuff, and the bonus speed cabinets and things can help too....
it's kinda jarring though since something like leather gloves and shoes can give you like 50% faster work speed, but it's offset only when you wear actually protective armor that lowers work speed.
If you mess around with it a bit you can get some non-combat workers who produce stuff at breakneck speeds, but would basically lose an arm/leg if they ever take a bullet.
Yeah, I mean I knew about making sure people had tools and the tool stations, but man I somehow missed the clothes!
========
In other news, you can scrap the Feral Plate armors for roughly 40 of the resource in alloy, so you get 40 Beta Poly or Titanium for 100 silver ore and 30 seconds of recycling fabrics.
Seems legit.
Also, the ".45 ACP Desert Eagle" is not in .45 ACP... it's in .50 Action Express.
The M56 SMART Gun is not in 10x28mm caseless, it's in 50BMG though one of the info screens tells me the former so I was trying to find out how to make this new ammo type that doesn't exist, as I found when I built one just to double check.
WHY?!?!
Edit: Where do I get magnetic material? The Help Defs aren't useful and I can't find online
Explosions are doing no damage, debug log shows this:
http://image.prntscr.com/image/3ee65e83122d4c2a8aa1686f04dc53e7.png
LAW, Doomlauncher, Incendiary grenade and the napalm launcher heavy weapon do no damage and start no fires when they should.
Edit: This does not apply to the Mammoth's launcher thing, RIP Smelly you were too good for this cruel world
The Naval Sentry description is wrong, it not only needs 2200w instead of 1500w but it also DOES need ammo contrary to what it says.
Another big update on github O.o
Couple of questions
Question 1 @Skyarkhangel How far along is alpha 14 if you were to give like a vague ballpark figure before you start working on alpha 15, as I would like to stream it. But I'm holding off for it to be more or less finished before I do. As I think that restarting the colony due to an update would break immersion/interest. I hope by asking this, that it's not taken the wrong way. I know some mod dev's don't liked being asked when something is done, I'm not specifically asking for when its done I'm just looking for an idea of how far off it is If I were to guess based on what I've seen I would probably say between 75-90% (Edit - after seeing today's changes probably much further back 60-75%) prior to today's update it looked almost done and that it was only missing Psychology mod, now thers an entire interface overhaul with the RA fuel system now that makes sense about all the switches being disabled on the furnaces, you only burn what you need to craft, which is so much better.
Question 2 if you watch a Youtuber/Streamer does adding background music ruin or add to the experience. When I've streamed Rimworld before I've put stuff like old Amiga lemmings ost in the background because I find it strangely appropriate. I would like some opinions if you have any.
Today's new game op random item find that really doesn't break the game what so ever.
[attachment deleted by admin - too old]
Bean bags in particular are kind of OP, for example I can take down a Fenix early game with bean bags but not buckshot, the incapacitating effect is a little too strong.
Making it easy to capture prisoners or subdue berserk colonists is one thing, but using them to just kill things you're not trying to take alive is a whole new problem
Im having some issues with the new fuel system. Campfires, grills and the steam generator does not get fueled :( got no issues with torches though.
*edit* debug log
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Quote from: Catsters on September 13, 2016, 06:02:43 AM
Im having some issues with the new fuel system. Campfires, grills and the steam generator does not get fueled :( got no issues with torches though.
I had similar problems with yesterdays github. But when I updated it to today's version it was fixed. They're overhauling the entire fuel system to incorporate RA mod's fuel system, assuming that we're talking about the same problem. I can't really give any more advise than that when you don't say what version your running.
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though
Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though
What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285
Quote from: Zakhad on September 13, 2016, 06:43:48 AM
Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though
What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285
yeah what he said. also if u need to find the error u can find it in the main data folder for rimworld. there a file called output it will have any error that happens in it.
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now
Also is there a change log?
Does anyone know how to use the mending workbench? I have crafted the repair kits...now what? I cannot figure this out
Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now
probaly not but what u do is back up your mods folder and the mod config u useing then if new one wont load your save u can eithr go back to the old mod folder or start new. remember rimworld was made for constant restarting of worlds.
Quote from: twisted067 on September 13, 2016, 06:56:02 PM
Does anyone know how to use the mending workbench? I have crafted the repair kits...now what? I cannot figure this out
It automatically queues items that aren't forbidden (i think it takes them off the ground and stockpiles, but may just be stockpiles and i haven't noticed). the settings for the bench determine what they can work on, and how far off they can go to get them....you'll probably want your weapons/clothing/armor stockpiles nearby it so you can set it so they can grab from there and not run across the map (decrease it's work range), and probably need to manually tweak it if you want specific stuff fixed sooner and not waste up your repair kits.
as far as i've seen it's a pretty low priority task, so you will probably need a person not doing much of anything else to actually get around to it.
Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now
Depends on the mods being updated. Anything that changes functions to the gameplay then no. If its bufixes etc then yeah. You'd have to compare your version to what you're updating too and compare the differences, or even just pick out parts of the update that you specifically need for your game to not be broken assuming the that's main cause for an update without restarting.
Quote from: Makko on September 13, 2016, 04:11:55 PM
Also is there a change log?
Github https://github.com/skyarkhangel/Hardcore-SK/commits/master
Excellent mod. Is psychology implemented or needs to be activated separately? Does it even work?
Quote from: aliitsk on September 14, 2016, 08:01:10 AM
Excellent mod. Is psychology implemented or needs to be activated separately? Does it even work?
its not working with base game so dont work with the mod pack. its there for testing. think they plan to have it working with the pack when they put out the alpha 15 version of mod pack
Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.
Quote from: Slipshodian on September 15, 2016, 11:12:37 AM
Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.
Not sure if it was intended, but antibiotics work like this:
A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.
Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.
I've run into a game breaking bug:
http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/ (http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/)
My pawns just say they are standing and refuse to do anything unless manually ordered to.
Quote from: DDRMANIAC007 on September 16, 2016, 12:50:47 AM
I've run into a game breaking bug:
http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/ (http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/)
My pawns just say they are standing and refuse to do anything unless manually ordered to.
1 make sure pawn can gete to where the roof needss to be
2. if u updated form git u need to delte all the old files first or u can wind up with extra files sometimes
3. try making a new game alot of time if they update a core part on git it makes it save game incompatible
Quote from: pongvin on September 15, 2016, 10:55:23 PM
Quote from: Slipshodian on September 15, 2016, 11:12:37 AM
Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.
Not sure if it was intended, but antibiotics work like this:
A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.
Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.
ah, thank you, that seems to work, though it is a 'little' silly because you gotta force em to take multiple. It's also hilarious when you give someone a bunch since they start having headaches and the like.
Quote from: pongvin on September 15, 2016, 10:55:23 PM
Not sure if it was intended, but antibiotics work like this:
A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.
Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.
I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.
There needs to be a way to force feed someone antibiotics.
Quote from: Zakhad on September 16, 2016, 11:38:36 AM
Quote from: pongvin on September 15, 2016, 10:55:23 PM
Not sure if it was intended, but antibiotics work like this:
A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.
Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.
I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.
There needs to be a way to force feed someone antibiotics.
yeah there needs to be a way. right now i just pick them up drop them next to the bed then have them eaet them but annoying haveing to foce them thou and effect is way to short imo
How safe would it be to disable Mountain Temp mod mid-game?
Quote from: twisted067 on September 16, 2016, 07:43:39 PM
How safe would it be to disable Mountain Temp mod mid-game?
probaly safe but would leave some dataa in your save. if moountains to cold u can set a min temp in the options/mod ingame. it has 3 settings seasonial, yearly and then u can set the min temp your self.
The wind turbine says it is blocked by a power conduit. That seems silly. Does it affect performance?
Quote from: ThomasCro on September 17, 2016, 04:40:47 AM
The wind turbine says it is blocked by a power conduit. That seems silly. Does it affect performance?
wind turbines always been a bit funny its always best to attach them from side so they dont bug.
for wind turbines best thing to do is attach them froom one side and cement their area. every so often they can bug and even grass can block tthem or blades stop moveing.
i found by attaching the power from side and cementing their area i never have problems with them.
I can't take this kind of bug anymore, i have this on every game i made, it's ruining my experience of this modpack.
It's there since the a13 version, how is it not fix yet ?
https://postimg.org/image/m526l9wdl/
Is there a way to set global maintenance level? Each colonists goes to maintain stuff at 90%, anyway to change the %? I'd rather they go maintain around 60%
@x3nit before salting plz provide usable info on the bug.
1. instead of screen shot go into the main rimworld folder.
2.go into the RimWorldWin_Data.
3.open the output_log.text
4. now look for the error.
5. copy the error.
6. go to git version and submit the issue.
remember if u useing the git version to play its the most to date but also mosts unstable as it receives daly updates and isnt alwas save game compatable between saves.
@twisted did u check in the fluffy break downs as thats what adds the repair stuff i think.
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955
Quote from: Skrimp on September 17, 2016, 11:28:32 PM
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955
thats been like that for a few versions now. its not game breaking so hopely they workon a15 before worrying about that. since it doesnt leave a error in log maybe once they go a15 it be fixed.
Quote from: Skrimp on September 17, 2016, 11:28:32 PM
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955
Already listed on the github under issues a problem with CCL I heard, I could be wrong.
Does anyone else have a bug where explosions do no damage and don't start fires?
Quote from: twisted067 on September 17, 2016, 05:56:52 PM
Is there a way to set global maintenance level? Each colonists goes to maintain stuff at 90%, anyway to change the %? I'd rather they go maintain around 60%
+1 to this if anyone knows.
Also, my simple grills are sometimes not being refueled, i dont even have the manual right click prompt to do it. Meat is just sitting there waiting to be cooked and sometimes it can pass a few days before one of the colonists refuels it. (yes, i have all the necessary settings and materials available)
PS. What do I need to turn off to disable maintenance and fuel mods?
Quote from: ThomasCro on September 19, 2016, 06:01:04 AM
Also, my simple grills are sometimes not being refueled, i dont even have the manual right click prompt to do it. Meat is just sitting there waiting to be cooked and sometimes it can pass a few days before one of the colonists refuels it. (yes, i have all the necessary settings and materials available)
I'm going out on a bit of a hunch but I'm thinking it's a path finding issue. It's trying to path to nearby available resources but for some reason it takes like 30-60 seconds before its able to detect that there are nearby resources usable as fuel. I can't really offer a permanent solution but setting a temporary hauling worker to 1 will make them go and refuel anything that needs to be refueled as that's the highest hauling priority (Refueling) before dragging corpses then items etc.
Quote from: Makko on September 18, 2016, 10:19:06 PM
Does anyone else have a bug where explosions do no damage and don't start fires?
All explosion damages? grenades, Turrets explosions etc?
Can you provide a screenshot of enabled debugging mode with the console up after you have witnessed / performed said explosion it should give out some text as to why (Usually).
What version of the mod are you running. Where did you download it from; if github what commit version number.
Bug report: Medium coolers can't be built. The blueprint is there, the materials are there but the blueprint is not right clickable and no one is constructing it. I've tried on several different wall types.
Quote from: twisted067 on September 17, 2016, 05:56:52 PM
Is there a way to set global maintenance level? Each colonists goes to maintain stuff at 90%, anyway to change the %? I'd rather they go maintain around 60%
If it is using Fluffy Breakdowns (which I suspect it is, either that or a modified version of it), then yes. Think you have to look in mod options. Not sure if I'd go as low as 60%, as I believe the lower that % is, the more chance for an actual breakdown.
My stove has the "Current status: working" even when it's not being used. It burned up almost all the fuel overnight.
Latest github.
Quote from: ThomasCro on September 20, 2016, 03:59:52 AM
My stove has the "Current status: working" even when it's not being used. It burned up almost all the fuel overnight.
Latest github.
put it as a issue on git. they working on the fuel system right now so there bound to be quirks
Quote from: ThomasCro on September 20, 2016, 03:59:52 AM
My stove has the "Current status: working" even when it's not being used. It burned up almost all the fuel overnight.
Latest github.
I know they changed campfires to constantly burn fuel regardless, maybe its just in the same category but obviously doesn't make sense for an oven to do so.
Quote from: Zakhad on September 19, 2016, 06:56:01 AM
Quote from: Makko on September 18, 2016, 10:19:06 PM
Does anyone else have a bug where explosions do no damage and don't start fires?
All explosion damages? grenades, Turrets explosions etc?
Can you provide a screenshot of enabled debugging mode with the console up after you have witnessed / performed said explosion it should give out some text as to why (Usually).
What version of the mod are you running. Where did you download it from; if github what commit version number.
All "bomb" explosions and fire starting explosions do not work. Fragmentation weapons do work, the Naval Sentry, GAU-8 and GSH-30 work normally. No thermobaric rocket launcher works. The RT-L9 Burning Sun does not work. Mechanoid heavy weapons work. Molotov and Incendiary Grenades do not work.
http://image.prntscr.com/image/902f04a0672543fdb6a7088a8a54d30d.png
The Bomb Explosion Tool does not work
The Flame Explosion Tool does not work
The Stun Explosion Tool does not work
The Lightning Strike Tool does not work
http://image.prntscr.com/image/6494128743fc4952aa7718710992029c.png
http://image.prntscr.com/image/471077aef54d4334af9d0708570ae92c.png
Version:
http://image.prntscr.com/image/8273a5b980f34b1bbd6736a11d280193.png
From Github I think, is this the information you want, it's in the folder under "Version Text"
hcsk 0.14.1249
rev 781
Edit: I
may have found the source of the problem
There was a Meteorite Shower event, and one of the explosions from the meteorite landing would not end, it was just an infinite explosion BOOM BOOM BOOM BOOM BOOM BOOM BOOM super quickly with a lot of bright light, and I used dev mode to delete it.
Quote from: Makko on September 20, 2016, 07:40:54 PM
Quote from: Zakhad on September 19, 2016, 06:56:01 AM
Quote from: Makko on September 18, 2016, 10:19:06 PM
Does anyone else have a bug where explosions do no damage and don't start fires?
All explosion damages? grenades, Turrets explosions etc?
Can you provide a screenshot of enabled debugging mode with the console up after you have witnessed / performed said explosion it should give out some text as to why (Usually).
What version of the mod are you running. Where did you download it from; if github what commit version number.
All "bomb" explosions and fire starting explosions do not work. Fragmentation weapons do work, the Naval Sentry, GAU-8 and GSH-30 work normally. No thermobaric rocket launcher works. The RT-L9 Burning Sun does not work. Mechanoid heavy weapons work. Molotov and Incendiary Grenades do not work.
http://image.prntscr.com/image/902f04a0672543fdb6a7088a8a54d30d.png
The Bomb Explosion Tool does not work
The Flame Explosion Tool does not work
The Stun Explosion Tool does not work
The Lightning Strike Tool does not work
http://image.prntscr.com/image/6494128743fc4952aa7718710992029c.png
http://image.prntscr.com/image/471077aef54d4334af9d0708570ae92c.png
Version:
http://image.prntscr.com/image/8273a5b980f34b1bbd6736a11d280193.png
From Github I think, is this the information you want, it's in the folder under "Version Text"
hcsk 0.14.1249
rev 781
Edit: I may have found the source of the problem
There was a Meteorite Shower event, and one of the explosions from the meteorite landing would not end, it was just an infinite explosion BOOM BOOM BOOM BOOM BOOM BOOM BOOM super quickly with a lot of bright light, and I used dev mode to delete it.
If there were such errors, I'd heard about it on the same day. Bcs, it make game basically unplayable. Plz, re-install project correctly. I could make same screenshots that for example, T9 Burning Sun works correctly. http://image.prntscr.com/image/eb113e47c2dc4ca0a2f0c280674fe0b2.png
This is for an older version, it doesn't seem to be happening to other people, but I wasn't sure which is why I asked.
Updating to a new version would probably fix it, but I have 50 hours in my colony and since the game is still playable if I don't use certain weapons I wanted to see if I could keep going )))
Quote from: Makko on September 20, 2016, 08:13:42 PM
This is for an older version, it doesn't seem to be happening to other people, but I wasn't sure which is why I asked.
Updating to a new version would probably fix it, but I have 50 hours in my colony and since the game is still playable if I don't use certain weapons I wanted to see if I could keep going )))
sorry to say most dont want to offer help to fix when its allready fixed cause u dont want to update.
Don't be sorry, even sarcastically :P
I wasn't asking them to fix it for me, I was asking if anyone else had had the issue.
I was curious if it was an old problem lots of people had, or just some freak bug I managed to find in an old version.
If they don't know what it is or have never heard of it, it might still be in the game with some really specific requirements to trigger it.
Edit: Oh wait, when I said "I wanted to see if I could keep going" I mean I had already been playing with the bug anyways, not "I want you to fix it for me so I can keep playing" haha
If you took it that way no wonder you're telling me to f off hahahahahaha
Quote from: Makko on September 21, 2016, 12:45:34 AM
Don't be sorry, even sarcastically :P
I wasn't asking them to fix it for me, I was asking if anyone else had had the issue.
I was curious if it was an old problem lots of people had, or just some freak bug I managed to find in an old version.
If they don't know what it is or have never heard of it, it might still be in the game with some really specific requirements to trigger it.
Edit: Oh wait, when I said "I wanted to see if I could keep going" I mean I had already been playing with the bug anyways, not "I want you to fix it for me so I can keep playing" haha
If you took it that way no wonder you're telling me to f off hahahahahaha
what u could do is copy your mod files and config/saves out and try with new version and when u feel like playing wiwth old swap it back out onlly takes a min to do.
Blergh why do hammer explosions almost always destroy lungs?
Is there a wiki for this? Kinda stuck on figuring out what research i need to get the hopper for my steam plant.
skyarkhangel or someone else that knows, this mod has more graphics variations on some items like the chunks - how do you do that? If I would like to make a mod with more variating graphics.
Instead of blight destroying crops how about it turns everything into seeds of the plants that it effects. I'm basing this on blight being balanced for vanilla and didn't take into consideration that you didn't need seeds. In hardcore sk you use seeds. If you lose your crops due to a rng, there is no coming back from it; Of course you can "stockpile seeds" but when you have like a trader in the early game who happens to have a legendary 1 potato seed for sale you really don't want to lose that 1 planted seed that got to 60% due to bad rng.
I suppose what I'm getting at is blight is a vanilla mechanic and doesn't necessarily work very well with hardcore sk. There are many different solutions, like crops taking damage every 5 seconds or so until you "mend" them or something to prevent them from dying etc, something that isn't they just "die"
Quote from: Zakhad on September 21, 2016, 08:54:11 PM
Instead of blight destroying crops how about it turns everything into seeds of the plants that it effects. I'm basing this on blight being balanced for vanilla and didn't take into consideration that you didn't need seeds. In hardcore sk you use seeds. If you lose your crops due to a rng, there is no coming back from it; Of course you can "stockpile seeds" but when you have like a trader in the early game who happens to have a legendary 1 potato seed for sale you really don't want to lose that 1 planted seed that got to 60% due to bad rng.
I suppose what I'm getting at is blight is a vanilla mechanic and doesn't necessarily work very well with hardcore sk. There are many different solutions, like crops taking damage every 5 seconds or so until you "mend" them or something to prevent them from dying etc, something that isn't they just "die"
blightt shouls be below 60% groth 10% chance of a seed. above 60% then u get a 40% chance
Quote from: EldVarg on September 21, 2016, 07:41:09 PM
skyarkhangel or someone else that knows, this mod has more graphics variations on some items like the chunks - how do you do that? If I would like to make a mod with more variating graphics.
If you did good additional variations, no problem to add your works.
Quote from: skyarkhangel on September 22, 2016, 03:23:05 AM
Quote from: EldVarg on September 21, 2016, 07:41:09 PM
skyarkhangel or someone else that knows, this mod has more graphics variations on some items like the chunks - how do you do that? If I would like to make a mod with more variating graphics.
If you did good additional variations, no problem to add your works.
Yes but how to do it? Just add more sprites? Where to do tell it that you have more sprites?
I seem to be having issues with fixing bad backs, in that the bad back debuff appears on the torso instead of the spine.
Hey all, first post here - thought I'd report a few bugs I've found on the latest release.
1. Raspberry plants harvest as Strawberrys.
2. Solar Panels only produce 1w power.
3. When smelting tin ore, copper alloy is produced.
4. Not sure if this is purposeful, but Wind Turbines continually produce 700w energy, regardless of weather.
5. Caveworld Flora appears to be bugged - all shrooms only grow to 5%, no further.
I'm sure I found another, but will report back if any more.
Cheers.
Quote from: Kidder on September 26, 2016, 11:59:07 AM
Hey all, first post here - thought I'd report a few bugs I've found on the latest release.
1. Raspberry plants harvest as Strawberrys.
2. Solar Panels only produce 1w power.
3. When smelting tin ore, copper alloy is produced.
4. Not sure if this is purposeful, but Wind Turbines continually produce 700w energy, regardless of weather.
5. Caveworld Flora appears to be bugged - all shrooms only grow to 5%, no further.
I'm sure I found another, but will report back if any more.
Cheers.
You're using the standard release version which is a very outdated version, they were fixed weeks ago on the github version which is updated daily/weekly.
https://github.com/skyarkhangel/Hardcore-SK is where you download that version. (Clone or download - download as zip) Commits is where you see whats changed recently, issues is where bug reporting is preferred, but its also a good place to see whether or not your issue has or hasn't already been reported.
I'm not trying to smite you or anything, what you're doing is good :) I feel like the github version is woefully unknown so I try to tell as many people as I can about it.
Do you recommand to clone master or stable branch ?
Quote from: olizit on September 26, 2016, 04:03:59 PM
Do you recommand to clone master or stable branch ?
the master is the the most updated one. if u get it from git get from the main page and select download master. thats the most uptodate one.
it looks like you are (the only person maybe?) making updates of combat realism which was abandond by original author.
why dont you "combine" this mod to your "core"?
The github / forums have been quite lately, hows everyone finding the latest github from a couple of days ago or so.
Soon will be update with big rework Skynet mod from a12. Player will get a chance to receive own skynet agent.
Quote from: caesius on September 27, 2016, 05:51:57 PM
it looks like you are (the only person maybe?) making updates of combat realism which was abandond by original author.
why dont you "combine" this mod to your "core"?
I have already such big core library and its such hard to update to new Rimworld version. Bcs it becomes easier to find the error, when testing each part separately.
Quote from: olizit on September 26, 2016, 04:03:59 PM
Do you recommand to clone master or stable branch ?
Stable branch its saved version before global update to new Refuel system. Master branch - the latest.
As you want.
Hey skyarkhangel, Is there any way to make Prepare Carefully compatable with this pack? I love the mod pack and EB prepare and was kind of hoping for the best of both worlds but if I try to add EB Prep it tells me that there is a map generation conflict and my civi changes will be ignored. Thanks for the time!
-SS
Guys I have a curiosity, but this event is a native of the game or has been introduced with Modpack?
http://imageshack.com/a/img924/1346/kgZRNs.png
apologies if stupid question, but is the latest master on github still A14 or A15?
been playing the A14e version for ages and refused steam to update, if the github is A15 i can let steam update.
hello guys, can somone help me with that ? how to fix it ? i dont want to load so far cuz it more than 2 h playing ;c(http://image.prntscr.com/image/9e10e1027d9a4d4ca3ea2e484675cbf4.png)
How do I tame alpaca? I've got hay, a pawn with sufficient skill, and the alpaca marked. Right click on the alpaca doesn't do anything either. What am I missing?
Hay is the latest github master with the Skynet addition compatible with old saves?
I ask because I downloaded the latest version just before Skynet changes (but skynet_sk was in the mods folder and in the modsconfig.xml and tried to load and failed) and it failed to load my game. I just wanted the latest fuel system changes hehe
Oh and skyarkhangel, can you please have CCL or Combat Realism alter the popup tooltip for aiming to remove the wording 'shot stat. temporarily unavailable' and change it to something a little more informative. As it is, it seems like something is broken and not working . I spent several days trying to find what I did wrong, only to come to the conclusion that combat realism removes the aiming tooltip numbers as the system is far too complex to be represented by a hit/miss.
Can I suggest just adding a little information to say if the target is in cover (soft/hard/whatever), etc? Just something to make it not look like it's busted..
Thanks
Quote from: Tollazor on September 29, 2016, 07:35:23 PM
Hay is the latest github master with the Skynet addition compatible with old saves?
I ask because I downloaded the latest version just before Skynet changes (but skynet_sk was in the mods folder and in the modsconfig.xml and tried to load and failed) and it failed to load my game. I just wanted the latest fuel system changes hehe
Oh and skyarkhangel, can you please have CCL or Combat Realism alter the popup tooltip for aiming to remove the wording 'shot stat. temporarily unavailable' and change it to something a little more informative. As it is, it seems like something is broken and not working . I spent several days trying to find what I did wrong, only to come to the conclusion that combat realism removes the aiming tooltip numbers as the system is far too complex to be represented by a hit/miss.
Can I suggest just adding a little information to say if the target is in cover (soft/hard/whatever), etc? Just something to make it not look like it's busted..
Thanks
Nope, not compatible, if full install. Bcs, removed previous Skynet faction and added new. Skynet code in Core_Sk and only defs in Skynet folder. I'll release them as separate mod when start working with A15. But currently still working in A14 :)
Shot stat. tooltip still not updated to A14 in CR and simply switched off. I don't know when could fix this, bcs of many other work.
In latest refuel system update. worktable will not constantly consume fuel, greatly increased priority + some bug fixes.
And yes..! Big update with Skynet faction.
Quote from: zipqun on September 29, 2016, 01:42:42 PM
hello guys, can somone help me with that ? how to fix it ? i dont want to load so far cuz it more than 2 h playing
install latest github version. This bug already fixed ~one month ago.
Quote from: nighelt on September 29, 2016, 07:43:33 AM
Guys I have a curiosity, but this event is a native of the game or has been introduced with Modpack?
its enabled TechAdvancing mod.
Quote from: SupremeSoviet on September 29, 2016, 02:09:52 AM
Hey skyarkhangel, Is there any way to make Prepare Carefully compatable with this pack? I love the mod pack and EB prepare and was kind of hoping for the best of both worlds but if I try to add EB Prep it tells me that there is a map generation conflict and my civi changes will be ignored. Thanks for the time!
-SS
What problems? Please use latest guthub version. Edb PC already added. Thank you.
--------
Ohh.. i need to release 4.1, bc of many people still download strongly outdated 4.0 version.
Quote from: skyarkhangel on September 29, 2016, 08:27:35 PM
Quote from: SupremeSoviet on September 29, 2016, 02:09:52 AM
Hey skyarkhangel, Is there any way to make Prepare Carefully compatable with this pack? I love the mod pack and EB prepare and was kind of hoping for the best of both worlds but if I try to add EB Prep it tells me that there is a map generation conflict and my civi changes will be ignored. Thanks for the time!
-SS
What problems? Please use latest guthub version. Edb PC already added. Thank you.
It is? Ugh I see what I did wrong. I used the mega link and that version does not have EBPC. Thanks sky.
Also I'm having an issue with the plasma reactor. It says it need fuel but its on a steam geyser whats wrong?
for those new guys.
1. stable is the last offical release. on git its on the releases tab.
2.useing the master instead of the stable u get to play with ll the fixes,new stuff and tweaks, but it can have new bugs and versions can not be save game compatiable.
3. when new version of master comes out on git always backup whatever build u using that worked good. that way if their a bug in new build u can always revert.
4. in the main rimworld data folder there is a output log it will have every error u get so u dont need to SS the error just copy paste it. its also better to post the error over on git than here.
I either dont understand the new fuel system or there are problems with coal.
I was able to use the steel grill just fine with wooden fuel (kindlings). When I fuel it with coal it gets used up in 1 second and my cook cant use it.
Thanks for the great updates :)
I don't know where exactly to post this, so I figured it should first go in the modpack post:
Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated.
Regarding the lag, it might be a decision problem for hauling. Try forbidding all stockpiles that allow for the same goods and see if the lag stops.
Quote from: samsaq on October 01, 2016, 05:23:04 PM
I don't know where exactly to post this, so I figured it should first go in the modpack post:
Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated.
u messed up once u added mods. this already a full pack so few mods will work rigth with it. more than likely u also didnt use the modconfig that came with the pack so all your mods are outof order.
I'll give that a shot as soon as I can get the game running, though I don't really know why that would be a problem with the game's logic, I mean wouldn't they drop to the highest priority or closest stockpile etc?
EDIT(for the reply above): Yes, I used the modconfig, and have put all of my added mods at the bottom, so they could be overwritten if needed, I figure if I hadn't, I would have had more to worry about then lag.
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)
Quote from: samsaq on October 02, 2016, 08:10:14 AM
I'll give that a shot as soon as I can get the game running, though I don't really know why that would be a problem with the game's logic, I mean wouldn't they drop to the highest priority or closest stockpile etc?
It should, sure. Sometimes though a pawn can get stuck in a delivery loop (running back and forth wildly or just standing around and not moving) and this can cause horrible lsg - had that problem 3 or 4 times.
Quote from: saqib126 on October 02, 2016, 03:53:29 PM
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)
thats a stock bug not from mod pack
@samsaq go to your main rimworld folder and look in its data folder there should be a output log look in it and see if there any errors that keep repeating. also posst what mods u trying to add
Quote from: samsaq on October 01, 2016, 05:23:04 PM
I don't know where exactly to post this, so I figured it should first go in the modpack post:
Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated.
If you're adding EDB prepare carefully your using the outdated initial release of alpha 14 hardcore sk, its been included in the github version for over a couple of months now. There was a old pathfinding bug that I think also existed as well; in area's (Which hadn't been explored~ fog of war) where hungry creatures couldn't pathfind to find food properly, and it would re check the pathfinding causing the 1 fps of death. I haven't had that in quite a awhile but I do remember having it ages ago on a older version of this mod pack. Maybe its the same issue. Make a backup of your save enable dev mode kill all the animals see if that free's up your fps then you know its a path finding issue if it is at all, then revert back and try to kill the offending animal :S.
Quote from: Riun on October 01, 2016, 01:46:56 PM
I either dont understand the new fuel system or there are problems with coal.
I was able to use the steel grill just fine with wooden fuel (kindlings). When I fuel it with coal it gets used up in 1 second and my cook cant use it.
Thanks for the great updates :)
I'm having the same problem. The steel grill worked fine after I placed it and used wood normally, but after I changed the setting to only use kindling it burned all the fuel instantly. Changing back to wood didn't change anything, now it also burns wood in seconds. I'm playing the master branch version, downloaded today.
Edit: Tearing it down and building a new one fixes it until you touch the fuel settings, then it goes crazy again.
Edit #2: Now it happened on it's own. It also persists through saving and reloading, so rebuilding is the only option.
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:
EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.
[attachment deleted by admin - too old]
Quote from: sidfu on October 03, 2016, 04:26:22 AM
Quote from: saqib126 on October 02, 2016, 03:53:29 PM
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)
thats a stock bug not from mod pack
K, thx for the info, Does anyone know how to make a pawn(or the crematory) burn the apparel along with the corpse that us being cremated? I have a annoyingly massive pile of low hp clothes next to my crematory.
Quote from: saqib126 on October 06, 2016, 03:31:11 PM
Quote from: sidfu on October 03, 2016, 04:26:22 AM
Quote from: saqib126 on October 02, 2016, 03:53:29 PM
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)
thats a stock bug not from mod pack
K, thx for the info, Does anyone know how to make a pawn(or the crematory) burn the apparel along with the corpse that us being cremated? I have a annoyingly massive pile of low hp clothes next to my crematory.
if u buiild a table for making clothes u can disassemble the clothes for some mats
Quote from: samsaq on October 06, 2016, 02:58:54 PM
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:
EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.
Going by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.
This looks very much like an issue I had ages ago. It was fixed by updating the modpack to the github version which at the time was around 2 months back.
It's trying to add an items to the spawning raid's inventory which is part of combat realism that skyark at the time only initially released/ported which wasn't completely free of bugs. It was a reasonably good port considering he was taking over from the original author. But as you see this is one of these bugs that often gets overlooked.
Spawn a 100 raids and there's a good chance that you'll get a bad item compositions that wasn't updated just got overlooked.
The problem as far as I can tell that it's trying pull or reference an item that has an invalid entry. It's why you're getting null references, as it's trying to repeatedly do that action that which it cannot which is why it's causing you to loose frames (Looping bug).
The only thing that I can suggest and it's a very temporary solution at that, would be to delete the queued raid incident in the save; if you're so determined to carry on with that save. You're unlikely to get a specific fix that'll correct the entry's that's causing the issue, as I'm fairly certain its already been fixed. I haven't had that type of issue for quite a while.
So my suggested course of action would be to update your game.
Quote from: Zakhad on October 06, 2016, 08:16:29 PM
Quote from: samsaq on October 06, 2016, 02:58:54 PM
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:
EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.
Going by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.
This looks very much like an issue I had ages ago. It was fixed by updating the modpack to the github version which at the time was around 2 months back.
It's trying to add an items to the spawning raid's inventory which is part of combat realism that skyark at the time only initially released/ported which wasn't completely free of bugs. It was a reasonably good port considering he was taking over from the original author. But as you see this is one of these bugs that often gets overlooked.
Spawn a 100 raids and there's a good chance that you'll get a bad item compositions that wasn't updated just got overlooked.
The problem as far as I can tell that it's trying pull or reference an item that has an invalid entry. It's why you're getting null references, as it's trying to repeatedly do that action that which it cannot which is why it's causing you to loose frames (Looping bug).
The only thing that I can suggest and it's a very temporary solution at that, would be to delete the queued raid incident in the save; if you're so determined to carry on with that save. You're unlikely to get a specific fix that'll correct the entry's that's causing the issue, as I'm fairly certain its already been fixed. I haven't had that type of issue for quite a while.
So my suggested course of action would be to update your game.
Thanks for the info, but I do have 2 questions:
1. Are you talking about the 4.0 hell effect release? Had gotten what I previously thought was a dev release, as it seemed to be missing workbenches needed to advance in the game, and moved on to 4.0 hell effect on the recommendation of a friend of mine.
2. How would I delete a queued raid? Just asking as I haven't decided whether or not to continue with the save, as it is my first in this game, and I am kinda attached.
Also a note: the save is ported over from a torrented version of the game, as I previously couldn't afford to buy the game (poor high school kid here) and now is being played on my new shiny official version of Rimworld. (Tm)
Quote from: samsaq on October 06, 2016, 09:07:59 PM
Quote from: Zakhad on October 06, 2016, 08:16:29 PM
Quote from: samsaq on October 06, 2016, 02:58:54 PM
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:
EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.
Going by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.
This looks very much like an issue I had ages ago. It was fixed by updating the modpack to the github version which at the time was around 2 months back.
It's trying to add an items to the spawning raid's inventory which is part of combat realism that skyark at the time only initially released/ported which wasn't completely free of bugs. It was a reasonably good port considering he was taking over from the original author. But as you see this is one of these bugs that often gets overlooked.
Spawn a 100 raids and there's a good chance that you'll get a bad item compositions that wasn't updated just got overlooked.
The problem as far as I can tell that it's trying pull or reference an item that has an invalid entry. It's why you're getting null references, as it's trying to repeatedly do that action that which it cannot which is why it's causing you to loose frames (Looping bug).
The only thing that I can suggest and it's a very temporary solution at that, would be to delete the queued raid incident in the save; if you're so determined to carry on with that save. You're unlikely to get a specific fix that'll correct the entry's that's causing the issue, as I'm fairly certain its already been fixed. I haven't had that type of issue for quite a while.
So my suggested course of action would be to update your game.
Thanks for the info, but I do have 2 questions:
1. Are you talking about the 4.0 hell effect release? Had gotten what I previously thought was a dev release, as it seemed to be missing workbenches needed to advance in the game, and moved on to 4.0 hell effect on the recommendation of a friend of mine.
2. How would I delete a queued raid? Just asking as I haven't decided whether or not to continue with the save, as it is my first in this game, and I am kinda attached.
Also a note: the save is ported over from a torrented version of the game, as I previously couldn't afford to buy the game (poor high school kid here) and now is being played on my new shiny official version of Rimworld. (Tm)
go to https://github.com/skyarkhangel/Hardcore-SK (https://github.com/skyarkhangel/Hardcore-SK).
now click on the clone or download button on right side of screen about middway. cllick on download
extract it somewhere
open the folder should have few things but u after the mods folder thats what u use.
that is always the newest expermental build. it comes with fixes for old buggs,new features and such.
Quote from: sidfu on October 07, 2016, 07:24:20 AM
Quote from: samsaq on October 06, 2016, 09:07:59 PM
Quote from: Zakhad on October 06, 2016, 08:16:29 PM
Quote from: samsaq on October 06, 2016, 02:58:54 PM
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:
EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.
Going by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.
This looks very much like an issue I had ages ago. It was fixed by updating the modpack to the github version which at the time was around 2 months back.
It's trying to add an items to the spawning raid's inventory which is part of combat realism that skyark at the time only initially released/ported which wasn't completely free of bugs. It was a reasonably good port considering he was taking over from the original author. But as you see this is one of these bugs that often gets overlooked.
Spawn a 100 raids and there's a good chance that you'll get a bad item compositions that wasn't updated just got overlooked.
The problem as far as I can tell that it's trying pull or reference an item that has an invalid entry. It's why you're getting null references, as it's trying to repeatedly do that action that which it cannot which is why it's causing you to loose frames (Looping bug).
The only thing that I can suggest and it's a very temporary solution at that, would be to delete the queued raid incident in the save; if you're so determined to carry on with that save. You're unlikely to get a specific fix that'll correct the entry's that's causing the issue, as I'm fairly certain its already been fixed. I haven't had that type of issue for quite a while.
So my suggested course of action would be to update your game.
Thanks for the info, but I do have 2 questions:
1. Are you talking about the 4.0 hell effect release? Had gotten what I previously thought was a dev release, as it seemed to be missing workbenches needed to advance in the game, and moved on to 4.0 hell effect on the recommendation of a friend of mine.
2. How would I delete a queued raid? Just asking as I haven't decided whether or not to continue with the save, as it is my first in this game, and I am kinda attached.
Also a note: the save is ported over from a torrented version of the game, as I previously couldn't afford to buy the game (poor high school kid here) and now is being played on my new shiny official version of Rimworld. (Tm)
go to https://github.com/skyarkhangel/Hardcore-SK (https://github.com/skyarkhangel/Hardcore-SK).
now click on the clone or download button on right side of screen about middway. cllick on download
extract it somewhere
open the folder should have few things but u after the mods folder thats what u use.
that is always the newest expermental build. it comes with fixes for old buggs,new features and such.
If it is the latest experimental build, then it is the dev build, and not supposed to be used for public release or be fully functioning or stable, as I found out when I found that the machining table didn't exist in that version. I'll try it and see if it works, but in the meantime, does anyone know how to cancel queued raids?
EDIT: Also, when using the dev version, how do I avoid having all of my colonists die in a crash-landed start? Every single time the large ship part/ship wreck crashes on top of them , and kills around 3 of my colonists instantly, which is really debilitating. Double edit: It seems like edb prepare carefully characters don't exit the ship normally, instead coming in cargo pods, so I guess ill be removing that ship part, and hope I can spawn it in after everyone lands. Also, is there a way to see what various tables and buildings need to be constructed? The changed UI doesn't show any of this and a colony with no seeds does need a butcher's table, and I can't figure out the new build order so I can get the resources and processing that I need chugging along.
quick question on 2 power related items.
1.) xenon-ion generator, built and online but no power, reading the description says 250F to make power. any clue as to how to get high temps? built a small room the xenon with 4 industrial heaters and coal burner and temps struggle to stay above 100F.
2.) plasma generator. how does it work? i have a plasma reactor online and pumping power, the generator is in same room next to it, and hooked into the power grid. its producing nothing and not charging? its been 3 ingame seasons and nothing. theres no button to start charging and no interaction. confused on this one.
@samsaq-- the team that makes this pack tend to just put out 1 offical release and then rest are all dev.
good thing to do is when u they make a version with few bugs or runs fine for u. make sure to make
backup of that so u can go back.
fyi prepare careful stuff overwrites senario stuff. so say senario has them come with 100 dogs and
prepare says 2billion then they come with 2 billion. prepare careful if used will overwrite senario items
that u droped with.
@silentlord the xenon-ioon generater requires fuel. the fuel system was changed and u cant manuly fuel anything any more. a hauler will ake fuel to it. if a hauler isnt refueling it then take a put the hauler in combat stand him next to the generator and tthen un combat he shooudl refuel it. on the pllasma gen on it think it produces power based on temp differnce
@sidfu; really? hehe, what is the fuel do you know? when i click on it, it has no fuel tab or the tab that displays the internal temp etc....
p.s. holy crap those terminators are hardcore! lost half my colony to a small attack force. damned T-800s
just wondering.. is SK:helleffect working with release 15?
Quote from: sociallyawkwardsurvivor on October 08, 2016, 09:52:44 PM
just wondering.. is SK:helleffect working with release 15?
Nope, soon probably though. (< 1 month, logical guess no promises, I'm no dev.)
The alpha 14 version on the github (not hell release) looks quite close to becoming finalised soon. (Last time I said that, they did the fuel overhaul from RA; yes I know about skynet just being redone as of a few days ago) it has been developed for the past couple of months, and its reasonably stable and fleshed out. so there should be another alpha 14 stable update before they start working on alpha 15 (I am assuming I don't actually know)
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
Quote from: Gurrnt on October 10, 2016, 07:26:01 AM
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
When it happened before was it just with p music? The game runs fine for me even though its using 3.2gb in menu but then it goes down to about 2.7gb in game for me.
Are you using 32 bit windows?
How do you know its specifically a memory issue? Are you just literally waiting in the menu until it crashes?
Whats your installation process - don't quote the front page. what are you deleting / replacing / copying etc.
Also if this is still the case when the game crashes it should make a output_log.txt file in a folder with a date on it in your rimworld directory (Delete the others repeat the process so you get a fresh one so that you don't accidentally post the wrong info, or if you're sure about which one it was then you can post anyways.) then paste that info on pastebin and give us the link.
@Skyark or any dev - the high res graphics where do these go? (I assume they're for testing?) I took a logical guess and put them in the "C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core_SK\Textures\Things\Building\Surfaces"
Quote from: Zakhad on October 10, 2016, 04:09:29 PM
Quote from: Gurrnt on October 10, 2016, 07:26:01 AM
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
When it happened before was it just with p music? The game runs fine for me even though its using 3.2gb in menu but then it goes down to about 2.7gb in game for me.
Are you using 32 bit windows?
How do you know its specifically a memory issue? Are you just literally waiting in the menu until it crashes?
Whats your installation process - don't quote the front page. what are you deleting / replacing / copying etc.
Also if this is still the case when the game crashes it should make a output_log.txt file in a folder with a date on it in your rimworld directory (Delete the others repeat the process so you get a fresh one so that you don't accidentally post the wrong info, or if you're sure about which one it was then you can post anyways.) then paste that info on pastebin and give us the link.
When I installed P-Music in my vanilla game before (Along with other mods), the RAM usage went that high, when I de-activated P-Music, RAM usage went down to 1.2-1.5 GB instead of 3-3.5GB.
I'm running Windows 10 64-bit with 8GB of RAM.
I downloaded Hardcore-SK from github and use the mod files without the extras like high res surfaces, overwrite my Rimworld A14's core with the mod's, in the load order the first three are Core, Core-SK, and CCL.
Quote from: Gurrnt on October 11, 2016, 08:40:31 AM
Quote from: Zakhad on October 10, 2016, 04:09:29 PM
Quote from: Gurrnt on October 10, 2016, 07:26:01 AM
I downloaded the latest version from GitHub and it's somehow using up 3.2-3.5 GB of RAM in the main menu... When it goes past 3.5 GB, it freezes or crashes.
Anyone know how to fix this? It happened to me before on vanilla using P-Music but I have no idea which part of Hardcore SK does this.
When it happened before was it just with p music? The game runs fine for me even though its using 3.2gb in menu but then it goes down to about 2.7gb in game for me.
Are you using 32 bit windows?
How do you know its specifically a memory issue? Are you just literally waiting in the menu until it crashes?
Whats your installation process - don't quote the front page. what are you deleting / replacing / copying etc.
Also if this is still the case when the game crashes it should make a output_log.txt file in a folder with a date on it in your rimworld directory (Delete the others repeat the process so you get a fresh one so that you don't accidentally post the wrong info, or if you're sure about which one it was then you can post anyways.) then paste that info on pastebin and give us the link.
When I installed P-Music in my vanilla game before (Along with other mods), the RAM usage went that high, when I de-activated P-Music, RAM usage went down to 1.2-1.5 GB instead of 3-3.5GB.
I'm running Windows 10 64-bit with 8GB of RAM.
I downloaded Hardcore-SK from github and use the mod files without the extras like high res surfaces, overwrite my Rimworld A14's core with the mod's, in the load order the first three are Core, Core-SK, and CCL.
I was thinking it might have been a memory leak or a 32 bit ram limitation.
Curious that you mention load order, have you by chance not been aware that the modpack comes with a config that you need to put in "AppData\LocalLow\Ludeon Studios\RimWorld\Config"? As load orders never need to be touched in modpacks other than activating a few optional mods at the bottom.
That could cause a crash if its not the one that comes with the pack. But I doubt this is the case. Strange that it would crash at 3.5gb. Specifically you need to give us some crash logs to work with, atm we're just guessing at what could be wrong.
im not sure if this is a bug but with the fuel settings i have put it at refill at 20% on both my steam gen and coal plants and yet once my colonists that can feed them put a stack of 75 kindling/coal/peat in they leave them alone almost permanently, not refilling once they go below that. there's is only a single steam gen that's randomly filled with up to 20 pieces of kindling and that's not enough to keep all my electric things running! would setting it higher change the priority in any way?
man as much as i love this mod pack, that much i hate it, so many good stuff here that i wish people updated for newer versions of rimworld. Terminators are broken(regeneration is op) , playing with tribals i had an event and saved one he just melee hunted everything for me while others did the crafting/cooking/mining also i been getting bugs with terminator infiltrators that are guests they don't go to guest room and just starve to death then come and try to attack me once they are "reborn".
Quote from: zmadz on October 12, 2016, 04:48:19 PM
man as much as i love this mod pack, that much i hate it, so many good stuff here that i wish people updated for newer versions of rimworld. Terminators are broken(regeneration is op) , playing with tribals i had an event and saved one he just melee hunted everything for me while others did the crafting/cooking/mining also i been getting bugs with terminator infiltrators that are guests they don't go to guest room and just starve to death then come and try to attack me once they are "reborn".
plz detail, what problem with skynet? It has not completed yet to end. I'am still wokring on it.
Yes, covert guest specially kill yourself to reborn as machine. Its need to restructure pawn :)
P.S. Great, 500k topic views :) Now it is one of the most visited topics on Ludeon forum. I think it is deserved, because we have a lot of work. On github already reached 1k+ commits.
Congrats to you and the team, buddy ! 8)
As much as I love this mod I have a severe problem. There is no generic or refrigerated hopper. I looked everywhere, researched everything, it's not in misc, and not in production. Hence my steam generator doesn't get refilled, neither does the coal generator. Pawns do not refill steam or coal generator, nor do they refill the coal burner. Furnace isn't working as well. I cant smelt anything even if I have tons of coal and ores. This is really a game breaking problem. I tried reinstalling, the game, and hardcore sk did all the things as described. It just doesn't work. I'm using a14 1249 rev955 and latest hardcore sk from github. Kindly help.
Thanks and regards
Hello there, I have picked up this modpack after long break... but I can't find how to activate Prepare Carefully? There used to be an option while creating colonists, but not anymore.
Anyone could help me out?
Quote from: Dragnov on October 13, 2016, 05:36:34 PM
Hello there, I have picked up this modpack after long break... but I can't find how to activate Prepare Carefully? There used to be an option while creating colonists, but not anymore.
Anyone could help me out?
Download from github master tree, latest version. Prepare Carefully already exist.
Skynet SK mod, salvation event present (already works on github master tree):
https://www.youtube.com/watch?v=sI0B71ASkWI
ps. sorry, created on russian language.
Quote from: dr3am3r5 on October 13, 2016, 03:25:57 PM
As much as I love this mod I have a severe problem. There is no generic or refrigerated hopper. I looked everywhere, researched everything, it's not in misc, and not in production. Hence my steam generator doesn't get refilled, neither does the coal generator. Pawns do not refill steam or coal generator, nor do they refill the coal burner. Furnace isn't working as well. I cant smelt anything even if I have tons of coal and ores. This is really a game breaking problem. I tried reinstalling, the game, and hardcore sk did all the things as described. It just doesn't work. I'm using a14 1249 rev955 and latest hardcore sk from github. Kindly help.
Thanks and regards
i think the Hoppers were "removed" in some way....as for your power gen? i have that problem to a similar degree, mine just gets randomly filled once or twice and then left alone!
Exactly the same problem. Sometimes someone decides to fill them then they ignore it completely.
Someone posted above that if you place a hauler next to the gen and draft/undraft them then they refill the gen. I'll try it and post whether that works or not.
Sky Buddy can you help with my problem please? Thanks and regards
Quote from: dr3am3r5 on October 14, 2016, 05:08:13 AM
Exactly the same problem. Sometimes someone decides to fill them then they ignore it completely.
Someone posted above that if you place a hauler next to the gen and draft/undraft them then they refill the gen. I'll try it and post whether that works or not.
correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.
i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.
coal should be easily extracted or mined since it not a rare mineral, for me i want to be able to click on certain stuff and select refuel since that will override the pain and struggle to fuel a generator so i can get some work done. I have some questions about mods in use.
1. I can't seem to find fluffy break options to setup maintenance on lower then 90% repairs any chance of adding ccl mod options or enabling it somehow so we can influence it ?
2. Can skynet terminators be disassembled to get some rare parts ? Same principal as alien mechanoids but maybe different bill on special table.
3. I know you guys worked really hard to update some of the mods which are long forgotten and i wouldn't be able to find out about them if it wasn't for this modpack, but how about sharing them updates so they can be played even without this modpack ?
I know i am asking a lot and I am sorry if I offended you writing this but i just love your work and @ same time hate some of it, like the difficulty this modpack come with. Thx in advance and keep up the good work. Gzz on 500k, you deserve much more =]
Quote from: sidfu on October 14, 2016, 09:45:26 AM
correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.
i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.
Agreed. The fuel system really adds a new level of depth in the game. Hopefully the team are working on it.
Most of these buildings also accept wood, charcoal, peat and kindling. I'mnot sure if draft/undraft will work with these materials.
And yes I agree that we should be able to force refuel these buildings with pawns.
And also, thanks for all the hardwork guys.
Quote from: dr3am3r5 on October 13, 2016, 03:25:57 PM
As much as I love this mod I have a severe problem. There is no generic or refrigerated hopper. I looked everywhere, researched everything, it's not in misc, and not in production. Hence my steam generator doesn't get refilled, neither does the coal generator. Pawns do not refill steam or coal generator, nor do they refill the coal burner. Furnace isn't working as well. I cant smelt anything even if I have tons of coal and ores. This is really a game breaking problem. I tried reinstalling, the game, and hardcore sk did all the things as described. It just doesn't work. I'm using a14 1249 rev955 and latest hardcore sk from github. Kindly help.
Thanks and regards
Check in accessories. There are special subcategory for food containers.
Yes, i know about manual refueling. I haven't been able to realize it for this time. May be in future. Colonist with haul job refuel this buildings. You can use advanced work settings to increase the priority. So.. problem with refuel occurs when you haven't enough colonists with haul job + a lot of other hauling job exist.
Quote from: skyarkhangel on October 14, 2016, 07:04:03 PM
Check in accessories. There are special subcategory for food containers.
Yes, i know about manual refueling. I haven't been able to realize it for this time. May be in future. Colonist with haul job refuel this buildings. You can use advanced work settings to increase the priority. So.. problem with refuel occurs when you haven't enough colonists with haul job + a lot of other hauling job exist.
Yes I know about food containers, I was talking about the generic hopper for generators. They're nowhere to be found.
Yes you're right, it is probably due to extra haul jobs. I'll test that. I'm having too much electricity outage these days.
And there's a kind of lol problem with crash landing + prepare carefully. Wheneber i make custom pawns and start a game the ship wreckage falls smack on the heads of my pawns and BAAM! 2 Dead! With one lying in shock. :p its funny and sad at the same time.
Quote from: dr3am3r5 on October 15, 2016, 12:10:17 AM
And there's a kind of lol problem with crash landing + prepare carefully. Wheneber i make custom pawns and start a game the ship wreckage falls smack on the heads of my pawns and BAAM! 2 Dead! With one lying in shock. :p its funny and sad at the same time.
They are simply not compatible. Prepare Carefully summon ammo in the place, where ship crashlanded. And then boom boom.. and no problems all dead.
I was getting a severe bug which destroyed performance, it had to do with
<IncidentDef>
<defName>RaidEnemy</defName>
<label>enemy raid</label>
<workerClass>SK.Events.IncidentWorker_RaidEnemyFix</workerClass>
<baseChance>9</baseChance>
<category>ThreatBig</category>
<pointsScaleable>true</pointsScaleable>
</IncidentDef>
in the Core_SK Incidents_ThreatsBig.xml file (it took me a while to figure that out.) for some reason there was an issue defining factions and it was looping every tick, it happened in all my games when the first raid is set to arrive and it is strange because if I play on 1x or 2x they are fine, but 3x actually slows the game down far below 1x speed. For reference I have every mod in the modpack enabled in default order, and all the extras enabled too except for the darkness mod (which is really buggy.) I'm also using the latest version of the modpack (updated October 14th 2016).
I fixed it by replacing SK.Events.IncidentWorker_RaidEnemyFix with IncidentWorker_RaidEnemy in the .xml file, however I'm not sure what consequences this will have for actual modpack content, I'm guessing it'll be pretty bad although I've still been getting raided a lot (sometimes 2 raids at once).
Does anyone know how to fix this properly so I can replace my patchwork fix?
I downloaded the latest github version (experimental I guess? It's got more stuff compared to Hell Effect), ran into a performance bug that seems to reliably occur every time I reload my save, slows performance massively.
I'll attach my save file. It should start 6th of summer and then suffer a performance hit at ~12-14h.
It appears to be the same issue reported by Razorfiend. (http://i.imgur.com/4HLaWbQ.png)
Save: https://mega.nz/#!7t42WSqa!AV-utQMOrYjaAgVzM4_ujx8_UKuJQqPfzdOMewctcpk
Yup, that is exactly the same error that I had. You can fix it by switching up the line I mentioned in the .xml file but I still haven't figured out exactly how it impacts gameplay. I've played for several hours with the line changed and everything seems to be working fine as far as I can tell.
During the course of my game I found another performance destroying bug, although this one doesn't throw out any errors so I have no idea what is going on. If you have the zombie mod enabled after some time performance on 3x and 2x slows to a crawl, the only way to fix it is to enable dev mode and then end map condition --> zombie virus active. I tried pretty much everything else, unloading assets, killing all the zombies (and everything) on the map etc, the only way to fix it is to disable the condition. If you re-enable the condition later on via the dev menu the lag unfortunately comes back.
I've tried using your fix on my save and unfortunately, I continue to get the error - even after going back several days and moving forward.
I'm not sure if this is because the game has already decided that far (at least 3 days) in advance to trigger the event using the broken incident event or not - at the very least it's still calling the broken event rather than your fixed version; did you restart completely new games after using your fix, or have you loaded previous saves and continued them without issue?
Additionally, I get the following error (http://i.imgur.com/PZB0VFl.png) when I try to manually execute the enemy raid incident. This doesn't happen every time - presumably only when trying to call the faction that isn't being properly created or whatever it is.
I did end up restarting a completely new game although not because of the error (my colonists ended up in a depression death spiral and I got overrun).
My fix worked for the game where the error showed up initially but I had to apply the fix before I encountered the error (loaded a save before the error occurred, I had one which was about 5 minutes away from it happening.) It is very easy to tell whether or not you have a good save because if you look at the in-game debug log during the error it is continuously counting errors (goes up to the millions+ if you leave it for long enough.) Once the error actually happens you are pretty much stuck with it as far as I can tell, I wasn't able to find any way to actually fix it at that point.
One other thing to note is you have to restart the game completely for the changes in the .xml file to actually take effect, you can't just quit to the main menu and re-load your save. Also make sure you are changing the right .xml file, it is Incidents_ThreatsBig.xml in the ...\Mods\Core_sk\Defs\IncidentDefs folder. If you've done it right the first two definitions in that file should be
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<IncidentDef>
<defName>RaidEnemy</defName>
<label>enemy raid</label>
<workerClass>IncidentWorker_RaidEnemy</workerClass>
<baseChance>9</baseChance>
<category>ThreatBig</category>
<pointsScaleable>true</pointsScaleable>
</IncidentDef>
<IncidentDef>
<defName>RaidEnemyDesperate</defName>
<label>enemy raid</label>
<workerClass>IncidentWorker_RaidEnemy</workerClass>
<baseChance>0</baseChance>
<category>ThreatBig</category>
<pointsScaleable>true</pointsScaleable>
</IncidentDef>
The second one is probably pointless since it is set to 0 chance, but that is the default as per this mod so I left it alone.
With regards to the second error, there are quite a few errors which happen like that. For example you will occasionally get an error where a raid is supposed to occur, but doesn't because there is no quantity of raid units that can be sent that matches the required raid size. For example, early on if the game wants to send a 35 point raid at you and picks a faction where the smallest unit is worth more than 35 points, it still tries, but the raid just doesn't come and there is a one time error.
The other error occurs when there are no units defined for a faction, it happens sometimes, for two reasons as far as I can tell, one reason is that there are really no pawns defined, the other is that they are there but can't just be sent via the regular raid spawner. An example of the second type is the abomination, if you try and send them manually it will spit out an error , however they spawn naturally via the drop pod event so they are clearly defined somewhere.
No dice, continues to happen even with my earliest possible save and restarting the game to make sure the .xml file was properly loaded.
Each of the events I get - even if I try switching storytellers and difficulty - is the same every time I reload and play through the following 3-4 days. I get a wanderer event, and then the raid event that breaks.
The only other thing I can think of is that Crash Landing - which I'm running alongside the modpack - is somehow interfering.
Hm... sorry to hear it didn't work for you. I stopped using the crash landing start because it doesn't work alongside the prepare carefully mod, my settlers ended up dead every time. It was funny as hell the first 20 times but after that it got old and I gave up trying. I hadn't figured out how to use the dev commands properly at that point and there are probably clever ways around the insta death but I'm already invested in my current colony.
The one time the settlers actually came out of the crashed ship part (after killing the 3 spawned by prepare carefully) the game ended up having a catastrophic error, since it duplicates the settlers spawned by the prepare carefully mod and the game REALLY doesn't like that (it basically makes it so that the save files are not loadable at all although as long as you don't quit you can continue to play.)
I use both, and they work together so long as you don't use the "hard" crash landing scenario.
The easy version has your colonists touch down like normal, and then triggers all the falling debris.
Ohh, yeah I only play on max difficulty, it never even occurred to me that the difficulty may have been the cause. If that is the case it makes the initial outcome even more hilarious because it almost suggests that it is intentionally that way for an additional challenge (albeit an impossible one).
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)
Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)
wanted to report the ram bug whre game would start useing 3gig of ram seems to be fixed. game now back to useing around 2gig on start. before u say it no it wasnt the high res textures as was same with or without. probaly some ram leak u guys fixed without realizing.
Quote from: sidfu on October 16, 2016, 10:17:33 AM
Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)
wanted to report the ram bug whre game would start useing 3gig of ram seems to be fixed. game now back to useing around 2gig on start. before u say it no it wasnt the high res textures as was same with or without. probaly some ram leak u guys fixed without realizing.
Yep. I'am found some info.. in Peppsen's P-Music. And I concluded that something wrong with music .ogg format in Rimworld that it leads to unrealistic memory leak. I am converted 3 (most biggest) melodies into mp3.. as a result -1Gb memory use in the start. So, soon i would convert all sounds into mp3. So its very serious Rimworld bug. Still remains more than a hundred files.. :/
upd. Converted in Core_Sk. Memory usage reduce -100-200 mb additionally. So, I have concluded, the larger audio file size is larger than a memory leak in a geometrical progression. Files with 20-50kb such a weak influance.
That means maybe my crappy computer will be able to launch HcSK-pack again now ?!?
I have to try
Quote from: kaptain_kavern on October 16, 2016, 12:07:01 PM
That means maybe my crappy computer will be able to launch HcSK-pack again now ?!?
I have to try
Yep, i remember when you said, since when you started having problems with memory and found that i converted wav's to ogg shortly before (for size reduction, it was 30 august - 1 september).
Quote from: skyarkhangel on October 16, 2016, 09:32:18 AM
I'am updated on github, probably fix my raid generator. Also, new powerful Asari race abilities.. get involved, it will be fun ;)
Awesome, I'll give the update a try. Thanks for putting together this great mod-pack and keeping it up to date!
There's a bug regarding a fungi research project (http://i.imgur.com/J6Jjbh9.png) when you try to start a new colony.
It doesn't prevent you from starting a game or anything, just throws up that error.
Zombie mod also still seems to be bugged, no errors but massive performance drop unless you disable the virus map event via the dev menu. I got a darkness event several hours after my last zombie invasion raid and me disabling the map event, I had cleared the map of all zombies but when the darkness stuff started spawning I got a LOT of messages (40+) telling me zombies were being 'dragged into the darkness' so I suspect there were a bunch spawned offscreen which just never made it onto the map or something.
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?
I'm toying around with the idea of making small/key video tutorials on key aspects of the newer features of the mod such as the refuelling, tech tree unlocks for vanilla features that would otherwise confuse people, seeds fertilisation etc.
I would make a video set it as to unlisted post it here for review, (essentially a draft version) re do the video and make it public.
And I was just wondering for idea's what people would essentially like to see.
E.g. A overhaul tutorial of various mechanics or individual aspects?
Quote from: Tollazor on October 16, 2016, 10:38:25 PM
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)
Quote from: Nimrod on October 17, 2016, 06:29:21 AM
Quote from: Tollazor on October 16, 2016, 10:38:25 PM
skyarkhangel Is there a possibility you could (if you haven't already) check out the better pathfinding a15 mod and incorporate it into Hardcore SK if allowed?
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)
+1 endoursing this as it should be part of the modpack.
It should be noted down as part of the modpack if it's included, that it now includes a mod that alters pathfinding. As far as I know there isn't another mod that does it currently; future proofing mod conflicts.
I Have also mentioned this in the github but not really sure where the best place to offer suggestions are.
I would to make a suggestion that there be an option to make "Hard" cheese instead of soft cheese that has a terrible shelf life of 4 days, or rather a way of "sealing" the cheese,
Method 1. Salting: Salting the cheese so it forms a small rind, and essentially the mould could be scraped off when you wanted to eat it after it'd be stored for a prolonged period of time.
Salt could be produced from the brewery as a form of distillation of water, technically the water would need salt in it so it'd have to be a coastal source or could be traded for. There is also rock salt, but that would involve adding another rocktype.
Method 2. Bandaging: It Involves using fat/tallow/lard with cheese cloth in which the cheese would be wrapped up in a cloth then sealed with the fat.
Fat could be a by-product of butchering animals.
Method 3. Is the easiest. by simply adding the option to make hard cheese like how the game has roasted meat / jerky but has the option to make hard cheese as well as normal cheese, less nutritious but has a much longer shelf life.
By doing methods 1 & 2 you would essentially be opening up other suggestions to do with salt/fat such as salting meats or hardening leather via tallow/fats etc as expanded mechanics/flavour
Quote from: Nimrod on October 17, 2016, 06:29:21 AM
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)
I tried using the Better Pathfinding mod yesterday with the Hardcore SK pack on github, and all I got for my trouble were frozen pawns.
I'm not sure if it's because of a compatibility issue between 0.14 and 0.15 or I have to start a new game instead of loading a save in order for it to work properly.
P.S. The bug I encountered with enemy raids mentioned a few pages back is not fixed in the latest github release. Or for whatever reason, the bug is persisting in my game no matter what edits / updates I make. Beginning to suspect there's something just plain not working with my installation because the raidenemyfix is being called even after using razorfiend's fix and starting a completely new game.
In the error message it mentions being unable to reference a file - could the issue be stemming from a filename that's written in cyrillic?
Quote from: Jorundr on October 17, 2016, 10:19:47 AM
Quote from: Nimrod on October 17, 2016, 06:29:21 AM
There is exactly ZERO need to do this - Better Pathfinding can be activated and deactivated anytime without affecting saves at all. :)
I tried using the Better Pathfinding mod yesterday with the Hardcore SK pack on github, and all I got for my trouble were frozen pawns.
I'm not sure if it's because of a compatibility issue between 0.14 and 0.15 or I have to start a new game instead of loading a save in order for it to work properly.
P.S. The bug I encountered with enemy raids mentioned a few pages back is not fixed in the latest github release. Or for whatever reason, the bug is persisting in my game no matter what edits / updates I make. Beginning to suspect there's something just plain not working with my installation because the raidenemyfix is being called even after using razorfiend's fix and starting a completely new game.
This was a bug in the BetterPathfinding code which the programmer could find and fix, check his threat - new version is up and working (so far) without errors for me.
https://ludeon.com/forums/index.php?topic=26563.msg271814#msg271814
As I said - his .dll can be loaded/unloaded without any effect on savegames - so if you get an error because of it - disable, restart the game, load - pawns will use vanilla pathfinding again, no harm done.
cheers!
Hello ! I have problem with installing mod on my version of Rimworld. I've got debug screen when I enable the mods. I've installed it as it should be. Can i get a clue ? And yeah I've downgrade my version to A14e.
EDIT. Okey i can finally open game with mods but when I generate the world it crash.
With the tech curve increased exponantially, what is the early game survival strategy? Think me taking the Jotunheim storyteller ramped up the difficulty as I get 8-12 man norbal raids every couple days.
So we need Pathfinder for A14 version to work fine? or its works with A15 too?
Quote from: Dragnov on October 17, 2016, 04:27:42 PM
With the tech curve increased exponantially, what is the early game survival strategy? Think me taking the Jotunheim storyteller ramped up the difficulty as I get 8-12 man norbal raids every couple days.
it all depends on your strategy, many players are developing tech in different ways. I dont advise to choose Hildegarde(Jotunheim) as storyteller. Its the most complicated storyteller for now.
Quote from: skyarkhangel on October 17, 2016, 07:05:52 PM
So we need Pathfinder for A14 version to work fine? or its works with A15 too?
Its A15 (I only used and tested it for that, no clue about A14), but drop the developer a line. He seems like a cool guy... :)
Hey guys im playing on 4.0 version of the mod from the first post. I cant install EPOE parts like wooden foot, only craft them. Any way to fix this without starting new game? I dont mind editing some files.
You need a specific research to install artificial limbs. I think it's "hospitals" but i'm not entirely sure.
for those haveing refuel issues i think i kinda found how to get it to work right.
1. the refuel at seems to actualy be refuel till. so at its defualt of 20% they put a 75ish stack only.
2. set the refuel ammount to 50 or greater. for me below 50 they tended to ignore the refuel job but at 100 they did it to much 50 seemed to be the sweet spot. u can also set to 100 then when its got how much u want set to 50.
i did that and in 4 hours of play never had to even bother about refueling.
im thinking it should had been refuel till and not at but i didnt write that mod so. all i knoww is what i did above made the fuel system work.
Quote from: sidfu on October 18, 2016, 12:15:10 PM
for those haveing refuel issues i think i kinda found how to get it to work right.
1. the refuel at seems to actualy be refuel till. so at its defualt of 20% they put a 75ish stack only.
2. set the refuel ammount to 50 or greater. for me below 50 they tended to ignore the refuel job but at 100 they did it to much 50 seemed to be the sweet spot. u can also set to 100 then when its got how much u want set to 50.
i did that and in 4 hours of play never had to even bother about refueling.
im thinking it should had been refuel till and not at but i didnt write that mod so. all i knoww is what i did above made the fuel system work.
I've been also testing around with this and i have to agree 20% default is quite bad / gets overridden by other job's when its
now necessary to refuel, so having a higher threshold means that it'll get refilled more often or rather kept above the point of where it'd ever be a problem. 50% is where I'm at also.
Quote from: Zakhad on October 18, 2016, 01:46:35 PM
Quote from: sidfu on October 18, 2016, 12:15:10 PM
for those haveing refuel issues i think i kinda found how to get it to work right.
1. the refuel at seems to actualy be refuel till. so at its defualt of 20% they put a 75ish stack only.
2. set the refuel ammount to 50 or greater. for me below 50 they tended to ignore the refuel job but at 100 they did it to much 50 seemed to be the sweet spot. u can also set to 100 then when its got how much u want set to 50.
i did that and in 4 hours of play never had to even bother about refueling.
im thinking it should had been refuel till and not at but i didnt write that mod so. all i knoww is what i did above made the fuel system work.
I've been also testing around with this and i have to agree 20% default is quite bad / gets overridden by other job's when its now necessary to refuel, so having a higher threshold means that it'll get refilled more often or rather kept above the point of where it'd ever be a problem. 50% is where I'm at also.
also what percentage u set is how much they will fill it by. 20= 75 stack and 50= 150 so more time between fueling.
also there needs to be some tweaking on burn times.
for example charcoal should have low burn temp but should burn for long time. thats the whole reason to use charcoal is that is slow burning.
Just tested the latest version of Better Pathfinding with Hardcore SK (and nothing else) using a14e. Frozen pawns still.
Quote from: Tollazor on October 18, 2016, 07:25:28 PM
Just tested the latest version of Better Pathfinding with Hardcore SK (and nothing else) using a14e. Frozen pawns still.
[A15] Better Pathfinding (v1.2.1 update 10/16)
What era of technology are you guys encountering the new skynet event?
I've just encountered them, and I'm currently ending the end of the primitive research tech, armed with 9x19mm / .40 / 12 gauge emp shells (Basically cheap stuff I could grab off vendors / low tier raiders)
And at the moment I'm finding this quite absurd. How am I supposed to kill them 4 vs 1 (the one dude you receive from the event) got who can effectively tank them, if you position him/her/it correctly while you have like 3-5 of you own pawns backstab/blast the living daylight out of them - I'm burning through 100-200 rounds of ammo (mixed types AP/HP etc) with me only killing 1 before they kill my dude. (Also are emp round intentionally meant to have zero effect on them? I figured that might have been my one early game saving grace)
This is on my first year 5501 first spring, (I started in summer) This event needs to be at least year 3 onwards or at least a colony wealth of 500,000 (I have 95,000) when they arrived. I have to accept the event because I have no idea if I'm going to get the unique event again.
It's not impossible but I do think that it needs looking at. What I'm really interested to know is how other people have dealt with the new event, for a comparative of what kind of gear / tech do you have at your disposal when compared to mine, to know weather or not I'm just really scrub. :P
I'm playing on Cassandra classic, at challenging difficulty.
Edit: the smallest raid event I got after reloading was 2 the biggest 4, this event really needs a fixed amount. 2 was beatable, 3 I ran out of ammo and barely cheesed it, 4 i just got wrecked. For people who don't know why I'm struggling it's because most of their body parts have around 900 hit points. (Including yours of course otherwise why would you bother)
(http://i.imgur.com/Z0NL4aA.png)
Skynet save/load fix, ready on github. Compatible with savegame with already missing textures, its start work fine ;)
Can you just 'disagree' and avoid the event?
Quote from: CreepyD on October 19, 2016, 08:24:43 AM
Can you just 'disagree' and avoid the event?
If disagree, "guest" leave the map, but attack has not been canceled.
I think you ask and what's the point? In fact, If accept before ~120 passed days since start game, will come T800. If later.. T1000 with transform feature, etc.. Also, if terminator will be killed, then the event may be repeated later. Terminator will tell you about it before death.
Quote from: miguelsz2 on October 18, 2016, 07:16:21 AM
You need a specific research to install artificial limbs. I think it's "hospitals" but i'm not entirely sure.
nah I got all the research needed. I can install all new body parts into Narn colonist but cant with Humans or Norbals. Can someone guide me which files form github release should i take to maybe fix it?
@skyarkangel is there anyway to tie the terminators into tech level also?
useing skynete and playing tribal start is way to hard. when they attack normaly u just bearly got to medival age unless u got lucky and got a good sceince guy. bows n arrows/ maces vs scar L never go good for the tribals ingame o real life :P
Quote from: sidfu on October 19, 2016, 01:29:16 PM
@skyarkangel is there anyway to tie the terminators into tech level also?
useing skynete and playing tribal start is way to hard. when they attack normaly u just bearly got to medival age unless u got lucky and got a good sceince guy. bows n arrows/ maces vs scar L never go good for the tribals ingame o real life :P
i thought about it and planning to improve my raid generator allowing for more data.. for example Wealth of colony will affect on selection raid faction
Quote from: skyarkhangel on October 19, 2016, 06:04:05 PM
Quote from: sidfu on October 19, 2016, 01:29:16 PM
@skyarkangel is there anyway to tie the terminators into tech level also?
useing skynete and playing tribal start is way to hard. when they attack normaly u just bearly got to medival age unless u got lucky and got a good sceince guy. bows n arrows/ maces vs scar L never go good for the tribals ingame o real life :P
i thought about it and planning to improve my raid generator allowing for more data.. for example Wealth of colony will affect on selection raid faction
So it only thing that determins it atm is 120 days?
"[A15] Better Pathfinding (v1.2.1 update 10/16)"
I know it was for a15, skyarkhangel asked if it worked for a14e anyway. Some mods do, so I made sure it if it does/doesn't.
Quote from: sidfu on October 14, 2016, 09:45:26 AM
Quote from: dr3am3r5 on October 14, 2016, 05:08:13 AM
Exactly the same problem. Sometimes someone decides to fill them then they ignore it completely.
Someone posted above that if you place a hauler next to the gen and draft/undraft them then they refill the gen. I'll try it and post whether that works or not.
correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.
i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.
As Sky advised, And also if you use the fluffy work tab, you can go into detail settings and set the "refuel" and "refuel buildings" settings to "1". That helps them refuel.
Quote from: Zakhad on October 19, 2016, 10:19:50 PM
Quote from: skyarkhangel on October 19, 2016, 06:04:05 PM
Quote from: sidfu on October 19, 2016, 01:29:16 PM
@skyarkangel is there anyway to tie the terminators into tech level also?
useing skynete and playing tribal start is way to hard. when they attack normaly u just bearly got to medival age unless u got lucky and got a good sceince guy. bows n arrows/ maces vs scar L never go good for the tribals ingame o real life :P
i thought about it and planning to improve my raid generator allowing for more data.. for example Wealth of colony will affect on selection raid faction
So it only thing that determins it atm is 120 days?
yep. right now wealth only decides how many raiders u get when u get raided but every event are all justs chance timer based.
well ive gotten in the habit of disable/ changin chance of somne of the events as they felt like they happpened to often.
@dr3am3r5 doesnt help enough if its below 50% they still will only refuel if they start a new task a certain distance from the job.
here u 2 examples
1. refuel set 1. defualt fill 20%= wont refuel unless 5-10 blocks close to refuel job.
2.refuel default,fill 20%= comptely ignore refuel jobs unless close to job
3. refuel 1. set fill 50%= will do it like any other job and u never have to monitor fuel.
4. refuel defualt. fill 50%= will still keep filed long as u dont have to many haul jobs
Quote from: sidfu on October 19, 2016, 01:29:16 PM
@dr3am3r5 doesnt help enough if its below 50% they still will only refuel if they start a new task a certain distance from the job.
here u 2 examples
1. refuel set 1. defualt fill 20%= wont refuel unless 5-10 blocks close to refuel job.
2.refuel default,fill 20%= comptely ignore refuel jobs unless close to job
3. refuel 1. set fill 50%= will do it like any other job and u never have to monitor fuel.
4. refuel defualt. fill 50%= will still keep filed long as u dont have to many haul jobs
Yeah you're right.
Is this getting any closer to Alpha 15?
Greetings fellow Rimworld HCSK players.
I have encountered a problem for which I require help.
I had played the game and this mod for hours without any problem, but then I suddenly started to notice heavy lagging when playing in 2x and 3x speed mode, despite having a pretty decent setup (overclocked I5-6600k, R9 390, 8GB). I kept playing, telling myself it was going to end sooner or later.
But it didn't, and I noticed a very weird thing. A whole bunch of Wargs had been spawning over and over again on the edge of my map ! Pictures being better than words :
(http://imgur.com/IJsH9sR) http://imgur.com/IJsH9sR
I tried to use the developer tool to clear them out, to no avail, they kept spawning in the dozens per second (the max number seems to be capped though, because I had been playing for hours with this bug and they still kept packed)
(http://imgur.com/k6Pj6yI) http://imgur.com/k6Pj6yI
Even the total clearing tool didn't work ! The area was totally cleared out of any lifeform, but as soon as I unpaused the game, they kept reappearing !
(http://imgur.com/ZA6AHl3) http://imgur.com/ZA6AHl3
(http://imgur.com/uheCVnI) http://imgur.com/uheCVnI
I modified a value I found in Races_Animal_Vanilla.xml : I set <wildSpawn_spawnWild>, under <thingClass>Core_SK.PersonalShields.Animal.ShieldPawn</thingClass>, to false, but it hasn't changed anything.
If you could help me with this problem, I would be really grateful, because I lost all my previous autosaves before the problem, and this is definitely a gamebreaker :-(
Thank you
EDIT : if that is any help for locating the source of the issue, I just realized all of these Wargs belong to a (hostile) clan. They probably glitched sometime when they attacked my base
Rofl, Darkness + skynet event at the same time T_T
I got this.... bows and arrows :/ and at that only 120 ammo.
[attachment deleted by admin due to age]
Amusing scene in that none of the hive monsters have enough armour penetration to kill the centipede, so they eventually starve trying to bite it, btw I didn't know that the hive creatures would sometimes send out a predator to go kill wildlife then drag it back to base, that's awesome!
[attachment deleted by admin due to age]
Quote from: Strelok on October 22, 2016, 09:16:36 AM
Greetings fellow Rimworld HCSK players.
I have encountered a problem for which I require help.
I had played the game and this mod for hours without any problem, but then I suddenly started to notice heavy lagging when playing in 2x and 3x speed mode, despite having a pretty decent setup (overclocked I5-6600k, R9 390, 8GB). I kept playing, telling myself it was going to end sooner or later.
But it didn't, and I noticed a very weird thing. A whole bunch of Wargs had been spawning over and over again on the edge of my map ! Pictures being better than words :
(http://imgur.com/IJsH9sR) http://imgur.com/IJsH9sR
I tried to use the developer tool to clear them out, to no avail, they kept spawning in the dozens per second (the max number seems to be capped though, because I had been playing for hours with this bug and they still kept packed)
(http://imgur.com/k6Pj6yI) http://imgur.com/k6Pj6yI
Even the total clearing tool didn't work ! The area was totally cleared out of any lifeform, but as soon as I unpaused the game, they kept reappearing !
(http://imgur.com/ZA6AHl3) http://imgur.com/ZA6AHl3
(http://imgur.com/uheCVnI) http://imgur.com/uheCVnI
I modified a value I found in Races_Animal_Vanilla.xml : I set <wildSpawn_spawnWild>, under <thingClass>Core_SK.PersonalShields.Animal.ShieldPawn</thingClass>, to false, but it hasn't changed anything.
If you could help me with this problem, I would be really grateful, because I lost all my previous autosaves before the problem, and this is definitely a gamebreaker :-(
Thank you
EDIT : if that is any help for locating the source of the issue, I just realized all of these Wargs belong to a (hostile) clan. They probably glitched sometime when they attacked my base
I had a similar problem a while back. Apparently it has to do with hospitality. There's a temporary fix for it where you have to go into your colony save file and delete the event. Depending on how long you let it go on, you may have a metric ton of text to delete. The best advice I can give you is to delete each instance of whatever that event is in a text editor and maybe delete some of the encapsulating lines as well and then you should be good. Just in case, though, you should try looking back through the forum to the posts surrounding my previous post on this thread. It probably contains some of the vital information you may need.
Quote from: Zakhad on October 19, 2016, 01:04:05 AM
What era of technology are you guys encountering the new skynet event?
I'm playing a build from before the fix, so no big deal but it made me laugh anyway. I had the skynet event, and no less than 7 terminators came to stomp me. I had 4 colonists including 1 non-violent. The three that could shoot were armed with good assault rifles and had high shooting skill.
With the terminator tanking, I actually managed to take out 4 of them.
Quote from: Strelok on October 22, 2016, 09:16:36 AM
Greetings fellow Rimworld HCSK players.
I have encountered a problem for which I require help.
I had played the game and this mod for hours without any problem, but then I suddenly started to notice heavy lagging when playing in 2x and 3x speed mode, despite having a pretty decent setup (overclocked I5-6600k, R9 390, 8GB). I kept playing, telling myself it was going to end sooner or later.
But it didn't, and I noticed a very weird thing. A whole bunch of Wargs had been spawning over and over again on the edge of my map ! Pictures being better than words :
(http://imgur.com/IJsH9sR) http://imgur.com/IJsH9sR
I tried to use the developer tool to clear them out, to no avail, they kept spawning in the dozens per second (the max number seems to be capped though, because I had been playing for hours with this bug and they still kept packed)
(http://imgur.com/k6Pj6yI) http://imgur.com/k6Pj6yI
Even the total clearing tool didn't work ! The area was totally cleared out of any lifeform, but as soon as I unpaused the game, they kept reappearing !
(http://imgur.com/ZA6AHl3) http://imgur.com/ZA6AHl3
(http://imgur.com/uheCVnI) http://imgur.com/uheCVnI
I modified a value I found in Races_Animal_Vanilla.xml : I set <wildSpawn_spawnWild>, under <thingClass>Core_SK.PersonalShields.Animal.ShieldPawn</thingClass>, to false, but it hasn't changed anything.
If you could help me with this problem, I would be really grateful, because I lost all my previous autosaves before the problem, and this is definitely a gamebreaker :-(
Thank you
EDIT : if that is any help for locating the source of the issue, I just realized all of these Wargs belong to a (hostile) clan. They probably glitched sometime when they attacked my base
at first you need to write version of pack. Its old problem. Update to latest version from github.
Soon will be completed works with HardcoreSK updater.
Features:
- Automatic installation and update anytime in some clicks. Need only to choose your Rimworld folder. (need internet connection)
- Autoinstall modconfig
- Notifying about new versions.
- Version selection (master test or stable)
- Log updates, saving results.
Screenshot from test:
(http://image.prntscr.com/image/c0895a38352d4707b2ecb75e447d44a2.png)
Quote from: skyarkhangel on October 23, 2016, 01:07:41 AM
Soon will be completed works with HardcoreSK updater.
Features:
- Automatic installation and update anytime in some clicks. Need only to choose your Rimworld folder. (need internet connection)
- Autoinstall modconfig
- Notifying about new versions.
- Version selection (master test or stable)
- Log updates, saving results.
Screenshot from test:
(http://image.prntscr.com/image/c0895a38352d4707b2ecb75e447d44a2.png)
thats awesome!
Hey Guys 2 questions.
Can anyone tell me what's causing "Faction [name] has no usable PawnGroupMakers for parms"
error? Is there a way around it?
Is dev mode making more issuse with mod [like stack trunecating] or it dosent matter?
Quote from: arc89 on October 23, 2016, 07:49:52 AM
Hey Guys 2 questions.
Can anyone tell me what's causing "Faction [name] has no usable PawnGroupMakers for parms"
error? Is there a way around it?
Is dev mode making more issuse with mod [like stack trunecating] or it dosent matter?
I dont know but i always have that kind of bug too, glad im not alone.
Quote from: arc89 on October 23, 2016, 07:49:52 AM
Hey Guys 2 questions.
Can anyone tell me what's causing "Faction [name] has no usable PawnGroupMakers for parms"
error? Is there a way around it?
Is dev mode making more issuse with mod [like stack trunecating] or it dosent matter?
think he fixed that 2 updates ago in git but u probbaly need a new game for it to take efffect. normaly when something changes factions a new game is needed.
Quote from: sidfu on October 23, 2016, 02:56:48 PM
think he fixed that 2 updates ago in git but u probbaly need a new game for it to take efffect. normaly when something changes factions a new game is needed.
I've had to use the method Razorfiend posted on page 252 as a work-around for that. Although I haven't updated in about a week so it might've been fixed since then.
any info on a15 update ?
Hardcore relies on CCL which is still on A14.
I have noticed CCL taking an unusually long time to update, I'm not complaining though! I'd rather have the last months worth of additions sky keeps adding to hardcore sk than alpha 15; but of course this is subjective.
Can anyone make sense of today's commit 244323d4187306b949dd3e8dd915735b2fb91d8d ?
I'm not sure, I would guess that they're updating stable version soon.
CCL is going to be updated to A15 with the sentiments of "fingers crossed" by Oct 31st.
There's more details in the CCL thread.
Given the scope I imagine it'd take a while just to update this to A15 once CCL, and that doesn't include all the awesome things they'll probably want to add (drugs galore).
I've played A15 a fair bit but this more has ruined vanilla for me, I'm sticking with brutally murderous A14 SK until then. :)
I just beat the pants off of A15 -- when you get use to 'Hell Effect' abuse, there is no substitite. This morning I reloaded A14 and installed Hell Effect minus the Zombies and darkness and was chased into a stargate by some crazy terminator wave. Haha WTF did you guys do to the machines? These new fricken Skythe with fast running speed and green lazers. I love everything, especially the new fueling system. My last hell effect game -- not the current version -- I had to abandon because the pawns absolutely refused to refill the coal burning power plants I was using. I was playing the test version though so I cant complain. I just hope there is a way in the future to manually refuel. My bases with this mod pack get big and complex and Ive always manually refilled my generators. Id also love to see refueling included in fluffys advanced work tabs. Thank you for maintaining this mod pack and thanks to all you modders too. What makes this game for me is the modding; there were features I took for granted till I revisited venilla like hold-fire and the CR inventory.
Quote from: HurricaneHandy on October 25, 2016, 07:33:55 PM
I just beat the pants off of A15 -- when you get use to 'Hell Effect' abuse, there is no substitite. This morning I reloaded A14 and installed Hell Effect minus the Zombies and darkness and was chased into a stargate by some crazy terminator wave. Haha WTF did you guys do to the machines? These new fricken Skythe with fast running speed and green lazers. I love everything, especially the new fueling system. My last hell effect game -- not the current version -- I had to abandon because the pawns absolutely refused to refill the coal burning power plants I was using. I was playing the test version though so I cant complain. I just hope there is a way in the future to manually refuel. My bases with this mod pack get big and complex and Ive always manually refilled my generators. Id also love to see refueling included in fluffys advanced work tabs. Thank you for maintaining this mod pack and thanks to all you modders too. What makes this game for me is the modding; there were features I took for granted till I revisited venilla like hold-fire and the CR inventory.
on refueling seet it to 50% and they should keep full. think of the percentage as fill till instead of keep filled to. it also seems to set how imporat it is so 50% is right area to keep filled but not drop all jobs for it.
Quote from: adecoy95 on September 07, 2016, 10:41:29 PM
Quote from: Owlchemist on September 07, 2016, 09:58:32 PM
Quote from: adecoy95 on September 07, 2016, 07:52:10 PM
Quote from: adecoy95 on September 07, 2016, 06:20:15 PM
whenever i attempt to place an advanced mine extractor it immediatly becomes destroyed, its on top of a deposit of rare materials....
it says the support was removed
ok i found the problem, i followed the advice in this thread to install the skullywags extended storage to fix the pallets not working after reload (and deleting materials) and this for some reason caused the advanced mine to become destroyed upon construction, pretty wierd, is there any way i can keep the pallet fix while also gaining the ability to build advanced mines?
I just did some testing. The problem is you need to place it right, but it lets you place it in an invalid spot which will cause it to pop. It kinda needs to be like on the top right corner of the mineral spot for it to stay put.
ooh is thats whats going on? thats...really weird! ill test it now and confirm
can confirm, your positioning of it worked like a charm! thanks for the help!
Strangely i still cant place it, does anyone have a screen shot or anything to help me out?
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Quote from: HurricaneHandy on October 25, 2016, 07:33:55 PM
Id also love to see refueling included in fluffys advanced work tabs. Thank you for maintaining this mod pack and thanks to all you modders too.
Refueling is already in the fluffy work tab. You need to scroll to the right in the detailed list because that's towards the end of the options.
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
This. Though I prefer to rush the ammo bench than go to bows and arrows. Bows are fine for hunting, but I seem to get stomped by raids pretty quickly unless I get lucky.
Quote from: uvlex on October 26, 2016, 01:53:59 AM
Strangely i still cant place it, does anyone have a screen shot or anything to help me out?
Due to your post count I'm going to assume you're fairly new to this, before we're able to establish why exactly your version doesn't allow you to place the mine extractor: Where did you download your version from? The mega/nexus/yandex are all using the buggy default 4.0 hell effect release bugs such as colonists not coming back from missions, and I believe not being able to properly place the advanced mine extractor (It's been a while since I've seen that problem and by the dates on the quotes them being month ago, It's probably been fixed in the github version among and other errors)
If you're not using the github version please use that version. Also note that it won't be compatible with your saves if your using the old version; too much has changed fundementally.
If you using the github version please state to the best of your knowledge when you downloaded it or the commit version number e.g. commit a9652c26ff2577efd2728dcef8e06dcf4f5a2987 Then this issue becomes relevent and we will try to help you figure out whats wrong and also we'd also need to know what you're exactly trying to do.
The default version is buggy and quite out of date (Mid Augest) really wish skyark would update the default build, as the github version has stable for a long time now.
God I sound like a souless text support T_T
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
Thanks. Do you build bases in mountains or make buildings?
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
im pretty sure that when an animal is sleeping it get a bonus to its dodge modifier, making it harder to hit. the game also takes into account your colonists shooting skill and any bonus modifiers they may have.
Quote from: ScottS9999 on October 26, 2016, 08:48:25 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
This. Though I prefer to rush the ammo bench than go to bows and arrows. Bows are fine for hunting, but I seem to get stomped by raids pretty quickly unless I get lucky.
A couple of method's that might help.
Traps make first few years of raids are pretty easy unless you chose to build in such a position where you can be attack from any direction. Just make a very clear and unblocked access to your base via a whole line of traps that they have to walk through, and you don't walk via that way by using alternate doors, whatever does get through is usually very crippled or manageable by your team, and you restrict access to that area all but 1 pawn, so he can backtrack reset the traps without doing resetting the trap and him walking over it due to multiple people resetting the traps.
Due to the nature of hardcore sk you should almost never be taking a up front fight with raiders, they don't suffer permanent injures like you do or at least until you have the technology to repair missing limbs or good armour.
Another way of dealing with them is by using a pawn to draw the fire (Do not shoot with that pawn he becomes so much easier to hit when hes poking his head out of cover to shoot) just use him to make them all focus on him but because hes in good cover (Armour helps) he'll rarely get hit and you can use the other pawns to get a better position / pincer attack
Quote from: jldkrocks on October 26, 2016, 08:54:13 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
Thanks. Do you build bases in mountains or make buildings?
At the very start I build a log base (Not stone as this is temporary and could be better spent on furnaces etc otherwise you fall behind tech wise spending an entire year cutting stone which you really can't afford due to harder events becoming unlocked, based on how long you've been playing e.g. skynet event happens after 120 days you should have guns by that point) near where I want to dig into the mountains (Preferably with only 1-2 attackable locations) as it takes far to long for the start of the game and you want to make sure its a well designed base, its a long term goal. Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.
Quote from: malgrumm on October 26, 2016, 09:16:40 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
im pretty sure that when an animal is sleeping it get a bonus to its dodge modifier, making it harder to hit. the game also takes into account your colonists shooting skill and any bonus modifiers they may have.
It's due to combat realism cover mechanics; as far as I know sleeping is considered in cover.
Quote from: Zakhad on October 26, 2016, 09:27:54 AM
Quote from: jldkrocks on October 26, 2016, 08:54:13 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
Thanks. Do you build bases in mountains or make buildings?
At the very start I build a log base (Not stone as this is temporary and could be better spent on furnaces etc otherwise you fall behind tech wise spending an entire year cutting stone which you really can't afford due to harder events becoming unlocked, based on how long you've been playing e.g. skynet event happens after 120 days you should have guns by that point) near where I want to dig into the mountains (Preferably with only 1-2 attackable locations) as it takes far to long for the start of the game and you want to make sure its a well designed base, its a long term goal. Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.
I do try to dig into mountains but it takes so long to mine anything so my colonists normally freak out on me for not having their own rooms and shit because I'm waiting for them to mine out the rooms....
Quote from: Zakhad on October 26, 2016, 09:27:54 AM
Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.
Ick. If I have to be in mountains or I lose, I think the balance needs some work.
On a totally unrelated note, are the material modifiers documented anywhere? ie work speed for a bench made out of tin vs copper vs steel, etc.
Quote from: ScottS9999 on October 26, 2016, 10:20:32 AM
Quote from: Zakhad on October 26, 2016, 09:27:54 AM
Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.
Ick. If I have to be in mountains or I lose, I think the balance needs some work.
On a totally unrelated note, are the material modifiers documented anywhere? ie work speed for a bench made out of tin vs copper vs steel, etc.
"Ick?" You don't have to of course, the alternative was to have a lot of artillery, or some very long range sniper 65y
The help menu allows you to look at various things such as thatch flooring (Has 3 beauty requires 4 hay etc) etc you could then specifically look for copper for example and then see what modifier stats it has, but no, no "overview" so to speak.
Quote from: jldkrocks on October 26, 2016, 10:12:45 AM
Quote from: Zakhad on October 26, 2016, 09:27:54 AM
Quote from: jldkrocks on October 26, 2016, 08:54:13 AM
Quote from: Zakhad on October 26, 2016, 08:20:56 AM
Quote from: jldkrocks on October 26, 2016, 02:48:42 AM
Can someone help me with running out of food?
Every colony I start just run out of food because you run out of bullets quickly and if they melee they just get injured all the time bows are ok but they take forever to kill anything with...
What do you guys do?
Generally speaking I only ever make jerky jerky jerky and more jerky like 100-200 units of it put them in food storage containers that extend the shelf life of inserted foods by x3 then you got food that'll last all year round.
Whats wrong with bow's n arrows? Also are you using the managers table to set up automatic hunting? (It un-forbids butcherable corpses as well so more often than not you don't actually have to hunt) Once you set crafting of stone arrows to like 100 or metal and assign a bow / arrow as standard equipment he'll always equip 100 arrows its entirely automated :s Scythian/Recurve bow's are pretty awesome with the abilty to knock 2 arrows per shot, its only when animals are sleeping that the pawns can't seem to hit a sleeping target.
Thanks. Do you build bases in mountains or make buildings?
At the very start I build a log base (Not stone as this is temporary and could be better spent on furnaces etc otherwise you fall behind tech wise spending an entire year cutting stone which you really can't afford due to harder events becoming unlocked, based on how long you've been playing e.g. skynet event happens after 120 days you should have guns by that point) near where I want to dig into the mountains (Preferably with only 1-2 attackable locations) as it takes far to long for the start of the game and you want to make sure its a well designed base, its a long term goal. Due to sieges you have to be in the mountains eventually or unless you have a lot of artillery at your disposal.
I do try to dig into mountains but it takes so long to mine anything so my colonists normally freak out on me for not having their own rooms and shit because I'm waiting for them to mine out the rooms....
I wondered why I was getting mood breaks on this guy T_T lt had fel unique modifier +20% mental break
[attachment deleted by admin due to age]
fyi the best thing for hunting is the fishing harpoon. has unlimited ammo. downside its heavy and sucks in real combat
Quote from: sidfu on October 26, 2016, 04:27:20 PM
fyi the best thing for hunting is the fishing harpoon. has unlimited ammo. downside its heavy and sucks in real combat
Remember when most enemy raiders had Pila? 30 damaging instant limb removing weapons of mass destruction T_T
we need more pila, i mean if harpoon can have infinite ammo why can't pila too
(http://s13.postimg.org/5xciep5r7/Pilaf_Gang_Battle_Of_Gods.png) (http://postimg.org/image/5xciep5r7/)
Quote from: Zakhad on October 26, 2016, 08:51:44 AM
Quote from: uvlex on October 26, 2016, 01:53:59 AM
Strangely i still cant place it, does anyone have a screen shot or anything to help me out?
Due to your post count I'm going to assume you're fairly new to this, before we're able to establish why exactly your version doesn't allow you to place the mine extractor: Where did you download your version from? The mega/nexus/yandex are all using the buggy default 4.0 hell effect release bugs such as colonists not coming back from missions, and I believe not being able to properly place the advanced mine extractor (It's been a while since I've seen that problem and by the dates on the quotes them being month ago, It's probably been fixed in the github version among and other errors)
If you're not using the github version please use that version. Also note that it won't be compatible with your saves if your using the old version; too much has changed fundementally.
If you using the github version please state to the best of your knowledge when you downloaded it or the commit version number e.g. commit a9652c26ff2577efd2728dcef8e06dcf4f5a2987 Then this issue becomes relevent and we will try to help you figure out whats wrong and also we'd also need to know what you're exactly trying to do.
The default version is buggy and quite out of date (Mid Augest) really wish skyark would update the default build, as the github version has stable for a long time now.
God I sound like a souless text support T_T
Lol Really thanks for the reply but i have no idea which version i'm using or github etc, cos i just purchase from steam and download the sk hell effect mode and load it, so far its been good until i hit this advanced mine extractor, it always seems to say support lost no matter where i place it so meh, it wont affect the game play too much i hope.....and if i have to restart fro a new save its going to be very painful to me as im just the type of built play type.
Maybe u can let me know where to hunt for the version which i believe is 14, but i have no idea what the mod version is though.
Thanks alot for your reply ^^
Quote from: uvlex on October 27, 2016, 05:16:17 AM
Lol Really thanks for the reply but i have no idea which version i'm using or github etc, cos i just purchase from steam and download the sk hell effect mode and load it, so far its been good until i hit this advanced mine extractor, it always seems to say support lost no matter where i place it so meh, it wont affect the game play too much i hope.....and if i have to restart fro a new save its going to be very painful to me as im just the type of built play type.
Maybe u can let me know where to hunt for the version which i believe is 14, but i have no idea what the mod version is though.
Thanks alot for your reply ^^
I do recommend you to download the newest GitHub version and make sure that you have RimWorld A14.
You have stable version. It was uploaded in august and has bunch of noticible bugs. You could download the latest version with a lots of fixes from GitHub. There is a link on first page.
To make this mod work you should have RimWorld A14(latest one on Steam is A15 as i remember). You could change your Rimworld version via Steam Library=>RimWorld's properties=>beta versions=>alpha14.
Quote from: Parole on October 27, 2016, 06:05:51 AM
Quote from: uvlex on October 27, 2016, 05:16:17 AM
Lol Really thanks for the reply but i have no idea which version i'm using or github etc, cos i just purchase from steam and download the sk hell effect mode and load it, so far its been good until i hit this advanced mine extractor, it always seems to say support lost no matter where i place it so meh, it wont affect the game play too much i hope.....and if i have to restart fro a new save its going to be very painful to me as im just the type of built play type.
Maybe u can let me know where to hunt for the version which i believe is 14, but i have no idea what the mod version is though.
Thanks alot for your reply ^^
I do recommend you to download the newest GitHub version and make sure that you have RimWorld A14.
You have stable version. It was uploaded in august and has bunch of noticible bugs. You could download the latest version with a lots of fixes from GitHub. There is a link on first page.
To make this mod work you should have RimWorld A14(latest one on Steam is A15 as i remember). You could change your Rimworld version via Steam Library=>RimWorld's properties=>beta versions=>alpha14.
ok i realise its the same files i downloaded, but apparently its smaller then the original one i had, so do i do a full copy and paste over the existing ones?
ok lost everything T.T 2 months of play and now to build again....oh well new adventure ^^ thanks for the helps guys
Quote from: uvlex on October 27, 2016, 08:31:40 AM
ok i realise its the same files i downloaded, but apparently its smaller then the original one i had, so do i do a full copy and paste over the existing ones?
Do NOT copy over whenever you update a modpack you always delete the old one and install it over a fresh installation of rimworld, (The easiest way is to make a copy of "Core" in the Mods folder and delete everything else inside) Otherwise that's asking for a whole load of unnecessary bugs due to mods making requests from mods that don't exist or have been changed, due to you having existing older files that were not DELETED (Also make sure you update the config file that comes with the modpack delete old replace etc. new mods new load order; you should only ever enable/disable the few optional mods at the end e.g. mountain temp, work tabs.)
Quote from: uvlex on October 27, 2016, 08:47:46 AM
ok lost everything T.T 2 months of play and now to build again....oh well new adventure ^^ thanks for the helps guys
A lot has changed from the default stable branch its like playing a whole new modpack. 2 months is pretty impressive! My games don't last more than half a week before I update & restart due to shiny new changes on the github, unless It's save compatible but that depends on what files are being changed.
This modpack is a alpha 14 modpack due to CCL (As far as I'm aware) and there are 2 versions: The stable version which is 2 months out of date and the github version, which is updated daily/weekly (few hours ago of this posting) the sheer amount of changes will make it worth the effort also far less bugs.
Pretty much as Parole has said. On the Github make sure you're clicking on clone/download and downloading as zip don't go to the releases tab, that's essentially the stable branch that gets benchmarked after a lot of development and the version most people should use due to how outdated it is we're suggesting you download the experimental version.
edit: I hate how the quoting system on here works argh! 5 edits later.
Upload cumulative update v.4.1 to latest github version.
Changed info in main page.
im having a serious bug.
when my pawn uses full charged grill or other tools (fueled with coal, wood plank whatever)
fuel rapidly disappear and pawn cant do job correctly (cant make food, armor etc...) it is quite serious... cant playable
Quote from: caesius on October 27, 2016, 03:39:47 PM
im having a serious bug.
when my pawn uses full charged grill or other tools (fueled with coal, wood plank whatever)
fuel rapidly disappear and pawn cant do job correctly (cant make food, armor etc...) it is quite serious... cant playable
update to latest version. You are playing on strong outdated version, which use dumb vanilla refueling. When there is rain, grill etc. without roof just eats all resources inside in some seconds.
Quote from: skyarkhangel on October 27, 2016, 03:59:27 PM
Quote from: caesius on October 27, 2016, 03:39:47 PM
im having a serious bug.
when my pawn uses full charged grill or other tools (fueled with coal, wood plank whatever)
fuel rapidly disappear and pawn cant do job correctly (cant make food, armor etc...) it is quite serious... cant playable
update to latest version. You are playing on strong outdated version, which use dumb vanilla refueling. When there is rain, grill etc. without roof just eats all resources inside in some seconds.
well i will try v4.1 but i downloaded it today (just before the v4.1 update) so i doubt that i downloaded strongly outdated version...
Added unfortunate accident event. hummmmm.... makes me not want to download today's commit :P
A couple of pages back someone asked about the taming and did not get any responses so here i am having the same issue.
Certain animals(e.g. muffalo) are not getting any options when designated to tame and right-clicking on them while others(e.g buffalo) do get the tame option.
Looks bugged. Im on 4.1, nothing else installed.
Edit: i was kind of wrong: it is not related to the animal but to the possibility of taming--->only negativ option is shown(skill to low).
And here is the fix for those who encounter the same problem: make your guys pick up some food manualy. It will work then.
Still think this might be a bug. Should they not get the food automaticaly?
Cheers
Quote from: angrybold on October 27, 2016, 06:22:20 PM
A couple of pages back someone asked about the taming and did not get any responses so here i am having the same issue.
Certain animals(e.g. muffalo) are not getting any options when designated to tame and right-clicking on them while others(e.g buffalo) do get the tame option.
Looks bugged. Im on 4.1, nothing else installed.
Cheers
What are you taming them with? Not very many animals will accept hay/strawberry as taming material.
Quote from: Zakhad on October 27, 2016, 10:16:34 AM
Quote from: uvlex on October 27, 2016, 08:31:40 AM
ok i realise its the same files i downloaded, but apparently its smaller then the original one i had, so do i do a full copy and paste over the existing ones?
Do NOT copy over whenever you update a modpack you always delete the old one and install it over a fresh installation of rimworld, (The easiest way is to make a copy of "Core" in the Mods folder and delete everything else inside) Otherwise that's asking for a whole load of unnecessary bugs due to mods making requests from mods that don't exist or have been changed, due to you having existing older files that were not DELETED (Also make sure you update the config file that comes with the modpack delete old replace etc. new mods new load order; you should only ever enable/disable the few optional mods at the end e.g. mountain temp, work tabs.)
Quote from: uvlex on October 27, 2016, 08:47:46 AM
ok lost everything T.T 2 months of play and now to build again....oh well new adventure ^^ thanks for the helps guys
A lot has changed from the default stable branch its like playing a whole new modpack. 2 months is pretty impressive! My games don't last more than half a week before I update & restart due to shiny new changes on the github, unless It's save compatible but that depends on what files are being changed.
This modpack is a alpha 14 modpack due to CCL (As far as I'm aware) and there are 2 versions: The stable version which is 2 months out of date and the github version, which is updated daily/weekly (few hours ago of this posting) the sheer amount of changes will make it worth the effort also far less bugs.
Pretty much as Parole has said. On the Github make sure you're clicking on clone/download and downloading as zip don't go to the releases tab, that's essentially the stable branch that gets benchmarked after a lot of development and the version most people should use due to how outdated it is we're suggesting you download the experimental version.
edit: I hate how the quoting system on here works argh! 5 edits later.
Well to upgrade the tech tree takes a long while, plus with people dying and reseting when a nuclear strike happens sents me back quite a while sometimes. Even now with 2 months playtime i haven even complete 1/2 of the tech tree, with plague and malaria causing so much issues so meh
I have refueling problem with latest github version. If I set my power plants to refuel at for example 25%, pawns will only bring enough fuel to keep it at 25%. after 1 fuel burns away they will only bring 1 fuel to get it back to 25%. My haulers do nothing else but haul fuel by 1 back and forth.
Quote from: Dudok22 on October 30, 2016, 08:18:10 AM
I have refueling problem with latest github version. If I set my power plants to refuel at for example 25%, pawns will only bring enough fuel to keep it at 25%. after 1 fuel burns away they will only bring 1 fuel to get it back to 25%. My haulers do nothing else but haul fuel by 1 back and forth.
im also have the trouble. is this intended?
+ how can i use mending table?
just a simple question -> how do i get seeds as fast as possible? what are the possibility to get seeds in general?
Quote from: Gaiska on October 30, 2016, 03:18:40 PM
just a simple question -> how do i get seeds as fast as possible? what are the possibility to get seeds in general?
use composter. you can make seeds from fruit, vegetables with the composter.
Quote from: Gaiska on October 30, 2016, 03:18:40 PM
just a simple question -> how do i get seeds as fast as possible? what are the possibility to get seeds in general?
Within the first year you typically get a visitor or a trader with seeds on them, whether or not you have the right research in order to use them on the other hand :P I haven't used the new composter for seeds I know the old powered one you were able to use it to extract seeds from the vegetable/fruit not sure if that's still in the game or not.
seeds can be bought from traders and from the machine to process things into seeds thing like before(compostor turns items into compost dont get them wrong).
fyi here the current bugs for the refueling system( already posted on git)
1. fuel items dont use their burn time so charcoal with burn time of 1.3 should be 13 hours in a grill when filled but its not its 10 hours.
2. haulers will refuel with differnt items causeing the second item to not count to fuell and ccause them to keep hauling to fillit.
for the current issue on refuel system do these things to migrate the issues till fixed.
1. any item that uses less than a full days worth of fuel like grill make sure to make a 1 block stockpile next to it so that fuel is close to save time
2. make sure that only 1 fuel type is checked. currently pawns will try to fill it with whatever fuel is closest. this causes the issue of constant refueling cause if they add a secon fuel type while first isnt finish the second dont count to fuel time.
3.as burn times are bugged currently just use logs for fuel till he fixes the burn times. example a gril full of coal should be 30 hours burn time(coal is burn of 3) but instead counts as only 1. same with all fuel currently.
5. anything that can hold more than a days worth of fuel dont put to 100% put to a perceentage to give them a day of fuel then they wont get filled so often.
now all these are only if u using the updated git.
Sorry if this isn't the place to ask this, but is the mod pack compatible with other mods? Can i install other Alpha 14 mods with this?
Quote from: mamonjr1 on October 31, 2016, 01:07:32 AM
Sorry if this isn't the place to ask this, but is the mod pack compatible with other mods? Can i install other Alpha 14 mods with this?
u dont need to as this already has a tone of mods. play it before u add anything u see there already to much as is.
Quote from: sidfu on October 31, 2016, 01:44:00 AM
Quote from: mamonjr1 on October 31, 2016, 01:07:32 AM
Sorry if this isn't the place to ask this, but is the mod pack compatible with other mods? Can i install other Alpha 14 mods with this?
u dont need to as this already has a tone of mods. play it before u add anything u see there already to much as is.
Thanks for replying, just wanted to check as i have mods from steam workshop. Disabled all my other mods for the time being.
Quote from: mamonjr1 on October 31, 2016, 01:57:16 AM
Quote from: sidfu on October 31, 2016, 01:44:00 AM
Quote from: mamonjr1 on October 31, 2016, 01:07:32 AM
Sorry if this isn't the place to ask this, but is the mod pack compatible with other mods? Can i install other Alpha 14 mods with this?
u dont need to as this already has a tone of mods. play it before u add anything u see there already to much as is.
Thanks for replying, just wanted to check as i have mods from steam workshop. Disabled all my other mods for the time being.
just post which mods u want to use here. load order is very importaant for rimworld mods so even if u do use other mods if they notin right place or modify tthe same thing as other mods u ccan have all types of errors.
im sorry but i have a question, i want to add ED-LaserDrill mod on this modpack, by adding one line to the ModsConfig like this <li>ED-LaserDrill</li> and files and folders with it.
um do you think will there be any error? or is there any method that you can add extra mod safely?
any tips for fast, lag free game?
i just played 1 day but it is already lagging. normal map size...
i think one that deep mined ores might cause lag when they got piled too many (around 6000?) but maybe other causes?
or any other tips for fast game?
Quote from: caesius on November 01, 2016, 06:30:43 AM
any tips for fast, lag free game?
i just played 1 day but it is already lagging. normal map size...
i think one that deep mined ores might cause lag when they got piled too many (around 6000?) but maybe other causes?
or any other tips for fast game?
check your log either outside of game in the data folder or ingame with the dev console. lag in rimworld normaly comes from repeating errors.
@perthmouse it should work but u realy dont need it. u dont have to manualy add it ingame if u useing this mod pack it has a mod that changes the mod window so u can adust where it is in load order ingame instead of outside.
Quote from: sidfu on November 01, 2016, 08:37:11 AM
Quote from: caesius on November 01, 2016, 06:30:43 AM
any tips for fast, lag free game?
i just played 1 day but it is already lagging. normal map size...
i think one that deep mined ores might cause lag when they got piled too many (around 6000?) but maybe other causes?
or any other tips for fast game?
check your log either outside of game in the data folder or ingame with the dev console. lag in rimworld normaly comes from repeating errors.
@perthmouse it should work but u realy dont need it. u dont have to manualy add it ingame if u useing this mod pack it has a mod that changes the mod window so u can adust where it is in load order ingame instead of outside.
No repeating errors. i kn how to check the log. im just asking some other method to reduce lagging.
Quote from: caesius on November 01, 2016, 09:12:24 AM
Quote from: sidfu on November 01, 2016, 08:37:11 AM
Quote from: caesius on November 01, 2016, 06:30:43 AM
any tips for fast, lag free game?
i just played 1 day but it is already lagging. normal map size...
i think one that deep mined ores might cause lag when they got piled too many (around 6000?) but maybe other causes?
or any other tips for fast game?
check your log either outside of game in the data folder or ingame with the dev console. lag in rimworld normaly comes from repeating errors.
@perthmouse it should work but u realy dont need it. u dont have to manualy add it ingame if u useing this mod pack it has a mod that changes the mod window so u can adust where it is in load order ingame instead of outside.
No repeating errors. i kn how to check the log. im just asking some other method to reduce lagging.
well there something happening thats not supppose to happen. rimeworld lag is normaly cause by 4 things. computer problems, repeating error and useing the largest map size( the lag is normaly only when time speed up), and pawn trying to do something they cant complete over and over like haul something thats conisered off the map.
if u have 6k items in 1 stack that in itself is a bug and could cause the lag issue. try useing the destory from dev con and destorying that stack.
u also might have the bug where a event is stuck. open your save in a text editor and see if u read anything that shouldnt be ther aka it shows a event happening but ingame u dont have that event. there also a stock bug that can cause creature to spawn off map and keep spawning. u could try to kill all animals to see if it fix.
u can post your save and output log here and we could check it for u also.
Quote from: sidfu on November 01, 2016, 11:50:31 AM
Quote from: caesius on November 01, 2016, 09:12:24 AM
Quote from: sidfu on November 01, 2016, 08:37:11 AM
Quote from: caesius on November 01, 2016, 06:30:43 AM
any tips for fast, lag free game?
i just played 1 day but it is already lagging. normal map size...
i think one that deep mined ores might cause lag when they got piled too many (around 6000?) but maybe other causes?
or any other tips for fast game?
check your log either outside of game in the data folder or ingame with the dev console. lag in rimworld normaly comes from repeating errors.
@perthmouse it should work but u realy dont need it. u dont have to manualy add it ingame if u useing this mod pack it has a mod that changes the mod window so u can adust where it is in load order ingame instead of outside.
No repeating errors. i kn how to check the log. im just asking some other method to reduce lagging.
well there something happening thats not supppose to happen. rimeworld lag is normaly cause by 4 things. computer problems, repeating error and useing the largest map size( the lag is normaly only when time speed up), and pawn trying to do something they cant complete over and over like haul something thats conisered off the map.
if u have 6k items in 1 stack that in itself is a bug and could cause the lag issue. try useing the destory from dev con and destorying that stack.
u also might have the bug where a event is stuck. open your save in a text editor and see if u read anything that shouldnt be ther aka it shows a event happening but ingame u dont have that event. there also a stock bug that can cause creature to spawn off map and keep spawning. u could try to kill all animals to see if it fix.
u can post your save and output log here and we could check it for u also.
thanks man. i will check my save file.
important Refuel system update on github.
- For now, runner response for time when need to refuel (max capacity / runner value)
- If current fuel disallowed in filter, its automatically drops from burner.
- Fix some bugs which led to red errors.
Quote from: skyarkhangel on November 01, 2016, 02:02:57 PM
important Refuel system update on github.
- For now, runner response for time when need to refuel (max capacity / runner value)
- If current fuel disallowed in filter, its automatically drops from burner.
- Fix some bugs which led to red errors.
ill give it a try now just exited game as was haveing to manualy refuel as they wouldnt sstop refueling all time lol.
update
much better now. they can still get stuck i refuel loop when they put inn differnt fuel thou. so still need to watch what fuel types u check.
Quote from: sidfu on November 01, 2016, 02:56:41 PM
Quote from: skyarkhangel on November 01, 2016, 02:02:57 PM
important Refuel system update on github.
- For now, runner response for time when need to refuel (max capacity / runner value)
- If current fuel disallowed in filter, its automatically drops from burner.
- Fix some bugs which led to red errors.
ill give it a try now just exited game as was haveing to manualy refuel as they wouldnt sstop refueling all time lol.
update
much better now. they can still get stuck i refuel loop when they put inn differnt fuel thou. so still need to watch what fuel types u check.
how to reproduce this? i don't understand bug report there and on github too.
Hey, i don't know if this problem has been brought up or not. It seems all events have kind have stopped... No trades, no raids, no diseases or anything... Im playing on classic cassandra on rough difficulty and I swear it has been around 15 days since anything has happened.
Quote from: Karsen99 on November 02, 2016, 01:13:34 AM
Hey, i don't know if this problem has been brought up or not. It seems all events have kind have stopped... No trades, no raids, no diseases or anything... Im playing on classic cassandra on rough difficulty and I swear it has been around 15 days since anything has happened.
open your save in a text editor probaly a event got stuck fireing and its preventing other events.
@skry well refuel loops normaly happens when the orginal fuel say kindling u have none so it tries to fill with another type but the new code u added today kicks it out so nothing gets added to burn.u normaly only see it on campfire as they burn fuel fast and have advance jobs on and refeul higher than other haul jobs.
basicaly went like this
campfire 50% refuel with kindling---> gets to 50% no kindling around----> tries to fill with charcoal. charcoal kicked out as wrong fuel------> still no kindling----> refill with charcoal again---> rinse and repeat till kindling burns out and charcoal works.
as u see its a loop but not infinite like before u updated the system today.
its fine like it is for me as i micro manage a lot but for others they would rather have if they cant find the fuel type that is already burning then it ignore the refuel job till they can find the right fuel or its empty.
Quote from: sidfu on November 02, 2016, 02:01:39 AM
@skry well refuel loops normaly happens when the orginal fuel say kindling u have none so it tries to fill with another type but the new code u added today kicks it out so nothing gets added to burn.u normaly only see it on campfire as they burn fuel fast and have advance jobs on and refeul higher than other haul jobs.
basicaly went like this
campfire 50% refuel with kindling---> gets to 50% no kindling around----> tries to fill with charcoal. charcoal kicked out as wrong fuel------> still no kindling----> refill with charcoal again---> rinse and repeat till kindling burns out and charcoal works.
as u see its a loop but not infinite like before u updated the system today.
its fine like it is for me as i micro manage a lot but for others they would rather have if they cant find the fuel type that is already burning then it ignore the refuel job till they can find the right fuel or its empty.
ok.
I'll think what to do.
repairing also must be fixed. like refueling, pawns repair too often. it must be possible that players can set a point when pawns repair.
for example, if players set repair point 75% then until tables get 75% pawns dont repair.
and, why tables which pawns dont use deteriorate?
Had my first encounter with furious animals yesterday.
I got attacked by 3 manhunting raptors. I used to hit them a few times with a great bow. They'd fall over, I'd get meat. Yay. Now, these guys ended up with 25-30 bullet holes each, and they refused to lie down until they literally bled out. They managed to eat my colonists somewhere along the line, too.
I think furious makes them immune to pain. I'm trying to decide if it is overpowered. For smaller animals, it is no big deal, as they go down after a couple body shots. For larger animals, I burned through a TON of ammo, they looked like swiss cheese, and I still lost the colony. I mean, they ran around for a good 24 hours bleeding everywhere, and then collapsed and died from the blood loss.
Perhaps putting a time limit or damage threshold on "furious" would make sense? At some point, you'd think the animal would decide to go elsewhere, rather than get the 28th, 29th, and 30th bullet wound.
Evening; (sorry for my bad english in advance)
I used to play this mod in and old version, before steam
I try to put the last one 0.14 but i have an issu
When i clic on "new colony" nothing happenned.
I try different solution, delete the game, two, three time the sequence for installing the game.
I try the two link for downloading the game. Some google research. Nothing look to work.
If someone had a solution. I
Sweet, thanks for the refuel fix.
Is mending broken atm? I cannot add a mending bill right now and my pawns do not do anything, wheter or not i enable the options under items.
cheers
Quote from: angrybold on November 03, 2016, 09:58:30 PM
Sweet, thanks for the refuel fix.
Is mending broken atm? I cannot add a mending bill right now and my pawns do not do anything, wheter or not i enable the options under items.
cheers
you have to make some repair kits first.
how the plasma generator works? the 'help' tab doesnt helpful at all with this problem.
the reactor looks do nothing and im pretty sure this is a problem and not intended.
-at A13, plasma generator was first charged with electricity and it gave out 1000w permanently.
but A14 helleffect 4.1, you cant charge the generator because the generator even cannot be linked with elec wires.
the mechanism has been changed? no. i think its a bug.
someone already asked this problem but no one cares about it.
Quote from: caesius on November 03, 2016, 10:46:18 PM
Quote from: angrybold on November 03, 2016, 09:58:30 PM
Sweet, thanks for the refuel fix.
Is mending broken atm? I cannot add a mending bill right now and my pawns do not do anything, wheter or not i enable the options under items.
cheers
you have to make some repair kits first.
aaaand thank you...reading the help section...well it helps
Does Hardcore_SK works with alpha 15 for now?
wel...when my pawn hunts zombies... sometimes he has 'deep talk' with a zombie...what the...
I have this problem with latest github version:
DeLange threw exception in WorkGiver RefuelBurner: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.Thing].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.ThingContainer.get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SK.CompFueled.get_RequireMoreFuel () [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.CanRefuel (Verse.Pawn pawn, Verse.Thing t, Boolean mustBeAutoRefuelable) [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Quote from: Dudok22 on November 04, 2016, 12:16:25 PM
I have this problem with latest github version:
DeLange threw exception in WorkGiver RefuelBurner: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.Thing].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.ThingContainer.get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SK.CompFueled.get_RequireMoreFuel () [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.CanRefuel (Verse.Pawn pawn, Verse.Thing t, Boolean mustBeAutoRefuelable) [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
see if it does that on new game. sometimes when they update u need to start a new game.
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
Quote from: Dudok22 on November 04, 2016, 12:16:25 PM
I have this problem with latest github version:
DeLange threw exception in WorkGiver RefuelBurner: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.Thing].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.ThingContainer.get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SK.CompFueled.get_RequireMoreFuel () [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.CanRefuel (Verse.Pawn pawn, Verse.Thing t, Boolean mustBeAutoRefuelable) [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
how to reproduce? Describe the situation.
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
I notice a problem in that my pets won't follow their drafted masters despite being trained to do so and bonded with their master.
Release does nothing either.
I also notice that the mod which I believe makes this possible doesn't show anything to select for each animal in the Animals tab.
In the Orders menu I see extra buttons like "Pet Follow Drafted", but they don't do anything selecting animals.
I'm on a very recent github version, maybe last week or so if that helps.
That error happens on my save from a week old github version, I just loaded it after updating to the new version and it repeats every few seconds (probably when pawns try to refuel powerplants). I havent tried the new game yet, so it might be just save incompatible.
Quote from: skyarkhangel on November 04, 2016, 01:56:00 PM
Quote from: Dudok22 on November 04, 2016, 12:16:25 PM
I have this problem with latest github version:
DeLange threw exception in WorkGiver RefuelBurner: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[Verse.Thing].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at Verse.ThingContainer.get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SK.CompFueled.get_RequireMoreFuel () [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.CanRefuel (Verse.Pawn pawn, Verse.Thing t, Boolean mustBeAutoRefuelable) [0x00000] in <filename unknown>:0
at SK.WorkGiver_RefuelBurner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey22A.<>m__121 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey440.<>m__7F8 (Verse.Thing t) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00000] in <filename unknown>:0
at Verse.GenClosest.ClosestThingReachable (IntVec3 root, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
how to reproduce? Describe the situation.
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
it seems to happen when say they grab a less than max ammount of fuel for the refuel job and then look for more fuel.
firepit almost empty have them refuel they grab say a a stack of 2 logs thats close then when they look for more fuel the error will pop. in 2 hours of a old save it only poped up twicee so not sure what causes it just when it happens. i plan to start a new game today so ill post if i still see it.
Hello guys. And also you skyarkhangel.
I love the mod pack. Can only play Rimworld with it instaled, but i routinely encounter weird bugs that i think destroy my game sooner or later.
After an in-game year or so incidents start having incredible problems firing, throwing red exceptions. When this starts happening i can easily reproduce this bug via the debug menu -> Execute incident. This is the error log i get:
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_MakeMapCondition.UsableNowSub () [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker.UsableNow (Boolean queueing) [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp_ThreatCycle+<GenerateQueuedThreatBig>c__AnonStorey257.<>m__1D4 (RimWorld.IncidentDef def) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[IncidentDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.IncidentDef& result) [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp_ThreatCycle.GenerateQueuedThreatBig () [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp_ThreatCycle+<NewIncidentSet>c__Iterator95.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp.StorytellerCompTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
I have no other mods installed and the version i use is 0.14.1249 with halted updates.
Maybe somebody here can solve this mistery.
Thanks.
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
[/quote]
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
I am getting this error when my pawn try to throw an EMP grenade. Does someone else has this problem?
As a result the grenade is not being thrown. But I can throw any other things.
Thanks for any advise.
Exception ticking Keuneke: System.InvalidCastException: Cannot cast from source type to destination type.
at Combat_Realism.Verb_LaunchProjectileCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCROneUse.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Quote from: malgrumm on November 05, 2016, 03:51:11 AM
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
[/quote]
Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D
[/quote]
its the darkness event its in the Core_SK\Defs\IncidentDefs\Incidents_SK_Events
tin pot looks weird. and apparel storage has broken image bug.
when the pot is full, its color is brown. but when it is opened (not full), color is tin color (white-gray)
magical color shifting pot yeah~
apparel storage (apparel cupboard) got broken image when it is full with apparels.
+ how can i make 81mm mortar? what tech is required?
Dear Skyarkhangel, is it possible to use your mod pack for the A15?
Quote from: sidfu on November 05, 2016, 10:19:07 AM
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D
Idd you need to be in light for a few seconds before they "die" I usually give like 5-7 tiles before they're able to reach my colonists
Can you use this mod with the lastest rimworld update? Or is there way to rollback rimworld?
Quote from: Zaraky on November 05, 2016, 03:03:40 PM
Can you use this mod with the lastest rimworld update? Or is there way to rollback rimworld?
nope as this is still a14 as it depnds on a mod to be updated to a15. besides a 15 didnt add that much for u to miss u be hard pressed to worry as this a ton harder than base game.
IS there a way to download 14? I only have access to the download file for 15 :(
Quote from: The Classy Anarchist on November 05, 2016, 06:22:40 PM
IS there a way to download 14? I only have access to the download file for 15 :(
If you use steam you can downgrade
Whenever I start the game with 14 and the mods installed, I get a debug menu pop up and none of the mods get initialized :( help
Quote from: The Classy Anarchist on November 05, 2016, 07:38:52 PM
Whenever I start the game with 14 and the mods installed, I get a debug menu pop up and none of the mods get initialized :( help
read the install difections the mod.cfg that comes with it needs to go into your user folder. ingame u ccan open it from the options menu on main menu for openng save game location if u get lost.
Can anyone else confirm if pets are working and follow their master when drafted in the current Github release or is it just me?
I now have 6 Nightlings trained in Obedience and Release and none of them will follow their master.
I also just tried other creatures in debug mode, spawn, tame, train - no luck they don't follow either.
Is an Alpha 15 version in the works or is this a dead pack?
PS - Eventually I might get back to making new tribal wear.
Just an update on PetFollow - I removed it and now pets will follow their master, so something not quite right in that mod in this pack. Although now I can't make them not follow, but I can just assign them to someone not fighting so no big deal.
Quote from: The13thRonin on November 06, 2016, 05:39:17 AM
Is an Alpha 15 version in the works or is this a dead pack?
PS - Eventually I might get back to making new tribal wear.
i suppose, vanilla a15 more dead then hcsk project xD We quiet offen make updates, so today were update with fully reworked 2 vanilla events to fantastic crashlanded variant.
Quote from: Shtuka on November 05, 2016, 01:21:00 PM
Dear Skyarkhangel, is it possible to use your mod pack for the A15?
Don't worry. I am planning to update for a15 and a16 too.
Thank you sir, we are appreciate it.
Hi, have a question.
I begin with this mod. It's awesome but i have a problem. When i want to make a grill, the game said "you have no usuable materials from which to build this"
I look to grill on help, and the grill cost 4 component, i have 4 components, what's the problem?
Quote from: Petitpain on November 06, 2016, 09:34:37 AM
Hi, have a question.
I begin with this mod. It's awesome but i have a problem. When i want to make a grill, the game said "you have no usuable materials from which to build this"
I look to grill on help, and the grill cost 4 component, i have 4 components, what's the problem?
You also need some metals. Look at help tab again, after components goes a line with metals requirements.
With furnace and iron ore?
Quote from: Petitpain on November 06, 2016, 09:41:37 AM
With furnace and iron ore?
Components+Steel alloy=Grill
There is no structures which use ore to be built. They usually require components and alloys or planks and sometimes mechanisms.
So if u don't have alloy go and deconstract some shipwrecks or metalic walls/floors. Or built furnace and smelt some.
Quote from: Zakhad on November 05, 2016, 02:33:28 PM
Quote from: sidfu on November 05, 2016, 10:19:07 AM
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D
Idd you need to be in light for a few seconds before they "die" I usually give like 5-7 tiles before they're able to reach my colonists
the room in question is 11 tiles wide and 12 tiles in the up/down way and only has one entrance and i had my colonists at the far end of the room right next to the lamps with the two that were near the entrance acting as a buffer, and every spot in that room was lit to 60%....the darkspawn can't attack though walls can they?
Is there anyway I can enable something so I know how much I need to make something? For example what mats I need for a furnace for example.
Quote from: malgrumm on November 06, 2016, 10:30:55 AM
Quote from: Zakhad on November 05, 2016, 02:33:28 PM
Quote from: sidfu on November 05, 2016, 10:19:07 AM
Quote from: kasper747 on November 05, 2016, 05:10:06 AM
Quote from: malgrumm on November 05, 2016, 03:51:11 AM
Quote from: malgrumm on November 04, 2016, 01:39:54 PM
question, what mod adds that darkness event? the one that has the "creatures" that give frostbite effect it is i think? just asking because it kinda stuffed me over in two ways, the first being some of my colonists dropped dead even though they WERE in a lit room and second i had a trade caravan drop dead because of it and subsequently got blamed for the deaths :-\
you need to have lit room. its defend you from darkness.
you seemed to have misunderstood my question, i asked what mod adds it and further more my colonists WERE, i say again WERE in a brightly lit room with four ground lamps with several batteries feeding them and yet some of them still dropped dead from frostbite damage. i can figure out why i took the relations hit, the caravan died in my area so i got blamed but that still doesn't answer why some of my colonists died from frostbite damage from the darkspawn when there were NONE in the lit room!
Hej, you need to have a bit bigger room. This thing can still go a bit into the light. So you need to have a bigger room, so that they can not reach to your colonists. Or put them in the corner far from doors. Works for me ;) An annoying event, but now you have a reason to light up the area. Also you can kill this dark things and eat :D
Idd you need to be in light for a few seconds before they "die" I usually give like 5-7 tiles before they're able to reach my colonists
the room in question is 11 tiles wide and 12 tiles in the up/down way and only has one entrance and i had my colonists at the far end of the room right next to the lamps with the two that were near the entrance acting as a buffer, and every spot in that room was lit to 60%....the darkspawn can't attack though walls can they?
60% Lit seems a little low. I usually put 4 or 5 torches right next to the door and one outside. I've found that even if you get close to 100 percent lit, every 20 or 30 of the little ghosties running into the light, you get one that's a little stronger and he makes it a couple steps further into the room. Just keep a stack of kindling handy and put down torches like crazy when the event starts. The event also drops the outside temperature quite a bit. If you are playing on bio dome with extreme cold, you have to light up outside the door or the ghosties will break it down and you'll freeze. I'm not sure of any bugs, so this is only related to game play issues of course.
Playing Randy extreme, and I've lost two forts now to the Skynet event. Does anyone have a good way to survive this thing?
Quote from: ScottS9999 on November 06, 2016, 03:42:04 PM
Playing Randy extreme, and I've lost two forts now to the Skynet event. Does anyone have a good way to survive this thing?
Whether you succeed or fail depends how many you get, and because it's random between 2-4 most likely (Due to wealth etc) if you happen to only get 2 you'll more than survive. It's all about positioning the terminator you get, position him so he'll tank one in melee, preferably 2, ideally shooting through his own ally to attack your terminator, while that's happening get everyone else to get as close as possible and prepare to unleash 9mm .20 hell (I assume you won't have better or at least a lot of ammo for better) and they'll go down easily enough. The whole event is just a massive ammo dump, I've done it with metallic arrows from Scythian/Recurve bows but that's like 500+ arrows per single terminator.
Generally speaking just use your terminator as a tank. Try not to let him take close range gun fire though, 10+ tiles behind cover gunfire tanking is fine or make them shoot through their ally to get to your terminator. (They shoot whoever is closest to use that to your advantage)
You should most definitely not be fighting them like you would usually fight raiders e.g. behind cover spreading damage out, your not going to win that one, they have better aim, armour, weapons and health.
Nor should you try to melee them with your colonists, as they will change target and your colonists will start losing limbs.
I've already mentioned like a couple of weeks back how they need a custom trigger not to be calculated with colony wealth; they simply don't scale well it's unbalanced. It's not impossible, but you will most likely reload the game 3-6 times and by that point you start losing immersion/interest.
This was three terminators, my terminator starting out of place, and following closely on the heels of another raid so one of my three shooters was already injured. Previous raid dropped a grenade launcher (yay!), so I used that to nail one of the terminators (yay!), then one of his buddies KOed my shooter and took the launcher (boo hiss!). I didn't lose anyone to it, but that pinned everyone down and made it so I couldn't engage like I wanted to.
Bad luck all around, I guess.
I forgot to mention that I play permadeath. Maybe I shouldn't do that on beta releases. :)
can this mod be incorporated in the next release?
https://ludeon.com/forums/index.php?topic=27288.0
I'm playing the stable version which I downloaded on 11/4/2016 right after Skyarchangel posted that he updated it and I'm having new issues with the refueling system. I'm glad to see the return of manual refueling, however, the 'refuel at' isn't working properly. Lets say I am using a Steel Steam Generator which is set 'refuel at 100%. One of my haulers will put 40 logs into the gen, which fillis it up all the way, then right after the first log burns and the gen drops down to 39/40 the gen is qued to be refueled again (ether the same hauler or a different one will que to refuel the gen). Now if I keep the 'refuel at' under 100%, lets say 10%, the hauler will only load up to 10% into the gen (so 4 logs) and as soon as that first log burns and the 'burning process' reads 3/40 the gen will que to be refueled again. The problem is the generators 'Refuel At x%' isn't working properly. When 'Refuel At' is set to x the 'Fuel Amount' will not exceed the value of x. I hope I'm being clear. What I am having to do is set the 'Refuel At' to 100%, then manually refuel the gen, then lower the 'Refuel At' back down to 10% each and every time the gen runs low on fuel (I usually use between 8 to 12 generators). This is a pain in the butt. Are other player experiencing this?
My second issue I found is with the Coal Powerplant and it is only a small oversight. Coal Power Plants will not burn charcoal as fuel; they will only burn Coal Ore. Under the 'Fuel Filter' only Coal>Coal Ore is listed.
Big thanks to whoever updated the fuel system so we can manually refuel-- it's working great. I hate posting because I doubt my ability to describe well enough what is going on-- I hope I did a well enough job. Thanks Skyarchangel, Fluffy, Mr. Ones and Zeros and everyone else working on this project. This is my favorite Modpack.
Anyone know what extra mods are compatible with this modpack?
I'd like to add some mods in, especially ones with new metal alloys and building materials but I'm not sure what will break compatibility.
Quote from: HurricaneHandy on November 07, 2016, 03:45:21 AM
I'm playing the stable version which I downloaded on 11/4/2016 right after Skyarchangel posted that he updated it and I'm having new issues with the refueling system. I'm glad to see the return of manual refueling, however, the 'refuel at' isn't working properly. Lets say I am using a Steel Steam Generator which is set 'refuel at 100%. One of my haulers will put 40 logs into the gen, which fillis it up all the way, then right after the first log burns and the gen drops down to 39/40 the gen is qued to be refueled again (ether the same hauler or a different one will que to refuel the gen). Now if I keep the 'refuel at' under 100%, lets say 10%, the hauler will only load up to 10% into the gen (so 4 logs) and as soon as that first log burns and the 'burning process' reads 3/40 the gen will que to be refueled again. The problem is the generators 'Refuel At x%' isn't working properly. When 'Refuel At' is set to x the 'Fuel Amount' will not exceed the value of x. I hope I'm being clear. What I am having to do is set the 'Refuel At' to 100%, then manually refuel the gen, then lower the 'Refuel At' back down to 10% each and every time the gen runs low on fuel (I usually use between 8 to 12 generators). This is a pain in the butt. Are other player experiencing this?
My second issue I found is with the Coal Powerplant and it is only a small oversight. Coal Power Plants will not burn charcoal as fuel; they will only burn Coal Ore. Under the 'Fuel Filter' only Coal>Coal Ore is listed.
Big thanks to whoever updated the fuel system so we can manually refuel-- it's working great. I hate posting because I doubt my ability to describe well enough what is going on-- I hope I did a well enough job. Thanks Skyarchangel, Fluffy, Mr. Ones and Zeros and everyone else working on this project. This is my favorite Modpack.
if u woould have keep up readying the thread u would learn he fixed that bug 3 days ago. fyi there is actualy no stable and such build there is the last major updated version and the most recent git.
released= version to use if u dont want to take the chance that update kill your save
github= most updated version with new features and bugfixes but has risk update can break your save between updates.
use the one on git hub as he fixed the issue now if u set refuel to 50% they will fill it back to 100% only when fuel is 50%.
I suppose, made additional release, when start update to a15. For now, i'am with Killface works on Combat Realism for A15 which already works in test, moreover fixed some bugs in a14 and supplemented by new features. Combat Realism really transforms into important, useful core-based mod like CCL.
I see the Skynet event mentioned and I've had good experience on it so far..
So the T-800 arrived and wanted to join my colony, I said no hoping that would be the end of it.. No it wasn't..
Later on I had a guy roaming my base, he died suddenly, beaten to death apparently and an alarm went off, but there was no alarm text on the right - this is what to look for.
You can see that guy will turn into a terminator from looking at the pawn's face (it wont say so in their description yet).
At the point they go down, you have limited time where you can draft someone and disable them permanently before they even get up.
Or.. You can simply bury them at this point.
Later on a guy (of 2 visiting) dropped dead the same way near the edge of the map - no time to get over to him before he healed.
He starting attacking the second 'normal' guy who also turned out to be a terminator!
So I went in guns blazing while that guy tanked him and took him out.
After a short while the 2nd guy went down the same way.. I disabled him before he did anything - both went in my corpse power station :)
So this event isn't too bad, you just have to be aware and not allow them to 'get up'.
Is it recommended to start as primitives or colonists in this modpack?
What's the recommended starting scenario?
PS - Can the tribal start still reach the full tech-tree?
plz sky. would you fix the plasma reactor problem first?...
Quote from: caesius on November 07, 2016, 12:30:38 PM
plz sky. would you fix the plasma reactor problem first?...
What's the problem?
Quote from: The13thRonin on November 07, 2016, 12:49:51 PM
Quote from: caesius on November 07, 2016, 12:30:38 PM
plz sky. would you fix the plasma reactor problem first?...
What's the problem?
cant use plasma generator. in a13 its mechanism was that first charged with electricity and permanently give out 1000w.
but now, it cant be charged because it cant be linked with wires.
basically it does nothing.
if you use and build it just once (in god mode), then you will get the problem immidiatly.
On the topic of plasma generators:
I am at work so I cant check in game, but they were changed in the way they work. You need to build the big plasma generator (over a steam well?) and a smaller plasma generator next to it. The smaller one will connect to the big one and can be connected to your power network.
Quote from: Riun on November 07, 2016, 01:31:09 PM
On the topic of plasma generators:
I am at work so I cant check in game, but they were changed in the way they work. You need to build the big plasma generator (over a steam well?) and a smaller plasma generator next to it. The smaller one will connect to the big one and can be connected to your power network.
i tried it and it didnt work. plasma reactor itself works fine but generator built next to it does nothing and cant be linked to wires.
anyone can reproduce it using god mode....
and zombies make game laggy. i mean, they have relatonship with each other and if my pawn kill one of them, they got new (good or bad) feelings (opinions) about my pawn. this makes game slower (big slower and bigger save file).
relationship between zombies or between zombie and pawns (ex : deep talking) must be removed. its doing nothing but making game laggy.
ex picture. these 'opinion's (with zombies) making game slower.
[attachment deleted by admin due to age]
Jackpot?!
I think they consume a lot of food though,
Also opps
[attachment deleted by admin due to age]
Skynet... utterly destroying me... enjoy :(
https://www.youtube.com/watch?v=6MB_BEqLE-I&feature=youtu.be
I even have mechanoids who briefly helped me whom manged to weakened them a little, blergh so very little I can do when there's 5 of them each with 900+ health, I'm barely past the medieval period tech wise getting the first power system up and running.
Edit: I forgot to show the mouse but it doesn't matter as it wasn't meant to be a proper recording just spur of the moment pleading for sympathy on the forums :P
Quote from: Zakhad on November 08, 2016, 06:56:53 AM
Skynet... utterly destroying me... enjoy :(
https://www.youtube.com/watch?v=6MB_BEqLE-I&feature=youtu.be
I even have mechanoids who briefly helped me whom manged to weakened them a little, blergh so very little I can do when there's 5 of them each with 900+ health, I'm barely past the medieval period tech wise getting the first power system up and running.
You're standing out in the middle of the open and firing at the terminators without cover... What exactly did you expect?
Quote from: The13thRonin on November 08, 2016, 07:02:26 AM
Quote from: Zakhad on November 08, 2016, 06:56:53 AM
Skynet... utterly destroying me... enjoy :(
https://www.youtube.com/watch?v=6MB_BEqLE-I&feature=youtu.be
I even have mechanoids who briefly helped me whom manged to weakened them a little, blergh so very little I can do when there's 5 of them each with 900+ health, I'm barely past the medieval period tech wise getting the first power system up and running.
You're standing out in the middle of the open and firing at the terminators without cover... What exactly did you expect?
I wasn't trying to win. Granted I shouldn't had made it out like I was whinging, I was just demonstrating the event from a random players point of view giving live feedback as it were.
You can argue about proper setup :S Okay hypothetically I put my terminator in such a place that he takes all the fire in an "ideal" situation, sure that's great, but most of my colonists will miss 60% of their long range shots, due to only being mere mortals with 3-10 ranged combat skill vs omnipotent 20 on each terminator. This early on in the game I'm not going to have 500-2000 units of ammo to spare, nor will the average player, not on year 2. That's why I had to go up close and use my terminator to tank and unleash close proximity hell killing 2-3 is quite acceptable and easy and most definitely not every player will think to do that. But the problem I find with the whole event lies in when I could randomly get 3 or randomly get 5 etc depending on RNG (Wealth for the base value of whether you will get 1-2 or 3-6 etc then a bit of RNG luck) This time I happened to have rolled a 5, the problem isn't necessarily the amount I get its that its not calculating each terminator's "Value" each one is the equivalent of 5-10 raiders per 1. So essentially I just gained like another 10-20 raiders. It's taking "Normal" vanilla raid mechanics under condition not a unique skynet event mechanics e.g. not considering each one has 900 health, doesn't suffer pain, won't suffer mental breaks, wont flee etc has perfect aim, taking damage doesn't cause them to suffer aim modifiers as quickly as I will etc. I could go on :S I'm pretty sure I could beat this event if I simply moved back and ambushed one at a time or the best that I'm able to. This event is most definitely not a hide behind cover and do a straight firefight event type if that's what your thinking; but please I ask that you indulge my curiosity and elaborate a better scenario or situation for this whole event I'm opening to suggestions on other peoples points of view on what you think about this skynet event. Again I'm sorry If this came across negative, it wasn't my intent :)
Edit: On my 4th attempt and with abusive cheesy meticulous placement fooling the AI to go around this corner it turned into an easy shooting gallery :/ clearly not how this event should be played out.
[attachment deleted by admin due to age]
Zakhad, did your attacking terminators enter the map already attacking you like a normal raid?
I ask as I've been attacked twice (see my post a few comments back) and both times I was offered a chance to disable them before they even became 'alive'.
Both attacks I've had only 3 guys with machine guns and taken 0 casualties, I didn't even have the T-800 (I refused him).
My guess is those 5 terminators wandered the map for a while, then dropped dead, then came back from the dead as terminators? You need to kill them in that transition phase (Draft > right click them > Disable)
What's the best starting scenario for this modpack? I wanted a Tribal start but I didn't really want everyone to be cannibals.
Also what Storyteller and difficulty is best?
Quote from: CreepyD on November 08, 2016, 08:34:12 AM
Zakhad, did your attacking terminators enter the map already attacking you like a normal raid?
I ask as I've been attacked twice (see my post a few comments back) and both times I was offered a chance to disable them before they even became 'alive'.
Both attacks I've had only 3 guys with machine guns and taken 0 casualties, I didn't even have the T-800 (I refused him).
My guess is those 5 terminators wandered the map for a while, then dropped dead, then came back from the dead as terminators? You need to kill them in that transition phase (Draft > right click them > Disable)
I just got the first event, which are regular terminator troops, not the covert ones you're thinking of, I have "unlocked" them now so to speak, this event was the prerequisite, so ill have to watch who dies / dispose of them etc. I think it was meant to replace the abomination event from escape pods while being somewhat more clever about it :P
Quote from: The13thRonin on November 08, 2016, 08:51:43 AM
What's the best starting scenario for this modpack? I wanted a Tribal start but I didn't really want everyone to be cannibals.
Also what Storyteller and difficulty is best?
For me, I tend to use prepare carefully which doesn't really work that well with scenario's as prepare carefully will override most options you'd have picked (Items/pawns mainly) so I can't help you with that.
Difficulty wise I tend to play on cassandra classic on challenge, I've done Hildegarde epic I wouldn't recommend it if you're new to the modpack its meant as a challenge mode once you know what you're doing. I got my ass kicked pretty hard, fun but fuck me is it hard lol, raid after raid after raid after raid. I've never really tried the other ones tbh, I've done randy random, and that's just... random ;P
Them 5 Raptor eggs I bought for less 100 silver sure have paid off lol... even have multiple breeding pairs... money's no longer an issue I'm into the raptor trade!
[attachment deleted by admin due to age]
Hello there!
Question:
If i take out the "Romance" mod from this pack and install it into A15, would it work?
Thank you in advance for your help!
Quote from: faltonico on November 08, 2016, 09:58:08 AM
Hello there!
Question:
If i take out the "Romance" mod from this pack and install it into A15, would it work?
Thank you in advance for your help!
There are several mods included that depend on CCL which is still A14, even after it gets updated it'll be a while before they're made compatible with the changes, so no it wont be. Well be lucky for a A15 Christmas release ;P but don't get your hopes up O.o there's plenty do in this modpack albeit A14, why do you need to update?
Quote from: Zakhad on November 08, 2016, 09:15:56 AM
Quote from: CreepyD on November 08, 2016, 08:34:12 AM
Zakhad, did your attacking terminators enter the map already attacking you like a normal raid?
I ask as I've been attacked twice (see my post a few comments back) and both times I was offered a chance to disable them before they even became 'alive'.
Both attacks I've had only 3 guys with machine guns and taken 0 casualties, I didn't even have the T-800 (I refused him).
My guess is those 5 terminators wandered the map for a while, then dropped dead, then came back from the dead as terminators? You need to kill them in that transition phase (Draft > right click them > Disable)
I just got the first event, which are regular terminator troops, not the covert ones you're thinking of, I have "unlocked" them now so to speak, this event was the prerequisite, so ill have to watch who dies / dispose of them etc. I think it was meant to replace the abomination event from escape pods while being somewhat more clever about it :P
I see - I guess you get that event if you accept the missions from the T-800 and allow him to stay.
I must have not seen that mission when I refused him, only getting the occasional covert ones instead.
Quote from: Zakhad on November 08, 2016, 10:14:08 AM
Quote from: faltonico on November 08, 2016, 09:58:08 AM
Hello there!
Question:
If i take out the "Romance" mod from this pack and install it into A15, would it work?
Thank you in advance for your help!
There are several mods included that depend on CCL which is still A14, even after it gets updated it'll be a while before they're made compatible with the changes, so no it wont be. Well be lucky for a A15 Christmas release ;P but don't get your hopes up O.o there's plenty do in this modpack albeit A14, why do you need to update?
For what I've seen in the "Romance" post thread, it didn't need CCL (either that or i'm blind, please confirm xD), but my concern is that it was made aeons ago, for A12. I don't know if it was updated ever again by you guys, or if it never stopped being compatible with further alpha releases.
Quote from: faltonico on November 08, 2016, 09:21:22 PM
Quote from: Zakhad on November 08, 2016, 10:14:08 AM
Quote from: faltonico on November 08, 2016, 09:58:08 AM
Hello there!
Question:
If i take out the "Romance" mod from this pack and install it into A15, would it work?
Thank you in advance for your help!
There are several mods included that depend on CCL which is still A14, even after it gets updated it'll be a while before they're made compatible with the changes, so no it wont be. Well be lucky for a A15 Christmas release ;P but don't get your hopes up O.o there's plenty do in this modpack albeit A14, why do you need to update?
For what I've seen in the "Romance" post thread, it didn't need CCL (either that or i'm blind, please confirm xD), but my concern is that it was made aeons ago, for A12. I don't know if it was updated ever again by you guys, or if it never stopped being compatible with further alpha releases.
I totally misread what you said, sorry for misleading you.
You might be able to just simply copy it out and use it, it might work it might not :S
The problem you will have is whether or not it requires Core SK, or only Core, whether or not the base mod has been modified, that I cannot tell you. I know a lot have mods have been modified to work together, and I'm not sure where that modification starts, at the mod or the API, if its just the API the Core SK, then the base mod is untouched and should work.
Quote from: Zakhad on November 08, 2016, 10:30:05 PM
Quote from: faltonico on November 08, 2016, 09:21:22 PM
Quote from: Zakhad on November 08, 2016, 10:14:08 AM
Quote from: faltonico on November 08, 2016, 09:58:08 AM
Hello there!
Question:
If i take out the "Romance" mod from this pack and install it into A15, would it work?
Thank you in advance for your help!
There are several mods included that depend on CCL which is still A14, even after it gets updated it'll be a while before they're made compatible with the changes, so no it wont be. Well be lucky for a A15 Christmas release ;P but don't get your hopes up O.o there's plenty do in this modpack albeit A14, why do you need to update?
For what I've seen in the "Romance" post thread, it didn't need CCL (either that or i'm blind, please confirm xD), but my concern is that it was made aeons ago, for A12. I don't know if it was updated ever again by you guys, or if it never stopped being compatible with further alpha releases.
I totally misread what you said, sorry for misleading you.
You might be able to just simply copy it out and use it, it might work it might not :S
The problem you will have is whether or not it requires Core SK, or only Core, whether or not the base mod has been modified, that I cannot tell you. I know a lot have mods have been modified to work together, and I'm not sure where that modification starts, at the mod or the API, if its just the API the Core SK, then the base mod is untouched and should work.
Yes, i was just being lazy and tried to get a quick answer to not to have to test it xD
Thank you for your attention =)
Playing with latest release, and for some reason i cant grow corn or rice even though i have the research and seeds. All the other plants looks like ok.
Anyone got a guide on how to make a good start with random colonists on the Ascension scenario.
Quote from: Heresy on November 09, 2016, 02:48:00 AM
Playing with latest release, and for some reason i cant grow corn or rice even though i have the research and seeds. All the other plants looks like ok.
Check the minimum soil quality. That got me the first time too.
buggy? things report. small but annoying and un natural things.
1.rims drink mushroom tincture like a beer or tea. isnt it a medicine??
2.some techs require low-level research table only. ex) even if you have "hi-tech research bench", you cant research tailoring 3 or floor art 4 because you dont have "research bench".
3.cooking bot (bought from robot merchant) do nothing. just standing.
Quote from: caesius on November 09, 2016, 11:08:05 AM
buggy? things report. small but annoying and un natural things.
1.rims drink mushroom tincture like a beer or tea. isnt it a medicine??
2.some techs require low-level research table only. ex) even if you have "hi-tech research bench", you cant research tailoring 3 or floor art 4 because you dont have "research bench".
3.cooking bot (bought from robot merchant) do nothing. just standing.
1. mushroom tincture is considered a drug. it can be used as both medicine and to give them a mood boost.
2. they differnt research benches so stands that not every research can be reserached on each one. justs have a research room
3. havent used the bots yet but have u checked your log to see if they putting out errors?
4. most important which git u useing the release version or the latest. its improtant so he knows.
5. post them on git as he will check that more often than here.
Minimum requirement for make something, it's really annoying for me. My last team, i can't cook meat because we need 2 on skill cooking and I can't crafting because we need 2 for use sawmill. I just lost my time, we can't launch a new game without look stat on first colon :(
Have a question, what is the best way to have steel alloy? Quarry+Furnace+Electric Furnace?
Quote from: sidfu on November 09, 2016, 07:20:18 PM
Quote from: caesius on November 09, 2016, 11:08:05 AM
buggy? things report. small but annoying and un natural things.
1.rims drink mushroom tincture like a beer or tea. isnt it a medicine??
2.some techs require low-level research table only. ex) even if you have "hi-tech research bench", you cant research tailoring 3 or floor art 4 because you dont have "research bench".
3.cooking bot (bought from robot merchant) do nothing. just standing.
1. mushroom tincture is considered a drug. it can be used as both medicine and to give them a mood boost.
2. they differnt research benches so stands that not every research can be reserached on each one. justs have a research room
3. havent used the bots yet but have u checked your log to see if they putting out errors?
4. most important which git u useing the release version or the latest. its improtant so he knows.
5. post them on git as he will check that more often than here.
im using latest version but it doesnt matter. robot was updated so long ago. + ofcourse no errors i got in log. (if it has error i would posted it. im not a new user of this pack)
mushroom tincure 'was' just medicine not drink so i posted that (how can users kn its a bug or intended before it is checked by author? so i post everything looks unnatural things and definite bugs. and it should be done i think)
+ can anyone use git? well, i will try it thanks.
Quote from: caesius on November 10, 2016, 04:54:31 AM
Quote from: sidfu on November 09, 2016, 07:20:18 PM
Quote from: caesius on November 09, 2016, 11:08:05 AM
buggy? things report. small but annoying and un natural things.
1.rims drink mushroom tincture like a beer or tea. isnt it a medicine??
2.some techs require low-level research table only. ex) even if you have "hi-tech research bench", you cant research tailoring 3 or floor art 4 because you dont have "research bench".
3.cooking bot (bought from robot merchant) do nothing. just standing.
1. mushroom tincture is considered a drug. it can be used as both medicine and to give them a mood boost.
2. they differnt research benches so stands that not every research can be reserached on each one. justs have a research room
3. havent used the bots yet but have u checked your log to see if they putting out errors?
4. most important which git u useing the release version or the latest. its improtant so he knows.
5. post them on git as he will check that more often than here.
im using latest version but it doesnt matter. robot was updated so long ago. + ofcourse no errors i got in log. (if it has error i would posted it. im not a new user of this pack)
mushroom tincure 'was' just medicine not drink so i posted that (how can users kn its a bug or intended before it is checked by author? so i post everything looks unnatural things and definite bugs. and it should be done i think)
+ can anyone use git? well, i will try it thanks.
Just a friendly mention to anyone else. Anyone can use Github, the whole point of it is for it to be a public source that anyone can contribute to or test etc e.g. download experimental (Latest bugs + bugfixed version :P) .
Quote from: Petitpain on November 10, 2016, 04:15:50 AM
Minimum requirement for make something, it's really annoying for me. My last team, i can't cook meat because we need 2 on skill cooking and I can't crafting because we need 2 for use sawmill. I just lost my time, we can't launch a new game without look stat on first colon :(
I would say that's a requirement even if you're playing the base game unless you wanted a challenge whereby you might not be able recruit prisoners at all or many other things.
Also it gets more difficult as you go up the tech tree, since you need 8 crafting (I think) to make glass frames which are used in many things, including lights.
Then even more than that, at least 10 or more to make electronic components, and 13 to to make more advanced stuff.
I'd say crafting is the most important stat as you have so many things to craft in this mod pack.
In my current game I actually went over 2 years of game time before I was able to recruit anyone with more than 8 crafting (5 was my max with no fast learners), so aim to grab someone early if you see any chance of this.
Quote from: Petitpain on November 10, 2016, 04:15:50 AM
Minimum requirement for make something, it's really annoying for me. My last team, i can't cook meat because we need 2 on skill cooking and I can't crafting because we need 2 for use sawmill. I just lost my time, we can't launch a new game without look stat on first colon :(
Have a question, what is the best way to have steel alloy? Quarry+Furnace+Electric Furnace?
excuse me but did u come to the wrong class this is for grown ups that dont want everything handed to us on a platter in easy mode. we acutaly try to play a hard game.
sorryi couldnt resist putting sarcasim there . its almost like he read the name more of i play the game for u mod instead of hardcore modpack
as for git anyone ccan signup and post on issues
Sorry, i played without change character when i start a new colony because i love random and i want to play an hard game, "sorryi couldnt resist putting sarcasim there" 8)
I just want to said, if you can't use sawmill or use grill with your three colon, you can just restart a colony, that's annoying if you began with the mod.
Quote from: sidfu on November 10, 2016, 11:42:58 AM
as for git anyone ccan signup and post on issues
Ty for that.
milenium couch has wrong image.
is there any plans for bug fixing for A14 version?
or just straight to A15 updating?
Quote from: caesius on November 10, 2016, 02:37:14 PM
milenium couch has wrong image.
is there any plans for bug fixing for A14 version?
or just straight to A15 updating?
he is constantly fixing bugs. at same time he updadtes stuff for a15. like i said post bugs on the git so he ccan fix them.
Any reason why every raid would be insectoid? I'm not convinced it's a bug (LOL!), but it's pretty weird.
Quote from: ScottS9999 on November 10, 2016, 09:58:20 PM
Any reason why every raid would be insectoid? I'm not convinced it's a bug (LOL!), but it's pretty weird.
Are you friendly with almost every other faction? That tends to happen if you keep getting good will, and then only get raids consisting of insectoid/Mech/Skynet events and that 1 faction that's hostile to everyone.
How many in a row are we talking about here, 5? 10? 20? 50?
Quote from: Zakhad on November 11, 2016, 01:02:23 AM
Quote from: ScottS9999 on November 10, 2016, 09:58:20 PM
Any reason why every raid would be insectoid? I'm not convinced it's a bug (LOL!), but it's pretty weird.
Are you friendly with almost every other faction? That tends to happen if you keep getting good will, and then only get raids consisting of insectoid/Mech/Skynet events and that 1 faction that's hostile to everyone.
How many in a row are we talking about here, 5? 10? 20? 50?
Same for me, only Zombis/insects raids during 90 days.
(http://img4.hostingpics.net/thumbs/mini_845763Sanstitre.png) (http://www.hostingpics.net/viewer.php?id=845763Sanstitre.png)
Everytime I load my saved game my terminator's stats are reset to base -- I'm pretty sure this is a bug. Anyone else having the same problem?
Quote from: Zakhad on November 11, 2016, 01:02:23 AM
Are you friendly with almost every other faction? That tends to happen if you keep getting good will, and then only get raids consisting of insectoid/Mech/Skynet events and that 1 faction that's hostile to everyone.
How many in a row are we talking about here, 5? 10? 20? 50?
It was early game, so I definitely was not friendly to everyone. First game, it was 4 out of 5 raids. Second game it was 5 out of 5.
Was funny yesterday I had a drop pod crash - it was a covert T-1000.
So I captured him, healed him up and released him.
A short while later the alert went off for him turning, but he'd already left the map, awesome :D
Regarding those insect raids, is it only me or do they not get more difficult?
It's always 2 Antis and 2 Gnawlers which right now only need 2 of my 9 people to deal with very easily.
I stopped playing zombies because the mod hijacks the game. After the never-ending global event, every single human raid was converted into a slow moving blob of undead wanders. I'd like to see the event actually end. Fighting just zombies is boring.
Quote from: CreepyD on November 11, 2016, 08:31:40 AM
Regarding those insect raids, is it only me or do they not get more difficult?
It's always 2 Antis and 2 Gnawlers which right now only need 2 of my 9 people to deal with very easily.
Are you talking plunderer events? Or raids?
As far as I know, plunderer events are always 2 antis and 2 gnawler.
Insectoid raids definitely get more difficult. In that one where I had nothing but 5 insectoid raids, I stupidly lost the fort to the 5th one because I was rushing mine extactors instead of building defenses. And because I never got a real raid, so I never got any guns beyond the starting Lee and Colt.
Quote from: HurricaneHandy on November 11, 2016, 09:27:29 AM
I stopped playing zombies because the mod hijacks the game. After the never-ending global event, every single human raid was converted into a slow moving blob of undead wanders. I'd like to see the event actually end. Fighting just zombies is boring.
This event can't have an end? really?
Do you have tips for killing zombies? Shoot and Run with bows are really boring.
Ah Plunderers it was. I seem to have that quite a lot.
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
Sky you are awesome! Can't wait to try it out.
Quote from: skyarkhangel on November 11, 2016, 04:28:14 PM
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
Alpha 14 finally being finalised?! Yippie! It will be nice not have to actually check the github every few days and updates/bugfixes until I want to move onto alpha 15. Awesome work!
@skyarkhangel: I've a question regarding that video/screen saver you made, a while back. Would it be okay if I edit it a bit? I would like to use it as a opener/introduction/indexing for hardcore SK tutorial's that I'm making. E.g. 10 seconds in I would edit in a similar fashion/style of yours adding "A Rimworld modpack tutorial" and then have video links to various 1 minute videos explaining relevant subjects which the user would select depending on what they wanted to know.
I made a couple a few weeks back, one example was foods, that I was explaining food solutions/mechanics examples such as: storage pots, jerky, harvesting strawberry's, cooking skill requirements, food poisoning etc, stuff that newer players may not understand or struggle with. I was put off making them for fear being made redundant due to updates (I made one for fuel mechanics then the whole fuel system changed lol) but since alpha 14 is finally becoming finished I've felt reinvigorated to give it another go.
Latest github version and this happened a minute after I repelled a raid: http://imgur.com/a/NIKT6
Looks like Escape pod incident is bugged and repeats itself every tick creating huge meteor shower. everything on the map gets destroyed after a while and it doesnt stop.
Quote from: Dudok22 on November 12, 2016, 06:53:39 AM
Latest github version and this happened a minute after I repelled a raid: http://imgur.com/a/NIKT6
Looks like Escape pod incident is bugged and repeats itself every tick creating huge meteor shower. everything on the map gets destroyed after a while and it doesnt stop.
and he had already repllied to u on git and had already fixed it also.
Quote from: Dudok22 on November 12, 2016, 06:53:39 AM
Latest github version and this happened a minute after I repelled a raid: http://imgur.com/a/NIKT6
Looks like Escape pod incident is bugged and repeats itself every tick creating huge meteor shower. everything on the map gets destroyed after a while and it doesnt stop.
yes, it was acident with abomination, fixed in last update. Its also changed. Sorry, shit happens. :)
Also, if pawn count to low, could two drop pods.
Anyone got a guide for the Ascension start scenario (you start with no seeds, just 2 of the Lee Enfield rifles).
Quote from: The13thRonin on November 12, 2016, 12:49:18 PM
Anyone got a guide for the Ascension start scenario (you start with no seeds, just 2 of the Lee Enfield rifles).
dont need a guide. just bring a harpoon and use that for hunting. the range sucks and it sucks against armored people but vs animals till ammo production is up its the best for hunting.
anothing thing is have your cook be your hunter.
cooking 1
hunting 2 they will cook anyfood then when no meat they go hunt.
another thing i do is i keep enough roastsed meat for all people to have enough to eat 3 ddays(meat has 4 day time unfrige) then i would have enough jeerkymeat for 1 month and make it 2 months once food gets maxed.
Quote from: sidfu on November 12, 2016, 11:41:22 PM
Quote from: The13thRonin on November 12, 2016, 12:49:18 PM
Anyone got a guide for the Ascension start scenario (you start with no seeds, just 2 of the Lee Enfield rifles).
dont need a guide. just bring a harpoon and use that for hunting. the range sucks and it sucks against armored people but vs animals till ammo production is up its the best for hunting.
anothing thing is have your cook be your hunter.
cooking 1
hunting 2 they will cook anyfood then when no meat they go hunt.
another thing i do is i keep enough roastsed meat for all people to have enough to eat 3 ddays(meat has 4 day time unfrige) then i would have enough jeerkymeat for 1 month and make it 2 months once food gets maxed.
I don't use prepare carefully, but I can make a bow for hunting.
What do you suggest for the starting 3 colonists?
From what you said I need a Chef/Hunter.
I'm guessing I probably also need a good Crafter/Builder.
And maybe a Negotiator/Researcher/Miner?
I haven't tried taming animals yet (I'm not sure how to do it or how effective it is as a food source). I have died/lost 3 times just after getting renewable power researched. Usually a raid eventually gets through when I'm running low on ammo and I lose (that or a disaster strikes that I have no chance of surviving).
The zombies are the hardest thing... I waste a lot of arrows/bullets on them because my colonists rarely head-shot them. So I knock them down, they get up (rinse/repeat like eight times). Is there a better way to deal with them?
Also is there a way of getting a fridge going in the primitive age by any chance?
Ascension scenario is the classic scenario?
Quote from: Petitpain on November 13, 2016, 06:04:17 AM
Ascension scenario is the classic scenario?
No I think it's called CrashLanding.
Quote from: skyarkhangel on November 11, 2016, 04:28:14 PM
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
Any chances for No-Ammo version of combat realism for the next version ? :) i'd love the modpack to death if it was possible!
Hi.
I'd like to ask how to build a door and a simple grill?
It tells me i don't have materials required, but it doesn't say what materials i need to build it.
Is there somewhere a list of materials used for building different stuff?
Quote from: Sebrian on November 13, 2016, 10:42:57 AM
Quote from: skyarkhangel on November 11, 2016, 04:28:14 PM
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
Any chances for No-Ammo version of combat realism for the next version ? :) i'd love the modpack to death if it was possible!
umm no u want them to disable somethign that took them alot of work to do because u want it easier hmmm NO.
@bowmore u need materials u cant build something out of nothing. think of real life and what would u build a grill out of? metal bars.
if u that new to game dont start with hardcore mod. play vanilla till u understand the core systems first.
Quote from: sidfu on November 13, 2016, 12:46:19 PM
Quote from: Sebrian on November 13, 2016, 10:42:57 AM
Quote from: skyarkhangel on November 11, 2016, 04:28:14 PM
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
Any chances for No-Ammo version of combat realism for the next version ? :) i'd love the modpack to death if it was possible!
umm no u want them to disable somethign that took them alot of work to do because u want it easier hmmm NO.
@bowmore u need materials u cant build something out of nothing. think of real life and what would u build a grill out of? metal bars.
if u that new to game dont start with hardcore mod. play vanilla till u understand the core systems first.
I did finish vanilla, but there were always written material requirements for different constructions or items.
How does one build a door? It also does not say what it needs to.
Quote from: sidfu on November 13, 2016, 12:46:19 PM
Quote from: Sebrian on November 13, 2016, 10:42:57 AM
Quote from: skyarkhangel on November 11, 2016, 04:28:14 PM
Guys, soon i made latest update on github, then start to update for a15.
Combat Realism updated. Already available for vanilla.
I never said i want it disabled period, i was asking if it would be possible to do a version for those who prefer endless amo, as vanilla, it's my personal preference. And the question was not for you to answer, but for the creator of the modpack.
Any chances for No-Ammo version of combat realism for the next version ? :) i'd love the modpack to death if it was possible!
umm no u want them to disable somethign that took them alot of work to do because u want it easier hmmm NO.
@bowmore u need materials u cant build something out of nothing. think of real life and what would u build a grill out of? metal bars.
if u that new to game dont start with hardcore mod. play vanilla till u understand the core systems first.
"you have no usable materials from which to build this"
And can't do nothing. Cant make stone blocks, can't make butchers table... can't do nothing...
I've not played this mod pack in a while but are you sure your constructions items/materials are already in a a stockpile? AFAIR if not then you will not been able to build like you described
Quote from: Jaszczur on November 13, 2016, 01:28:31 PM
"you have no usable materials from which to build this"
And can't do nothing. Cant make stone blocks, can't make butchers table... can't do nothing...
Deconstruct any stone wall for block and deconstruct piece of ship for component/steel/mechanism. It's confusing when you start this mod.
since u not useing prepare cafely u have to scan the map for materials. each map hass tons of stone walls around, stone cairns(50ish stone each) and wooden totems for quick wood. to get componets look around should be 1-3 exposed compacted machinery.
One thing I really like that's in DF and not in Rimworld is that when an enemy is incapacitated and a pawn melee attacks, it always attacks the head. That makes sense to me - the pawn is not going to randomly attack and incapacitated enemy, it's going to go for the jugular. Can this be incorporated somehow?
okay.. i'm not sure if this is intended.. now i'm using advanced hydroponic for potatoes and healroot in a same room, with heater, temperature is always 25'c and every day, 2~3 potatoes are gone missing, sometimes healroot too, they are just disappeared, no matter what i do, (even providing them with stable temperature and energy supply) they are just disappeared, is it bug?:(((
Quote from: pethromuse on November 14, 2016, 07:50:38 AM
okay.. i'm not sure if this is intended.. now i'm using advanced hydroponic for potatoes and healroot in a same room, with heater, temperature is always 25'c and every day, 2~3 potatoes are gone missing, sometimes healroot too, they are just disappeared, no matter what i do, (even providing them with stable temperature and energy supply) they are just disappeared, is it bug?:(((
check if your animals are eating them
This happened to me in my last game, I ended up losing hundreds of seeds (most of them I had) and couldn't work out what was going on when they had been growing just fine for years in the same location.
I put it down to the poison ship that had crashed landed. I thought the mist it puts out killed the plants, but I guess it actually kills plants all over the map.
Quote from: bowmore on November 13, 2016, 12:07:20 PM
Hi.
I'd like to ask how to build a door and a simple grill?
It tells me i don't have materials required, but it doesn't say what materials i need to build it.
Is there somewhere a list of materials used for building different stuff?
For the generic starting doors, you're going to need wood planks.
Planks come from sawmills, you'll need to harvest some wood, craft the sawmill (under production) and have a colonist set to crafter to work the bill.
One downside to this modpack is that it doesn't display all of the material options you can craft something out of, unless you have the material.
As for the simple grill, you'll need to break down some ship parts and haul the materials (steel/wires/components/etc) to your stockpile zone, once you have some steel you'll be able to click on the simple grill, and select 'steel' to craft it out of.
Quote from: The13thRonin on November 13, 2016, 04:08:10 AM
Also is there a way of getting a fridge going in the primitive age by any chance?
If this hasn't been answered already- your best bet for an early game fridge is actually utilizing the simple-grill to make meat into jerky.
The jerky itself lasts around a month if I remember correctly, and is a very cost effective way to store large quantities of meat based food early.
Hunting/cooking early game is vital, living off jerky should last you long enough until you research infrastructure I and can get a basic cooler/steam generator set up and running.
Quote from: The13thRonin on November 13, 2016, 04:08:10 AM
I haven't tried taming animals yet (I'm not sure how to do it or how effective it is as a food source). I have died/lost 3 times just after getting renewable power researched. Usually a raid eventually gets through when I'm running low on ammo and I lose (that or a disaster strikes that I have no chance of surviving).
I definitely recommend trying to start with someone who has a fairly decent animal skill, 5-6+ with a flame or two if possible.
Taming is a long term process and can be a pain in the ass when food is low, but having animals presents some pretty serious benefits.
Chickens and Turtles - Both rapidly produce eggs, if you forbid your colonists from eating them you can have a population of chickens or turtles skyrocketing within the first few weeks.
(Just make sure you farm up some hay every now and then to put in their pen)
This offers a great 'emergency' food supply through both the animals and the eggs.
Fertilized eggs also have some weird logic behind how they stack, The fun part is that a hen lays an egg every 2 days, and it takes some 6 days for an egg to hatch. However, stacks of eggs combine, and have their hatching time averaged. That means that by the end of about 8-10 days, youll spawn around 5-10 chicks. Rinse and repeat and pretty soon provided you have enough hay to sustain- youll have a huge population of chickens and can begin living off of their unfertilized eggs, and selling the grown males you don't need for a very healthy profit.
Also I'm pretty sure chickens are horny bastards, one male can support fertilizing up to 15 females if I remember correctly.
I'm not sure if all of this cluck-logic applies to turtles, but I've been told turtles are essentially slow moving chickens haha.
Lastly as for other animals, if you can tame early-game boars, they're definitely worth keeping around. Their wool produces slowly, but is worthwhile for making clothes or trading, and if you have a strong tamer you can turn your boars into hauling powerhouses in no time. You'd be amazed at how helpful having 5-6 boars hauling everything is. Plus animals don't care about their living conditions as long as they have food and a place to sleep, just make sure whatever room you have them in isn't designated as a home zone otherwise you'll waste hours cleaning up after them every day.
Theres a doubt about this MOD:
1- How Gardener Bot and Cooking Bot supose to work? Cause the dont haverst or cook anything.
2 - Skynet Terminators are recrutable?
3 - MAI-BOT is compatible with this mod?
Thanks.
Quote from: Havocprime on November 14, 2016, 01:27:35 PM
Quote from: bowmore on November 13, 2016, 12:07:20 PM
Hi.
I'd like to ask how to build a door and a simple grill?
It tells me i don't have materials required, but it doesn't say what materials i need to build it.
Is there somewhere a list of materials used for building different stuff?
For the generic starting doors, you're going to need wood planks.
Planks come from sawmills, you'll need to harvest some wood, craft the sawmill (under production) and have a colonist set to crafter to work the bill.
One downside to this modpack is that it doesn't display all of the material options you can craft something out of, unless you have the material.
As for the simple grill, you'll need to break down some ship parts and haul the materials (steel/wires/components/etc) to your stockpile zone, once you have some steel you'll be able to click on the simple grill, and select 'steel' to craft it out of.
Thanks
Quote from: bowmore on November 14, 2016, 08:51:05 AM
Quote from: pethromuse on November 14, 2016, 07:50:38 AM
okay.. i'm not sure if this is intended.. now i'm using advanced hydroponic for potatoes and healroot in a same room, with heater, temperature is always 25'c and every day, 2~3 potatoes are gone missing, sometimes healroot too, they are just disappeared, no matter what i do, (even providing them with stable temperature and energy supply) they are just disappeared, is it bug?:(((
check if your animals are eating them
i solved the problem, it was poison ship near my colony.. after i destroy it, crops don't die anymore, thanks for the help anyway
HAVE 1 QUASTION
in A15 SK PACK , A2B continues to be included in this pack? (lets assume it will be updated)
or it will be replaced with industrial roller (newface mod)??
How the heck do you acquire seeds if you don't prepare carefully?
Also is there a way to make sure trade caravans visit me more frequently? What can I do in-game?
Quote from: The13thRonin on November 15, 2016, 08:21:22 AM
How the heck do you acquire seeds if you don't prepare carefully?
Also is there a way to make sure trade caravans visit me more frequently? What can I do in-game?
you can get seeds from composter machine. but need crops of the seed you want to get.
ex) if you want to get weed seed, you need weed.
for more frequent merchants, build subspace burst transponder (need high tech research).
[attachment deleted by admin due to age]
Quote from: The13thRonin on November 15, 2016, 08:21:22 AM
How the heck do you acquire seeds if you don't prepare carefully?
Also is there a way to make sure trade caravans visit me more frequently? What can I do in-game?
traders/visitors/composter as mentioned already, but also cargopods drop are a very good source of a single seed type (The cargo pod drop event got a huge overhaul, its avliable on the github for experimental versions) you tend to get around 100-200 seeds (Random type) in a single cargo pod drop, once or twice a year more or less, among other stuff. But I honestly think there should be wild potato plants on the map that you can harvest for a small chance of a seed so then you have some early game farming O.o, otherwise JERKY JERKY JERKY lol so lewd
Quote from: Zakhad on November 15, 2016, 07:29:10 PM
Quote from: The13thRonin on November 15, 2016, 08:21:22 AM
How the heck do you acquire seeds if you don't prepare carefully?
Also is there a way to make sure trade caravans visit me more frequently? What can I do in-game?
traders/visitors/composter as mentioned already, but also cargopods drop are a very good source of a single seed type (The cargo pod drop event got a huge overhaul, its avliable on the github for experimental versions) you tend to get around 100-200 seeds (Random type) in a single cargo pod drop, once or twice a year more or less, among other stuff. But I honestly think there should be wild potato plants on the map that you can harvest for a small chance of a seed so then you have some early game farming O.o, otherwise JERKY JERKY JERKY lol so lewd
for me its jerky for storeing and roasted for normal eating. that 5 point boost raosted gives comes inhandy
Quote from: cloud3282 on November 14, 2016, 01:48:14 PM
Theres a doubt about this MOD:
1- How Gardener Bot and Cooking Bot supose to work? Cause the dont haverst or cook anything.
Thanks.
those bots are bugged in current version and already reported. he didnt mentioned/revisions about these bugs not yet
but i think sky is now busy with updating works to A15 so we can meet bug free version in future A15. MAYBE?
Quote from: caesius on November 16, 2016, 12:41:31 AM
Quote from: cloud3282 on November 14, 2016, 01:48:14 PM
Theres a doubt about this MOD:
1- How Gardener Bot and Cooking Bot supose to work? Cause the dont haverst or cook anything.
Thanks.
those bots are bugged in current version and already reported. he didnt mentioned/revisions about these bugs not yet
but i think sky is now busy with updating works to A15 so we can meet bug free version in future A15. MAYBE?
this robots works later or not? they are added by another players. I never use this Robots. maybe remove them?
Quote from: skyarkhangel on November 16, 2016, 01:48:43 AM
Quote from: caesius on November 16, 2016, 12:41:31 AM
Quote from: cloud3282 on November 14, 2016, 01:48:14 PM
Theres a doubt about this MOD:
1- How Gardener Bot and Cooking Bot supose to work? Cause the dont haverst or cook anything.
Thanks.
those bots are bugged in current version and already reported. he didnt mentioned/revisions about these bugs not yet
but i think sky is now busy with updating works to A15 so we can meet bug free version in future A15. MAYBE?
this robots works later or not? they are added by another players. I never use this Robots. maybe remove them?
those robots do nothing just wandering.
i posted issue about this few days ago.
https://github.com/skyarkhangel/Hardcore-SK/issues/445
it would be nice not to remove this mod. its cool mod.
Anyone know when the last time the modsconfig was updated?
Maybe a stupid question, but why colonists aren't doing researches? Research menu says "in progress", colonists assigned for the job but they just don't do it.
I'm in the very beginning.
Somehow they've started.
How do i plant potatoes?
Quote from: bowmore on November 16, 2016, 10:35:41 AM
How do i plant potatoes?
Make sure you designate a growing zone, have a colonist set to 'grow' as a high or top priority, and make sure that you have
potato seeds in one of your stockpiles. Also make sure that if you build your growing zone in an enclosed space, it does not have a roof over it otherwise the plants will not receive sunlight, and will not grow.
found a major issue with campfires. so those on here that use it dont put campfires outside even if u put a roof over them aka a overhang. it will cause alll campfires on map to stop heating rooms till u decon the one under the overhang. the log doesnt produce a error so u wont notice till its cold or like me when a prisoner loses a leg to frostbite.
Is there a latest GitHub version for English speakers?
I'm stuck with the last stable version.
Quote from: The13thRonin on November 17, 2016, 02:05:38 AM
Is there a latest GitHub version for English speakers?
I'm stuck with the last stable version.
the git is always the newest updated one. on the main git page hit the clone or download and chose download zip thats the most updated one.
Quote from: sidfu on November 17, 2016, 04:17:45 AM
Quote from: The13thRonin on November 17, 2016, 02:05:38 AM
Is there a latest GitHub version for English speakers?
I'm stuck with the last stable version.
Yeah but it's in Russian?
the git is always the newest updated one. on the main git page hit the clone or download and chose download zip thats the most updated one.
Quote from: The13thRonin on November 17, 2016, 05:33:03 AM
Quote from: sidfu on November 17, 2016, 04:17:45 AM
Quote from: The13thRonin on November 17, 2016, 02:05:38 AM
Is there a latest GitHub version for English speakers?
I'm stuck with the last stable version.
Yeah but it's in Russian?
the git is always the newest updated one. on the main git page hit the clone or download and chose download zip thats the most updated one.
install the mods folder u probaly installing the wrong folder inside it.
in the rar install the mods folder. the hi res textures is for better flooring. all the other folders are not needed.
The modpack is in English by default on the github. There are a couple of people among skyarkhangel, ReyFalkor & Ivanzyfer who primarily work on the translation to Russian, you might have seen a lot of Russian commits thinking the github is in Russian :P
Here is just a example from a random commit
[attachment deleted by admin due to age]
Yes, for default English language + we support Russian language. We have some of people who works only with translation. if someone wants to deal with translation into other languages. You are welcome.
would you fix the plasma generator problem????
you replied some reported issues except that problem...so i wonder that there is any plans for fixing that problem soon.
Is there an easy way to kill zombies when they're downed but about to get back up again?
I hate wasting bullets downing them several times in a row.
Quote from: The13thRonin on November 17, 2016, 03:15:48 PM
Is there an easy way to kill zombies when they're downed but about to get back up again?
I hate wasting bullets downing them several times in a row.
ive never did zombies but u sure u cant burn them? for example hit them with a moltove. unless it changed anything that burns to death comptely disappears or turns to ash forgot which one
Quote from: sidfu on November 17, 2016, 07:48:07 PM
Quote from: The13thRonin on November 17, 2016, 03:15:48 PM
Is there an easy way to kill zombies when they're downed but about to get back up again?
I hate wasting bullets downing them several times in a row.
Can I make Molotovs in the Tribal stage?
ive never did zombies but u sure u cant burn them? for example hit them with a moltove. unless it changed anything that burns to death comptely disappears or turns to ash forgot which one
Emm can something be done about guests drinking my alcohol and eating my food without permission?
Hello,
I have some Questions about Hardcore Mod Pack A14.
1) how can i research the stove for cooking? (i only have a simple grill)
2) I cant fuel the forge (i have kindlings and other stuff to fuel it but they dont do it - error -> no materials) Do i need a hopper? And if yes, what do i have to research for build a hopper?)
thanks :)
@Gaiska,
"no materials" means you don't have materials for crafting, not for fueling
@bowmore no nothing can be did they are your guest that has traveled long distance to visit u. fyi if they die on your map u get -30 faction with that group so treat them well. and fyi again if they leave feeling good not only do u get free faction boost but they can leave a random gift.
@gaiska stove is the first 1k research. since u didnt know that dont rush to get stove. u are new to HK so dont push for far off things or u die nice and quick. for fuel system check what fuels it takes. everything dont take all fuel types. i mean come on when u compte building something that needs fuel u get a nice lound sound and a visual prompt telling u to adjust the fuel types or they all start enanled?
@sidfu,
It was only -5 last couple of times i've seen it.
Damn they give a -5 even if it wasn't me who killed them.
Yesterday there was some viking dude who died while drinking and i still got a -5rep :(
Quote from: bowmore on November 18, 2016, 03:30:38 PM
@sidfu,
It was only -5 last couple of times i've seen it.
Damn they give a -5 even if it wasn't me who killed them.
Yesterday there was some viking dude who died while drinking and i still got a -5rep :(
im probaly getting the recruitment one missed up with it. but its worth entertaining them. ive had them leave guns,drugs ammo and one guy left some radioactuve fuel right in center of my bedroom :P
Quote from: caesius on November 17, 2016, 11:35:02 AM
would you fix the plasma generator problem????
you replied some reported issues except that problem...so i wonder that there is any plans for fixing that problem soon.
yes. soon fixed.
Heya, I think I need some help. Just today I decided to give HardcoreSK another shot. But I cannot get a world to generate no matter what I try.
Last time I played was A13. So I did a complete uninstall of Rimworld, manually deleted the folder, then reinstalled with alpha14 selected in Steam. I then installed Hardcore SK off of the Nexus. First 4.0, then the 4.1 update. Followed the usual install instructions - copied ModsConfig.xml to the rimworld folder in app data\local low, the copied the rest of the folders into RimWorld\Mods. Loaded up the game, enabled Darkness, restarted, tried to create a new game.. and nothing. I tried different storytellers, tried different scenarios, tried disabling the Darkness mod, but nothing helps. After a select a scenario, story teller, then world gen seed, I click the generate button and it changes to a small window that says generating world with animated dots. After 10 seconds it goes back to the world seed window and nothing happens.
No visible error messages and no crashing.
What did I do wrong?
Edit: Ok I lied, I kept the debug log window open and it did give an error.
Quote
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at Verse.PawnGenerationRequest.EnsureNonNullFaction () [0x00000] in <filename unknown>:0
Quote from: Mechanos on November 18, 2016, 09:07:02 PM
Heya, I think I need some help. Just today I decided to give HardcoreSK another shot. But I cannot get a world to generate no matter what I try.
Last time I played was A13. So I did a complete uninstall of Rimworld, manually deleted the folder, then reinstalled with alpha14 selected in Steam. I then installed Hardcore SK off of the Nexus. First 4.0, then the 4.1 update. Followed the usual install instructions - copied ModsConfig.xml to the rimworld folder in app data\local low, the copied the rest of the folders into RimWorld\Mods. Loaded up the game, enabled Darkness, restarted, tried to create a new game.. and nothing. I tried different storytellers, tried different scenarios, tried disabling the Darkness mod, but nothing helps. After a select a scenario, story teller, then world gen seed, I click the generate button and it changes to a small window that says generating world with animated dots. After 10 seconds it goes back to the world seed window and nothing happens. No visible error messages and no crashing.
What did I do wrong?
firsts enable the console and restart game and see what errors u getting.
if there are errors then to to git and gete the most updadted one which as of this was 2 hours ago.
Quote from: sidfu on November 18, 2016, 09:56:42 PM
firsts enable the console and restart game and see what errors u getting.
if there are errors then to to git and gete the most updadted one which as of this was 2 hours ago.
Lol you ninja'ed me while I was editing my post to include the error I was getting. Aight. I'll go get github version and test it.
Edit: Yeah, tried github version. That made things way worse. Background images won't even load and there's just a constant spam of errors. In 20-30 seconds, I was up to 3000 errors and climbing. Disabling all mods except core in ModsConfig.xml returns the game to normal (was checking to make sure it wasn't my actual game broken and that a mod was doing it).
Seems like I do remember the download going really slow, then suddenly finishing outta nowhere. Could be my zip is corrupted due to a github server error, although you'd think 7zip would complain. I think I'll SVN a copy instead and try one last time, just to rule it out.
current version on git is broken we gonna have to wait till he reuploads. looks like he musts have messed up on something or forgot to readd something
Quote from: caesius on November 19, 2016, 12:57:56 AM
im not sure this problem only occurs to me. anyway check the images.
You're not the only one, same thing that happened to me.
Quote from: sidfu on November 19, 2016, 01:41:20 AM
current version on git is broken we gonna have to wait till he reuploads. looks like he musts have messed up on something or forgot to readd something
:-X
git version fixed so dig in :P
I think current crops/seeds system is bad.
4 potatoes --> 1 seed? seriously?
This just isn't working.
Quote from: bowmore on November 19, 2016, 08:50:05 AM
I think current crops/seeds system is bad.
4 potatoes --> 1 seed? seriously?
This just isn't working.
u didnt intall right probay 1 seed= 1 plant = random ammount. a section of 30 should net u around 300+ potatoes and the same to greeater amount of seeds u used.
Started a new game today with latest github version and my pawns cant use simple grill as all fuel inside just disappears when they bring the meat to cook it.
Quote from: Dudok22 on November 19, 2016, 01:56:06 PM
Started a new game today with latest github version and my pawns cant use simple grill as all fuel inside just disappears when they bring the meat to cook it.
we need more info than that. is it outside? in the rain? did it give a error in log?which fuel?
Quote from: sidfu on November 19, 2016, 07:45:33 AM
git version fixed so dig in :P
Still broken for me. No background images, error spam, etc. After running the game once like this, it auto disables every single mod in the config too.
Edit: Including some screenshots.
[attachment deleted by admin due to age]
Quote from: Mechanos on November 19, 2016, 03:53:06 PM
Quote from: sidfu on November 19, 2016, 07:45:33 AM
git version fixed so dig in :P
Still broken for me. No background images, error spam, etc. After running the game once like this, it auto disables every single mod in the config too.
dont delte the core folder in the mods folder copy over it. make suree u hit the copy or download green button and hit download zip. put the contents of the mod folder into your mod folder copying over the core.
the mods reset is a stock game feature u can disable it in the options menu.
fyi the size of the file u download should be 97,565.
when u install the mod make sure its on a fresh working game dont ever copy over a already installed mod pack.
1. make a backup of your mod free core.
2. when ever u update the modpack from git make sure to deltle everything in mods fooolder and restore to fresh from backup.
sometimes they change whole files or delte them aka llike this time he combined one mod into core so there 1 less mod entry( specifcialy for rugs). so if u just copy paste over a exisiitng hardcore mod pack install u can have files thats not needed or out of date
Quote from: sidfu on November 19, 2016, 04:10:19 PM
dont delte the core folder in the mods folder copy over it. make suree u hit the copy or download green button and hit download zip. put the contents of the mod folder into your mod folder copying over the core.
I wondered about that, but to be sure, I deleted all my mods, then I verified file cache in steam to re-download the core folder, then tried a clean install again.
Quote from: sidfu on November 19, 2016, 04:10:19 PM
the mods reset is a stock game feature u can disable it in the options menu.
Ok, I'll disable that.
Quote from: sidfu on November 19, 2016, 04:10:19 PM
fyi the size of the file u download should be 97,565.
when u install the mod make sure its on a fresh working game dont ever copy over a already installed mod pack.
1. make a backup of your mod free core.
2. when ever u update the modpack from git make sure to deltle everything in mods fooolder and restore to fresh from backup.
sometimes they change whole files or delte them aka llike this time he combined one mod into core so there 1 less mod entry( specifcialy for rugs). so if u just copy paste over a exisiitng hardcore mod pack install u can have files thats not needed or out of date
Ok, makes sense. I'll go delete everything, re-download my core, make a backup of it, then install again. Also FYI, I've both downloaded the zip, and used an SVN client to make sure nothing was wrong with the download (and make further updates much much faster). So I'm sure I have a good copy of HSK now.
Still not working. Deleted entire mods folder, then verified cache with steam to get my original core folder back. Backed it up. Using latest github version (revision 1407), copied over only the contents of the Mods folder, into Rimworld\Mods. Made sure ModConfig.xml still had everything enabled. Game still broken, just like the previous screenshots. Enabled dev mode mode, turned on verbose logging, and turned off modconfig resetting while I was in there. Dunno what to try next.
[attachment deleted by admin due to age]
Quote from: Mechanos on November 19, 2016, 06:03:59 PM
Still not working. Deleted entire mods folder, then verified cache with steam to get my original core folder back. Backed it up. Using latest github version (revision 1407), copied over only the contents of the Mods folder, into Rimworld\Mods. Made sure ModConfig.xml still had everything enabled. Game still broken, just like the previous screenshots. Enabled dev mode mode, turned on verbose logging, and turned off modconfig resetting while I was in there. Dunno what to try next.
found your issue. this mod packc is still a14 not 15. go to steeam and u can change it to a14.
Quote from: sidfu on November 20, 2016, 12:04:48 AM
found your issue. this mod packc is still a14 not 15. go to steeam and u can change it to a14.
Lol I am using a14. Look in the top left of the screenshot.
Quote from: Mechanos on November 20, 2016, 04:30:08 AM
Quote from: sidfu on November 20, 2016, 12:04:48 AM
found your issue. this mod packc is still a14 not 15. go to steeam and u can change it to a14.
Lol I am using a14. Look in the top left of the screenshot.
bah i was about to go to bed when i looked at it :P.
hmm have u tried manual download instead of letting svn check it? only thing i can think of it being now is that svn when it checks the files is messeing up and delteting files in the core folder. tbh ive had that issue wiwth other mods/games with svn where if mod author messed up on forgetting files svn could get all screwed up.
since my game runs fine now since start fix yesterday only things i can think of is
1. bad download
2. borked instalation
3. u said u use svn so svn delteed some core files or is still useing old version
after the start fix yesterdday my game has been fine. played for 8 hours :O
I think I've found a bug.
"Cannot haul x because there is no empty place configured to store it" even though there is, and quite a lot of it.
Quote from: bowmore on November 20, 2016, 10:51:53 AM
I think I've found a bug.
"Cannot haul x because there is no empty place configured to store it" even though there is, and quite a lot of it.
make sure fresh or rotten is checked if it isnt checked then nothing caN be stored
Quote from: sidfu on November 20, 2016, 11:27:55 AM
Quote from: bowmore on November 20, 2016, 10:51:53 AM
I think I've found a bug.
"Cannot haul x because there is no empty place configured to store it" even though there is, and quite a lot of it.
make sure fresh or rotten is checked if it isnt checked then nothing caN be stored
em i suppose that solves it
thanks
Also: when moving a chest all contents are lost ._.
Anyone know of a mod that could potentially be added to this pack so that when it says "No Materials", it could actually tell you what's missing?
Like in the dialog on the right in workshop bills too, it shows what you need, but for some stupid reason not what you have.
Base game it's no problem to check, but in this pack there are so many materials it's difficult to tell what's missing.
Quote from: sidfu on November 20, 2016, 12:04:48 AM
hmm have u tried manual download instead of letting svn check it? only thing i can think of it being now is that svn when it checks the files is messeing up and delteting files in the core folder. tbh ive had that issue wiwth other mods/games with svn where if mod author messed up on forgetting files svn could get all screwed up.
since my game runs fine now since start fix yesterday only things i can think of is
1. bad download
2. borked instalation
3. u said u use svn so svn delteed some core files or is still useing old version
after the start fix yesterdday my game has been fine. played for 8 hours :O
Hmmm.. very weird that it's working on your end and not mine. I've tried both the zip and via svn. You might be onto something regarding leftover files that are actually needed, that were marked for deletion on the official git. But I wouldn't know how to reproduce that. Maybe something like.. wipe mods folder, restore core folder, install 4.0 mods then 4.1 official release (non github) then copy github version over top of it? That should in theory leave old files behind, and any mods that are no longer used, won't be activated in ModsConfig.xml? I just don't know if this will leave behind anything that can cause problems. Should I try it or does anyone have a better idea?
Quote from: Mechanos on November 20, 2016, 04:48:08 PM
Quote from: sidfu on November 20, 2016, 12:04:48 AM
hmm have u tried manual download instead of letting svn check it? only thing i can think of it being now is that svn when it checks the files is messeing up and delteting files in the core folder. tbh ive had that issue wiwth other mods/games with svn where if mod author messed up on forgetting files svn could get all screwed up.
since my game runs fine now since start fix yesterday only things i can think of is
1. bad download
2. borked instalation
3. u said u use svn so svn delteed some core files or is still useing old version
after the start fix yesterdday my game has been fine. played for 8 hours :O
Hmmm.. very weird that it's working on your end and not mine. I've tried both the zip and via svn. You might be onto something regarding leftover files that are actually needed, that were marked for deletion on the official git. But I wouldn't know how to reproduce that. Maybe something like.. wipe mods folder, restore core folder, install 4.0 mods then 4.1 official release (non github) then copy github version over top of it? That should in theory leave old files behind, and any mods that are no longer used, won't be activated in ModsConfig.xml? I just don't know if this will leave behind anything that can cause problems. Should I try it or does anyone have a better idea?
the one u get from the clone/download zip should be whole file. after he fixed start up i did like always did.
1. download newest
2. delte mod folder
3.restore from backup of orginal a14 mod folder
4. copy over with latests from git.
5. and play.
the only differnce between me and u is that i dont use the svn.
no one else is haveing this problem still.
try disableimg the svn and see if that does it.
Problem with bug "keybindingdefs", could be solved if del KeyPrefs.xml in AppData\LocalLow\Ludeon Studios\RimWorld\Config
Sometimes need to delete knowledge.xml, Prefs.xml
Its incompatibility Rimworld version bug, may occur in some players when change Rimworld version.
How disable event with lord of darkness?
How do you deal with disease? I get all the time Malaria, plague, flu with randy random. Without a good bed and a good doctor and medecine, it's impossible to deal with it, when disease strike all the time.
Can you please make production tables movable?
Also, a question: is there a storyteller mode which is a middle ground between "nothing happens" and "game wants me dead"?
Quote from: Petitpain on November 21, 2016, 06:40:05 AM
How do you deal with disease? I get all the time Malaria, plague, flu with randy random. Without a good bed and a good doctor and medecine, it's impossible to deal with it, when disease strike all the time.
Kill mosquitoes on sight and don't live in the jungle.
@petitpain to disable go into the Mods\Core_SK\Defs\IncidentDefs ucan fund it in there to disable.
disease should not be that common. ifits happening alot 2 things are happening
1. u live in a filthy dirty home
2. u letting fleas and other insects nibble on yoour people.
3 u in jungle as disease is more common in jungle
any bed can be made into medical bed. when building the bed dont jusst build out of any random mats u have which is probaly what u doing. look at the stats of the mats. for diseases u want high immunity gain factor ignore all else for a bed for diseases. early on muffalo/buffflo is 95% for a normal quality bed and 100 if u llucky to get a excelent quality.
@bowmore we dont realy need to move benchs. if u want a more balace4d shortytelller do 2 things
1. dont spam havest everything. the on raids and such they base the attack strength on your wealth so mineing a few hundred steel u not useing isnt good. only take enoough to keep u stocked decently
2.Phoebe is the one u want to use
3. if u dont manage your wealth even phobe will kick your ass with a raid of 10 guys with assaut rifles vs your 4 guys with bows and arrows.
@sidfu,
It's actually not raids that are bothering me, but combinations of raids and weather effects.
~7 insectoids with meteor shower ad some disease made me lol
Quote from: bowmore on November 21, 2016, 02:45:54 PM
@sidfu,
It's actually not raids that are bothering me, but combinations of raids and weather effects.
~7 insectoids with meteor shower ad some disease made me lol
all thee events are chance. are4 u sure those a metor showers and not resouce drops. he changed pod drops to drop like metors but instead of ton of same item u get meduim of differnt items.
a bit of advice to help if u start on tribal make sure to have alteast 40% your gguys have sheilds and focus on meleee and resst ranged. always have everyone carry a melee weapon. remember with this pacck u can right click and chose put away so it go into their backpack and dont slow down normal stats
@sidfu,
That "razor" meteor shower.
There was a space refugee that actually was a T-1000 terminator. I saved him without knowing he was a robot, he wandered a bit and SUDDENLY died. Why?
Quote from: bowmore on November 21, 2016, 02:54:44 PM
@sidfu,
That "razor" meteor shower.
There was a space refugee that actually was a T-1000 terminator. I saved him without knowing he was a robot, he wandered a bit and SUDDENLY died. Why?
no idea he recently changed the skynet. i have it disabled as got annoyed with them taking half all my stored ammo combined to take out.
Quote from: skyarkhangel on November 20, 2016, 07:13:37 PM
Problem with bug "keybindingdefs", could be solved if del KeyPrefs.xml in AppData\LocalLow\Ludeon Studios\RimWorld\Config
Sometimes need to delete knowledge.xml, Prefs.xml
Its incompatibility Rimworld version bug, may occur in some players when change Rimworld version.
Didn't fix the problem. I had already been deleting those, but I tried it again just to be sure. No change. Updated the Github issue you closed.
Quote from: sidfu on November 20, 2016, 06:25:50 PM
try disableimg the svn and see if that does it.
Testing this right now. I don't know why SVN would unreliably download the latest, but I can't really think of any other possibilities. Gonna redownload the zip again, and if it works, I'll test if I can use GIT instead of SVN in the future for more reliability.
Edit: The zip fixed it. I don't know why SVN was failing to update properly, but it apparently was. Go figure. Thanks for the help.
Quote from: Mechanos on November 21, 2016, 05:42:10 PM
Quote from: skyarkhangel on November 20, 2016, 07:13:37 PM
Problem with bug "keybindingdefs", could be solved if del KeyPrefs.xml in AppData\LocalLow\Ludeon Studios\RimWorld\Config
Sometimes need to delete knowledge.xml, Prefs.xml
Its incompatibility Rimworld version bug, may occur in some players when change Rimworld version.
Didn't fix the problem. I had already been deleting those, but I tried it again just to be sure. No change. Updated the Github issue you closed.
Quote from: sidfu on November 20, 2016, 06:25:50 PM
try disableimg the svn and see if that does it.
Testing this right now. I don't know why SVN would unreliably download the latest, but I can't really think of any other possibilities. Gonna redownload the zip again, and if it works, I'll test if I can use GIT instead of SVN in the future for more reliability.
Edit: The zip fixed it. I don't know why SVN was failing to update properly, but it apparently was. Go figure. Thanks for the help.
the problem with svn is that if anything interupts it updateing its files it can caus issues. manual take just a min so best to do it that way.
Hello,
Questions again because the only answer dont work.
1) how can i research the stove for cooking? (i only have a simple grill)
2) I cant fuel the forge (i have kindlings and other stuff to fuel it but they dont do it - error -> no materials) Do i need a hopper? And if yes, what do i have to research for build a hopper?)
3) What resource should i research first for electricity?
thanks :)
Do electric heated floors use energy? If yes how much? (because it doesn't say)
@gaiska first if its your first time playing hardcore dont start on trible start.
next try reading the researchs gaiska there 2 tech trees to look at
now on fuel might help if u click on the forge and click the big yellow button that says FUEL and verfy that the fuel is set.
last for gaiska if u starting as tibal rushing to electrictiy will dome your colony as u wont have enough of everything depending on how lucky u get iwth your story teller.
plasma generator gave out "massive heat" in old versions.
as FAQ said, the genarator requires massive study and resources but it takes advantages from the massive heats
but now it give out quite small heats.
is this intended???
if so, its now quite useless...
If massive heat was the advantage, then it's useless in the desert regardless.
I believe a forge needs charcoal or coal, it won't work with Kindling or other lesser fuels.
Coal is easy to mine, there should be a few large seems on all but flat maps.
Electricity.. After the first winter I typically use the 800W generator you land with, that lasts 3 seasons - that gives me my first fridge a a couple of lights.
After that, a coal powerplant is fair easy to build and puts out 2500W - as long as you have a lot of coal.
If not, Wind power is easiest, but you need to research reinforced concrete as well.
Quote from: CreepyD on November 23, 2016, 08:27:54 AM
If massive heat was the advantage, then it's useless in the desert regardless.
even if it was desert, the generator's massive heat was very useful.
is there a research tree ? im getting confused ...
@Gaiska,
oh yes there is
on the bottom UI line second from right
@bowmore i mean something like that -> https://www.dropbox.com/s/mairnxc6g86uzdz/HCSK%20tree.gif?dl=0
but not as gif :)
Quote from: Gaiska on November 23, 2016, 10:20:49 AM
@bowmore i mean something like that -> https://www.dropbox.com/s/mairnxc6g86uzdz/HCSK%20tree.gif?dl=0
but not as gif :)
i can find the same tree in my game. if you cant find it, its not a bug of modpack.
@Gaiska, dunno then.
Why crafting skill lowers with time???? O_o
Is there a way to stop it from doing so?
Quote from: bowmore on November 23, 2016, 10:28:18 AM
Why crafting skill lowers with time???? O_o
Is there a way to stop it from doing so?
its natural, vanila feature. skills over 10 slowly lowers.
Quote from: caesius on November 23, 2016, 10:27:36 AM
Quote from: Gaiska on November 23, 2016, 10:20:49 AM
@bowmore i mean something like that -> https://www.dropbox.com/s/mairnxc6g86uzdz/HCSK%20tree.gif?dl=0
but not as gif :)
i can find the same tree in my game. if you cant find it, its not a bug of modpack.
where can i find it? on research button? thanks
Quote from: bowmore on November 23, 2016, 10:28:18 AM
@Gaiska, dunno then.
Why crafting skill lowers with time???? O_o
Is there a way to stop it from doing so?
yes you can use: Mad Skills https://ludeon.com/forums/index.php?topic=11148.0
Click on the "Older Versions" and pick 1 of A14 versions.
just put it in your mods folder and activate it in game and restart. You
don't need to start new colony.
@Dudok22 thanks
Recently, when i got a lot of things, game started to lag a lot.
Is there a fix for that? (other than obviously getting rid of stuff)
Or this is incurable?
Quote from: bowmore on November 23, 2016, 02:30:53 PM
Recently, when i got a lot of things, game started to lag a lot.
Is there a fix for that? (other than obviously getting rid of stuff)
Or this is incurable?
turn on the dev console in options and see if u have a repeating error. normaly slow down is caused by 2 things
1. computer cant handle the map size(dont use the last bottom 2 map sizes as they lag fest even on my 64gb 4.2ghz 1080gtx computer)
2. there is a error repeating( of there no error its possible a animal is bugged so u could try tokill all animals on map)
Few questions people..
In picture 1 only heat is coming from 2 coolers on the fridge (and Coal Plants?)
Picture 2 has Coal Heater + 2 Electric ones.
Why temperature in picture 1 is 6C with doors open and in the "grow room" in picture 2 is -25?
Its cold biome but every thing has roofs..
and can some one give me tips for the ammo types i really don't see changes on the terminator that keep wiping my colony.
i get 1 for me and 6-7-8 against me...
[attachment deleted by admin due to age]
Quote from: kiko on November 24, 2016, 05:56:19 AM
Few questions people..
In picture 1 only heat is coming from 2 coolers on the fridge (and Coal Plants?)
Picture 2 has Coal Heater + 2 Electric ones.
Why temperature in picture 1 is 6C with doors open and in the "grow room" in picture 2 is -25?
Its cold biome but every thing has roofs..
and can some one give me tips for the ammo types i really don't see changes on the terminator that keep wiping my colony.
i get 1 for me and 6-7-8 against me...
first there a cold snap. if u useing mountain temp then rooms inside the mountain will have a stable temp. in 1 its considered outside the mountain as it was build inside a opening in the mountain and in 2 the room is considered under the mountain.
terminators have no pain threshold they keep going till they die. if i remember right 1 t-100 ccan eat 1k arrows. my opinion is to disable the skynet till u good at SK then use it. skynet is like the zombies in that its made to make game way harder
@sidfu,
there were mistakes
can you tell me please what should i do with it?
[attachment deleted by admin due to age]
Quote from: bowmore on November 24, 2016, 07:06:15 AM
@sidfu,
there were mistakes
can you tell me please what should i do with it?
first take and reinstall the mod. remember never copy over a older version of the mod iwwth a new one.
1. take game basck to vanilla a14. back up the stock core in differnt locastion(do this so u dont have to verfy cache every time)
2.now reinstall the mod pack.
3. now to do tests. load up your save and see if errors persist. if they sstilll there now start a new game and see if they there. if still there on new game something installed wrong if not there that maans something on old game is bugged.
4. if u cant seem to fix it do this. take your output log,save game and your mod load order and post them on gut so that sky can test them.
reinstalling or sstarting over should fix that error. if i remember right that error is normaly related when people updated a old copy of the mod to a newer one thats had major changes.
I have one error at the start of the game.
A XML error from type DifficultyDef.
(https://drive.google.com/open?id=0BxX403s0jaZYaUtaTDE3eWVsaFE)
Picture: https://drive.google.com/open?id=0BxX403s0jaZYaUtaTDE3eWVsaFE
Is this the reason, that the game ist to easy at challange?
Sorry for my bad englisch :/
@sidfu,
reinstalled the game, there were still these two bugs when i loaded the save, but none of them in new game.
>take your output log and your mod load order and post them on gut so that sky can test them
How do i do that?
I don't want to start anew T_T
Quote from: sidfu on November 24, 2016, 07:05:01 AM
Quote from: kiko on November 24, 2016, 05:56:19 AM
Few questions people..
In picture 1 only heat is coming from 2 coolers on the fridge (and Coal Plants?)
Picture 2 has Coal Heater + 2 Electric ones.
Why temperature in picture 1 is 6C with doors open and in the "grow room" in picture 2 is -25?
Its cold biome but every thing has roofs..
and can some one give me tips for the ammo types i really don't see changes on the terminator that keep wiping my colony.
i get 1 for me and 6-7-8 against me...
first there a cold snap. if u useing mountain temp then rooms inside the mountain will have a stable temp. in 1 its considered outside the mountain as it was build inside a opening in the mountain and in 2 the room is considered under the mountain.
terminators have no pain threshold they keep going till they die. if i remember right 1 t-100 ccan eat 1k arrows. my opinion is to disable the skynet till u good at SK then use it. skynet is like the zombies in that its made to make game way harder
[/size][/size][/size]
Thank you very much..
Its a bit late to disable skynet it makes an error so i decided to roll with it and learn the hard way (its a hardcore modpack after all right ? ;D )
The best ammo for terminators i assume is rpg/doomsday rocked launcher..
Hello, quick question for you. Is this version of the mod compatible with rimworld version 15c? If not, where can I go to download the earlier version of Rimworld that this mod is compatible with?
Thanks for your time!
Quote from: bowmore on November 24, 2016, 07:06:15 AM
@sidfu,
there were mistakes
can you tell me please what should i do with it?
Found way how to fix savegame with this error.
Find save game, make a backup, then open with notepad. Search for: <li Class="ExplosionManager">
we need to change all in this explosion manager to:
<li Class="ExplosionManager">
<explosions />
</li>
Save file. Load and fun again!
Quote from: ShiftySAS on November 25, 2016, 03:50:52 PM
Hello, quick question for you. Is this version of the mod compatible with rimworld version 15c? If not, where can I go to download the earlier version of Rimworld that this mod is compatible with?
Thanks for your time!
pack is a14 still if on steam just go to the proirty panel under beta u can change to a14.
@kiko btw one of the recent updates he did changes the skynet so if u tribal u dont get them till way later.
@meistro did u copy the mod pack to a fresh install or over itself. like i stataed before always do fresh install as he cchanes stuff or removes files at times and if u copy over old install u asking for bugs.
@skyarkhangel,
Is this how it supposed to look like?
If so it didn't work :(
[attachment deleted by admin due to age]
Quote from: bowmore on November 25, 2016, 05:51:14 PM
@skyarkhangel,
Is this how it supposed to look like?
If so it didn't work :(
if its not then just make a new game and new save and look inside that save and copy over.
if that dont work then u gonna ahve to start new game. just remembber this rimworld isnt a game where your colony suppose to last forever u suppose to fail and restart.
Why do "Normal" prisoners randomly turn into abominations? Why does this happen, and why can't I prevent it?
I'm not talking about the drop pod event, that makes sense and I can understand why that happens but this is not the case.
I just had a colonist I imprisoned for throwing a tantrum 2 minutes later I get the "something strange event" on the very same colonist whom I've had for years and now randomly turns into an abomination what is this?
Is there an entry or something I can change/remove in the save file?
Edit: The only finding I've had was when comparing the Def of a normal colonist to the victim I noticed that the <kindDef>GrenadierDestructive</kindDef> instead of <kindDef>Tribesperson</kindDef> Changing that seemed to have fixed it.
I dislike the event because It doesn't make sense, It's not like the said person injected themselfs with the G virus or something :/ https://www.youtube.com/watch?v=Dzr1hmWIWaw - now that'd make sense lol!
Quote from: Zakhad on November 26, 2016, 06:18:49 AM
Why do "Normal" prisoners randomly turn into abominations? Why does this happen, and why can't I prevent it?
I'm not talking about the drop pod event, that makes sense and I can understand why that happens but this is not the case.
I just had a colonist I imprisoned for throwing a tantrum 2 minutes later I get the "something strange event" on the very same colonist whom I've had for years and now randomly turns into an abomination what is this?
Is there an entry or something I can change/remove in the save file?
Edit: The only finding I've had was when comparing the Def of a normal colonist to the victim I noticed that the <kindDef>GrenadierDestructive</kindDef> instead of <kindDef>Tribesperson</kindDef> Changing that seemed to have fixed it.
I dislike the event because It doesn't make sense, It's not like the said person injected themselfs with the G virus or something :/ https://www.youtube.com/watch?v=Dzr1hmWIWaw - now that'd make sense lol!
Well the abominations it seems are based on the thing which in the movie even if a tiny cell of the thing gets into a persons body it will within hours transform them into a thing. (I know this doesn't really explain anything just wanted to add some lore :p also be glad they are not 100% like the thing only thing that can kill the thing in the movie is fire or explosions lol)
Quote from: bowmore on November 25, 2016, 05:51:14 PM
@skyarkhangel,
Is this how it supposed to look like?
If so it didn't work :(
you something doing wrong. I am already fix two saves. Upload your save, i can help. Or try again. If error with explosion tick, in savegame: http://image.prntscr.com/image/2950d058cd3d41f1b15eeffa67828747.png
this is savegame with explosion bug.
Then, i delete all explosions. http://image.prntscr.com/image/402dca105fc44f369911fb0ce10fc8b7.png
Re-load game. Work fine.
ps. I got closer to solving this error. For 95% bug found. Soon fix.
Tried searching the forums, but it seems the Mineral Scanner was disabled from the build menu. I saw the building category was commented out. Is there a way to have it re-enabled?
Quote from: Shotinthedark on November 26, 2016, 07:03:04 PM
Tried searching the forums, but it seems the Mineral Scanner was disabled from the build menu. I saw the building category was commented out. Is there a way to have it re-enabled?
mineral scanner not updated to a14 yet. I have own version that strongly differs from original.
the plasma generator still give out small heats. (checked in latest version)
in old version, temp rise up to around 1200C? 1500C? in 1x1 small room beside the generator (definitly over 1000 - in A13)
now, it goes up just under 200C = similar to other generator like coal generator
(other small difference is that, it only give out heat when it is fully charged. but when it is charging, it absorbs heat inversely. in old version, temp went up when it was changing)
Sky, if it is not intended, would you look into this problem? thanks.
Quote from: caesius on November 26, 2016, 10:13:49 PM
the plasma generator still give out small heats. (checked in latest version)
in old version, temp rise up to around 1200C? 1500C? in 1x1 small room beside the generator (definitly over 1000 - in A13)
now, it goes up just under 200C = similar to other generator like coal generator
(other small difference is that, it only give out heat when it is fully charged. but when it is charging, it absorbs heat inversely. in old version, temp went up when it was changing)
Sky, if it is not intended, would you look into this problem? thanks.
i suppose it was bugged in old version. Now works fine. plasma gen takes up little space and could produce a good amount of electricity almost out of nowhere. Soon tesla plant would be reworked.
@skyarkhangel,
Here is my save file, thankyouplease
https://yadi.sk/d/pmqiCTpczcUQc
Quote from: bowmore on November 27, 2016, 01:15:47 PM
@skyarkhangel,
Here is my save file, thankyouplease
https://yadi.sk/d/pmqiCTpczcUQc
https://yadi.sk/d/geSa4qZ1zdLvx
im not urging but just wondering that, "when A15 SK pack comes out?"
just asking. anyone who plays this modpack also would have curiosity about the day, i think.
@skyarkhangel,
Omg it works great, thank you!
How?
Quote from: caesius on November 28, 2016, 06:05:26 AM
im not urging but just wondering that, "when A15 SK pack comes out?"
just asking. anyone who plays this modpack also would have curiosity about the day, i think.
till CCL goes a15 u wont see it
Cool we can see the shot stats from combat realism again in the latest version :)
Quote from: CreepyD on December 02, 2016, 08:30:24 AM
Cool we can see the shot stats from combat realism again in the latest version :)
Is there a guide anywhere on how to interpret these stats?
ohh new version! I am looking forward to start a new colony after I finish the current one. I would do it right away but current one is my longest lasting Hardcore SK colony.
Quote from: Dudok22 on December 02, 2016, 09:17:55 AM
ohh new version! I am looking forward to start a new colony after I finish the current one. I would do it right away but current one is my longest lasting Hardcore SK colony.
how about using the stargate? i used it and transported all pawns and items.
Anyone have any tips on meeting food? With the seed requirements, I find it really hard to meet food demands in a reliable manner. I usually end up mass-hunting and turning it into jerky and placing it in pots, but even that doesn't last long and I end up having to constantly hunt, and by then any meaningful prey is gone.
So yeah.. any tips for food?
Quote from: Crazytoast42 on December 03, 2016, 03:52:16 AM
Anyone have any tips on meeting food? With the seed requirements, I find it really hard to meet food demands in a reliable manner. I usually end up mass-hunting and turning it into jerky and placing it in pots, but even that doesn't last long and I end up having to constantly hunt, and by then any meaningful prey is gone.
So yeah.. any tips for food?
use fishing industry - fishing. it is great source of food until you make a farm.
Quote from: caesius on December 03, 2016, 08:11:28 AM
use fishing industry - fishing. it is great source of food until you make a farm.
As far as I can tell, fishing sucks unless you have a high level fisherman. Am I doing something wrong?
Quote from: ScottS9999 on December 03, 2016, 09:21:29 AM
Quote from: caesius on December 03, 2016, 08:11:28 AM
use fishing industry - fishing. it is great source of food until you make a farm.
As far as I can tell, fishing sucks unless you have a high level fisherman. Am I doing something wrong?
bro, it does not suck. believe me!
let 1 pawn practice it (huntman or chef, maybe?).
you will see he's fish skill rapidly grows. before get high level pawn, hunt animals, buy foods, gather wild berrys. with them, you can hold it.
(you should butcher/gut fish you get. raw fish sucks for making food)
Don't forget, the hunter need to move sometimes far away to hunt, and haul the corspe back = time intesive.
Fishing not allways get an result at lower level but short ways + floor.
And your fisher don't need to deal with predators underway.
You just packed 95% of all my mods in one huge single, balanced, astonishing mod
Thank you :)
Quote from: caesius on December 03, 2016, 09:58:38 AM
Quote from: ScottS9999 on December 03, 2016, 09:21:29 AM
Quote from: caesius on December 03, 2016, 08:11:28 AM
use fishing industry - fishing. it is great source of food until you make a farm.
As far as I can tell, fishing sucks unless you have a high level fisherman. Am I doing something wrong?
bro, it does not suck. believe me!
let 1 pawn practice it (huntman or chef, maybe?).
you will see he's fish skill rapidly grows. before get high level pawn, hunt animals, buy foods, gather wild berrys. with them, you can hold it.
(you should butcher/gut fish you get. raw fish sucks for making food)
For whatever reason, I can't even.. place the pier? Does it not like being placed during the winter or something like that? Because it's just refusing to be placed on or anywhere near the lake I'm close to.
here is what u do for food.
1. specalize your people.
ive noticed from watching streamers and youtube everyone seems to want to try to set up their job prioties so that everyone can do everything at anygiven time. that works in vanilla but in hardcore that kill u.
2. at start have the one that will be doing all the cooking alsol do hunting when there no meat. so set their cooking on 1 and their hunting on 2 and dont give thema ny other jobs everything else for them mshould be off.
3. early game do no mark small animals they waste time as they only carry enough meat for 2 meals at most.
4. early game dont usse bow and arrow use a harpoon to hunt.
5. oonce u gget a few guys with weapons every few days go out with a group and kill bunch of preditors as they just eating your potental food.
6. as soon as u can make someone a dedicated hunter to help cook.
7.fishing is good way to get food but dont depend on it till fisherman gets to level 7+ area.
8. if fishing also make sure on the recpies to turn off useing fish or they will use whole fish as 1 meat instead of saveing it to butcher. its fine at start as fisherman mightnot beable to catch enough before it spoils if u useing tribal start.
the peir can be tricky to place in winter as it needs the light blue as a base but cant be on the clay/mud
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
Quote from: caesius on December 04, 2016, 10:46:41 AM
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
It says fertility 100%
Quote from: bowmore on December 04, 2016, 10:51:25 AM
Quote from: caesius on December 04, 2016, 10:46:41 AM
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
It says fertility 100%
lettuce needs at least 140% fertility soil.
Quote4. early game dont usse bow and arrow use a harpoon to hunt.
You can't make harpoon in early game, that's why you need to use bow and arrow :o
Quote from: caesius on December 04, 2016, 02:45:34 PM
Quote from: bowmore on December 04, 2016, 10:51:25 AM
Quote from: caesius on December 04, 2016, 10:46:41 AM
Quote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
It says fertility 100%
lettuce needs at least 140% fertility soil.
Thanks.
Quote from: Petitpain on December 05, 2016, 04:15:23 AM
Quote4. early game dont usse bow and arrow use a harpoon to hunt.
You can't make harpoon in early game, that's why you need to use bow and arrow :o
if u useing prepare carefuly or u make your own senario u can.
If you started like that, you can also gave advice to start hunt with power amor and plasma gun on early game. ::)
the author of tiny table mod - J.Pinkman is now AlcoholV.
it would be good to change the author's name.
Quote from: Petitpain on December 05, 2016, 05:48:18 AM
If you started like that, you can also gave advice to start hunt with power amor and plasma gun on early game. ::)
wrong the custom senario and prepare carefuly is to let u set up your own game. for example i start tribal and instead of 5 i start with 3. a mother father and daughter that where kicked out of their village cause they refused to sacrafice their child for the relgion. another is a 1 player tribal start where he was banished for sleeping with the village cheifs daughter.
in my games i start with 1 harpoon, 1 animal and some seeds.
how u start and if u want to cheat is
your choice.if u want to get sceintific harppon/spear weapons came long before bows and arrows.
just cause someone uses prepare carefuly or makes their own senarios doesnt mean they cheat.
Quote from: caesius on December 05, 2016, 10:41:24 AM
the author of tiny table mod - J.Pinkman is now AlcoholV.
it would be good to change the author's name.
Thanks, changed :)
hi everyone,,
i have a small problem,,, i cannot build batteries... eventhough i "belive" i have researched everything i need,,i can build wires, switch conventional power,, but no battery ?
any tips ?
cheers
Canadus
This confused me for a bit too, cant remember off the top of my head but there is some tech called advanced electronics or micro electronics.. you need this before you can make batteries.. Its just after glass making on the tech tree.
hi thanks for your reply
i have
glassmaking, power, electricity, machiening....hmm dont know what it should be... ??
advanced machiening ???
Quote from: mcal9909 on December 06, 2016, 05:14:45 AM
This confused me for a bit too, cant remember off the top of my head but there is some tech called advanced electronics or micro electronics.. you need this before you can make batteries.. Its just after glass making on the tech tree.
If you go into Help, and then search for Battery it will tell you the research you need - same for anything.
It's advanced electronics you need.
hi there,,
thank you.. didnt know the help button was that "helpfull"
hmm when i select battery it say i need "power and Electronics basics" not advanced ??,, then again,, i nedded electronics basics so trying to research that.
thanks alot for the help :)
Quote from: CreepyD on December 06, 2016, 08:27:30 AM
If you go into Help, and then search for Battery it will tell you the research you need - same for anything.
It's advanced electronics you need.
is there any way to get old github version? - git version 192c8f13f61104b9aec071a68a4a75fe23b5920a - balancing works
or way for saving old save file? i tried to modify my save file to make it can be loaded in latest version but 1 error keeps it from loading....
im using git version - db1b9d099736367660644d7426239d799191941e
and the error is
"Map compressor decompression error: No thingDef with short hash 8319. Adding as null to dictionary."
Quote from: caesius on December 06, 2016, 02:29:40 PM
is there any way to get old github version? - git version 192c8f13f61104b9aec071a68a4a75fe23b5920a - balancing works
or way for saving old save file? i tried to modify my save file to make it can be loaded in latest version but 1 error keeps it from loading....
im using git version - db1b9d099736367660644d7426239d799191941e
and the error is
"Map compressor decompression error: No thingDef with short hash 8319. Adding as null to dictionary."
thats because he changed the world gen. there isnt a way to get it to work on new one short of being able to delte the data thats missing.
if u gonna use the git always wait to delte the old pack till u tested the new one dont require new world.
I can't seem to make repair kits in the github (most recent) version, is this intentional? I think I have all of the necessary research. The option to make repair kits isn't showing up in the mending workbenches bill tab.
Edit: Found the issue (I think) whenever I load up the world and first open the the bills tab a red issue appears on the debug console.
Quote from: Sentry on December 06, 2016, 06:47:06 PM
I can't seem to make repair kits in the github (most recent) version, is this intentional? I think I have all of the necessary research. The option to make repair kits isn't showing up in the mending workbenches bill tab.
Edit: Found the issue (I think) whenever I load up the world and first open the the bills tab a red issue appears on the debug console.
Yep thanks.
I did an update, everything works fine, thanks for the fix!
I still cant make chittin headress. stops at 100% and the pawn just stares at it. I'm using latest git version and a clean install of rimworld version 1249.
Quote from: dr3am3r5 on December 08, 2016, 12:23:21 AM
I still cant make chittin headress. stops at 100% and the pawn just stares at it. I'm using latest git version and a clean install of rimworld version 1249.
chitin head dress has been broken for a while now.
Bit confused here..
3 coal power plants next to each other, 2 steel 1 copper. All burning Peat as their fuel.
1 steel and 1 copper burning at 1200C making 2kw.
The other steel one burning at 1500C and making 2.5kw.
I can't for the life of me figure out why one steel one is burning hotter and making more power.
Is there a 'hidden' quality to these? It doesn't say there's a quality.
Im not sure if this is a bug but i am currently using the Asari start (with a few tweeks to the scenario of course, namely just turning off a few events that i feel don't fit with the Rimworld setting) and i have a Psychic drone (female) event going on right now and the moodlet for the drone on each Asari colonist is 0 and yet i have a normal female colonist whos getting a minus 17!
Using steam version, on 14.1249
Did a fresh install and the New colony button is not working, there's no way to create a new world either... help please.
Edit: Fixed by complete reinstall and deleting the Ludeon folder from AppData/LocalLow
Are there any plans to nerf the Extraterrestrial Railgun, or whatever it is that the Scythers sometimes show up with? It feels really cheaty. It's an instant-down/kill gun that works at almost any range, is extremely accurate, pierces armor and only takes 2 seconds to both aim and fire. There's basically no way to defeat it without casualties besides an extremely overwhelming force of melee colonists bum-rushing the Scyther in close quarters, which isn't really feasible when I'm still in early-game and don't have access to personal shields, or even any guns or decent melee weapons other than what I started out with. It's basically the only thing that got me to Alt+F4 on a Permadeath game.
Quote from: Fran on December 11, 2016, 11:55:43 AM
Using steam version, on 14.1249
Did a fresh install and the New colony button is not working, there's no way to create a new world either... help please.
Edit: Fixed by complete reinstall and deleting the Ludeon folder from AppData/LocalLow
your issue was u just had old modconfig file.
im getting weapons disappearing probably due to the ammos related mod? is there any solution for this or am i doing it wrongly? =/
-edit-
i had to manually pick up the cartridge and kept them in their inventory for specific gun else when they use ...the gun will just disappear "poof" O_O
hey guys is it compatible with facial stuff mod? thx
Sadly, the latest git has made my old saves unplayable. Won't load.
Quote from: ThomasCro on December 12, 2016, 10:44:19 AM
Sadly, the latest git has made my old saves unplayable. Won't load.
please don't update if no need new game, especially if wrote "Big update". ???
Quote from: ajaviide on December 12, 2016, 07:59:12 AM
hey guys is it compatible with facial stuff mod? thx
50/50. You can try to test. If not, just switch off mod.
Quote from: skyarkhangel on December 12, 2016, 06:21:10 PM
Quote from: ajaviide on December 12, 2016, 07:59:12 AM
hey guys is it compatible with facial stuff mod? thx
50/50. You can try to test. If not, just switch off mod.
It should work. Killface states that his mod has no incompatibility issues with any other mods, and the only mod I found to be incompatible so far is "Fit Colonists" from "mazacik" and pretty much every mod that alters the method "PawnGraphicSet.ResolveAllGraphics" (plus a few others but this is the big one)
thx guys for quick reply
Quote from: Chestnutcute on December 12, 2016, 04:56:23 AM
im getting weapons disappearing probably due to the ammos related mod? is there any solution for this or am i doing it wrongly? =/
-edit-
i had to manually pick up the cartridge and kept them in their inventory for specific gun else when they use ...the gun will just disappear "poof" O_O
it does not disappear, it just gets put away into their inventory. if they have a melee weapon i think they equip it.
Quote from: Elimenator8970 on December 11, 2016, 03:48:49 PM
Are there any plans to nerf the Extraterrestrial Railgun, or whatever it is that the Scythers sometimes show up with? It feels really cheaty. It's an instant-down/kill gun that works at almost any range, is extremely accurate, pierces armor and only takes 2 seconds to both aim and fire. There's basically no way to defeat it without casualties besides an extremely overwhelming force of melee colonists bum-rushing the Scyther in close quarters, which isn't really feasible when I'm still in early-game and don't have access to personal shields, or even any guns or decent melee weapons other than what I started out with. It's basically the only thing that got me to Alt+F4 on a Permadeath game.
Wait... you got attacked by a scyther before you had any access to guns? What day/week were you on? Seems like some really bad luck to me.
While I am not sure that weapon needs a nerf... what I hope for in a future path maybe is add some kind of gating before you get invaded by certain threats. You dont really feel like a tribal village after your entire tribe is armed with firearms and one of your guys has a Beta Poly bodysuit within the first 2 weeks. It also kinda kills any need to develop and research weapon technology.
Quote from: Chestnutcute on December 12, 2016, 04:56:23 AM
im getting weapons disappearing probably due to the ammos related mod? is there any solution for this or am i doing it wrongly? =/
-edit-
i had to manually pick up the cartridge and kept them in their inventory for specific gun else when they use ...the gun will just disappear "poof" O_O
Did you check your colonist's inventory? The gun is probably still in there. Just no longer equipped, and you need to re-equip it.
Quote from: Elimenator8970 on December 11, 2016, 03:48:49 PM
Are there any plans to nerf the Extraterrestrial Railgun, or whatever it is that the Scythers sometimes show up with? It feels really cheaty. It's an instant-down/kill gun that works at almost any range, is extremely accurate, pierces armor and only takes 2 seconds to both aim and fire. There's basically no way to defeat it without casualties besides an extremely overwhelming force of melee colonists bum-rushing the Scyther in close quarters, which isn't really feasible when I'm still in early-game and don't have access to personal shields, or even any guns or decent melee weapons other than what I started out with. It's basically the only thing that got me to Alt+F4 on a Permadeath game.
if u got a scyther before u got guns then its cause u didnt manage your wealth. from size of raids to the type of guys is calculated by wealth.
the cardial rule is to never stockpile till u have enough defenses to defend what u own.
When I try to build advanced mining extractor, a few seconds after the consturction complete the extractor crashes like a roof and an error says there is no support for that building. Am I missing something ? Even tried to build walls around it.
Quote from: sidfu on December 13, 2016, 07:43:53 PM
Quote from: Elimenator8970 on December 11, 2016, 03:48:49 PM
Are there any plans to nerf the Extraterrestrial Railgun, or whatever it is that the Scythers sometimes show up with? It feels really cheaty. It's an instant-down/kill gun that works at almost any range, is extremely accurate, pierces armor and only takes 2 seconds to both aim and fire. There's basically no way to defeat it without casualties besides an extremely overwhelming force of melee colonists bum-rushing the Scyther in close quarters, which isn't really feasible when I'm still in early-game and don't have access to personal shields, or even any guns or decent melee weapons other than what I started out with. It's basically the only thing that got me to Alt+F4 on a Permadeath game.
if u got a scyther before u got guns then its cause u didnt manage your wealth. from size of raids to the type of guys is calculated by wealth.
the cardial rule is to never stockpile till u have enough defenses to defend what u own.
Actually, it wasn't a real 'raid' - it was because someone found an artifact, so I activated it and it threw what was essentially an instakill enemy at me. The thing about the railgun is that it's good at EVERYTHING. It has no weaknesses to exploit - fires in less than 2 seconds after choosing a target, almost always kills or downs in one shot, is insanely accurate and almost always hits, and has really high (I think 90 or 100%?) armor penetration. Literally no real counter to it, and even in late game the only solution is overwhelming force because it pierces whatever power armor you're wearing.
It's just, the ultimate weapon in every way, and if you're not prepared enough it'll slaughter your entire colony. Even worse than a centipede, really - they're inaccurate, and you can actually use cover against them.
Also, the most expensive stuff I had was like, a lot of stone blocks and wood. It was only a few weeks into the game, I hadn't run into anything really
good asides from the stuff I gathered from all the ship chunks.
Quote from: Elimenator8970 on December 16, 2016, 02:35:43 PM
Quote from: sidfu on December 13, 2016, 07:43:53 PM
Quote from: Elimenator8970 on December 11, 2016, 03:48:49 PM
Are there any plans to nerf the Extraterrestrial Railgun, or whatever it is that the Scythers sometimes show up with? It feels really cheaty. It's an instant-down/kill gun that works at almost any range, is extremely accurate, pierces armor and only takes 2 seconds to both aim and fire. There's basically no way to defeat it without casualties besides an extremely overwhelming force of melee colonists bum-rushing the Scyther in close quarters, which isn't really feasible when I'm still in early-game and don't have access to personal shields, or even any guns or decent melee weapons other than what I started out with. It's basically the only thing that got me to Alt+F4 on a Permadeath game.
if u got a scyther before u got guns then its cause u didnt manage your wealth. from size of raids to the type of guys is calculated by wealth.
the cardial rule is to never stockpile till u have enough defenses to defend what u own.
Actually, it wasn't a real 'raid' - it was because someone found an artifact, so I activated it and it threw what was essentially an instakill enemy at me. The thing about the railgun is that it's good at EVERYTHING. It has no weaknesses to exploit - fires in less than 2 seconds after choosing a target, almost always kills or downs in one shot, is insanely accurate and almost always hits, and has really high (I think 90 or 100%?) armor penetration. Literally no real counter to it, and even in late game the only solution is overwhelming force because it pierces whatever power armor you're wearing.
It's just, the ultimate weapon in every way, and if you're not prepared enough it'll slaughter your entire colony. Even worse than a centipede, really - they're inaccurate, and you can actually use cover against them.
Also, the most expensive stuff I had was like, a lot of stone blocks and wood. It was only a few weeks into the game, I hadn't run into anything really good asides from the stuff I gathered from all the ship chunks.
yeah artefacts ccan give u scythers even at start. railgun is actualy easy to get around but u have to have late game energy sheilds and battle armor that has nearly 100% protection agaisnt its projectile type.
to much wood and stone can and will bbe the most common thing to throw off your wealth.
what i do is on wood try to not have more than 500 and stone i typicaly only keep 20 for emergency patching.
another thing on stone dont set up a certain ammount to keep like others have it a manualy bill.
what i do is this i always play with console open and when dumb things like a scyther to early happen i just use console to destory them.
Target version set to "Unknown"...? Telling me I have to change the target version...Anyone help..?
Quote from: RAfikiAegis on December 18, 2016, 03:00:54 AM
Target version set to "Unknown"...? Telling me I have to change the target version...Anyone help..?
more than likely u didnt read that the mod is ALPHA 14. go to the steam options for the game u can roll back from a15 to 14
Is the pack getting upgraded to A15 or are they going to skip straight to A16?
Quote from: sidfu on December 18, 2016, 06:50:01 AM
Quote from: RAfikiAegis on December 18, 2016, 03:00:54 AM
Target version set to "Unknown"...? Telling me I have to change the target version...Anyone help..?
more than likely u didnt read that the mod is ALPHA 14. go to the steam options for the game u can roll back from a15 to 14
Im using A14e
Quote from: Shad on December 18, 2016, 11:10:13 AM
Is the pack getting upgraded to A15 or are they going to skip straight to A16?
It's not gonna happen. HSK is to big to be upgraded along with latest RW versions. Ant if they develop with such speed as it is now - it will be abandoned. Do not put any single hope in HSK, do your search, craft your mods and play. HSK will eventually die.
Quote from: legendary on December 18, 2016, 03:18:16 PM
Quote from: Shad on December 18, 2016, 11:10:13 AM
Is the pack getting upgraded to A15 or are they going to skip straight to A16?
It's not gonna happen. HSK is to big to be upgraded along with latest RW versions. Ant if they develop with such speed as it is now - it will be abandoned. Do not put any single hope in HSK, do your search, craft your mods and play. HSK will eventually die.
wrong right now he has already said the only thing they waiting on is the community thing to upgrade to a 15. the mod pack isn't even close to being dead as before the Christmas it was being updated at least once a day sometimes more.
the HSK has always been at least one behind official
Hardcore SK is bottlenecked by CCL, and since that's still alpha 14, HSK will remain alpha 14. and alpha 16 really won't be happening anytime soon, if it takes anywhere nearly as long as it has for the transition from alpha 14 to 15 for alpha 15 to 16 for CCL :s It's not like sky isn't doing anything to assume that the modpack is dying.
Just look at the combat realism update to alpha 16 :S https://github.com/skyarkhangel/CombatRealism/commits/a16_update (Granted it doesn't work - at least in my case, I tried it yesterday.) He's putting in so much effort for a mod that isn't even his to begin with just so he can carry on with HKS, that's dedication.
can someone shortly describe the biggest changes in sk compare to a15?
i can not decide between a16 or sk pack.
my last a15 colony is after 5 years unplayable thanks to fps laggs
edit: i will try it out
any recommendation for map size so i dont run into lategame performance problems?
SK is pretty immersive, i migrate from 15,16 to 14SK
About changes: Drugs, few technical changes, gameplay wont change too much. I miss only a few mods from 15.
i'am already working on porting to a16, but it takes time. Some of people think that such a huge project can't be updated. Its not true, hardcore sk have "cluster structure" main library and whole project. Most of parts can be removed if needed or converted into another and for minimal start in a14 require only activate core-CCL-combat realism-core_sk. In a16 - without CCL.
Fo'real though in the debug log it states that HSK was formatted for unknown version. How do I fix this...?
I figured it out...I mistakenly put all the mods in a singular folder then placed it in the mod folder.
I'm having trouble managing the heat from some workbenches. So far I've had a fairly big room heated to 40C+ degrees from using an electric smelter, the temperature keeps going up even after it stops being used. Disconnecting the power to it will cause the room to normalize after a while. Is this intended?
Quote from: Chiasm on December 20, 2016, 04:36:52 PM
I'm having trouble managing the heat from some workbenches. So far I've had a fairly big room heated to 40C+ degrees from using an electric smelter, the temperature keeps going up even after it stops being used. Disconnecting the power to it will cause the room to normalize after a while. Is this intended?
open the doors. also if its in mountain use the mountain temp mod that's deactivated on start. the base game has a issue with temps inside mountains where it be high. mountain temp adds a few options for making rooms in mountains act more realistic.
if u not on mountain just open doors or get to the research that allows u to build pipes and temp control values to balance the temp of rooms.
This is in a mountain, yeah. I'll give it a go. Thanks.
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631497552
error clicking on it:
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631506887
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631507203
is the null faction reference normal? i dont know where to report bugs with the modpack.
i love the mod pack so far, big thanks to every mod creature and for sky for this pack =)
Can't wait for the a16 version, keep up the awesome work
Yeah i can't wait too, this long gameplay is so awesome
Quote from: sinister on December 21, 2016, 03:09:22 AM
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631497552
error clicking on it:
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631506887
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631507203
is the null faction reference normal? i dont know where to report bugs with the modpack.
i love the mod pack so far, big thanks to every mod creature and for sky for this pack =)
https://github.com/skyarkhangel/Hardcore-SK/issues for reporting problems in general unless the error is specific to a mod, which in this case it seems to points towards fluffy's relation mod so you should be report it here. https://github.com/FluffierThanThou/RW_FluffyRelations/issues
Try to be informative when reporting a bug if you can as in what you were doing up to that point, mention that you're using this modpack when reporting an issue on specific mod's github. As the mod itself might just play fine when played in vanilla, but when you use it as part of the modpack then it's the modpack's fault and might need compatibility.
Quote from: sinister on December 21, 2016, 03:09:22 AM
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631497552
error clicking on it:
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631506887
http://steamcommunity.com/id/sin1st3r/screenshot/197428545631507203
is the null faction reference normal? i dont know where to report bugs with the modpack.
i love the mod pack so far, big thanks to every mod creature and for sky for this pack =)
check your output log also most time the error will be in the log. its in the main rimwold folder in the data. that way u dont have to worry about SS unless the error doesnt go to log like some do
For those of you interested I am doing a Rimworld Hardcore SK playthrough on Youtube: https://www.youtube.com/playlist?list=PLyRt1YwQ-31S8Snh-AOldyLjQsL5zjV8N
It may be helpful for those who are stuck doing research or setting up their initial colony.
Would love some feedback!
Good i will go make popcorn and going to watch
i used to see your videos
Quote from: Lerin on December 22, 2016, 01:26:34 PM
Good i will go make popcorn and going to watch
:) Hopefully not too boring. I still have a long ways to go lol!
Quote from: Robloxsina66 on December 22, 2016, 02:39:31 PM
i used to see your videos
Oh yea? I stopped recording for awhile when I got a new job and moved but I couldn't stay away from Rimworld forever!!
Quote from: Rough_Pebble on December 22, 2016, 01:09:57 PM
For those of you interested I am doing a Rimworld Hardcore SK playthrough on Youtube: https://www.youtube.com/playlist?list=PLyRt1YwQ-31S8Snh-AOldyLjQsL5zjV8N
It may be helpful for those who are stuck doing research or setting up their initial colony.
Would love some feedback!
I've watched the alpha 13 ones :p
Quote from: Heresy on December 13, 2016, 09:44:19 AM
Quote from: Chestnutcute on December 12, 2016, 04:56:23 AM
im getting weapons disappearing probably due to the ammos related mod? is there any solution for this or am i doing it wrongly? =/
-edit-
i had to manually pick up the cartridge and kept them in their inventory for specific gun else when they use ...the gun will just disappear "poof" O_O
it does not disappear, it just gets put away into their inventory. if they have a melee weapon i think they equip it.
oh okay thank you for the reply , cheers
also all those that replied i saw , thank you.
Hello again, fellow Rimwolrdians.
Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.
1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.
2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?
Thanks for the help.
Quote from: gustavoghe on December 24, 2016, 02:59:05 PM
Hello again, fellow Rimwolrdians.
Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.
1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.
2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?
Thanks for the help.
there is a menu for it u can assign everything form armor to specific weapons including ammo.
what each weapon takes should be in its info
Quote from: sidfu on December 24, 2016, 03:53:05 PM
Quote from: gustavoghe on December 24, 2016, 02:59:05 PM
Hello again, fellow Rimwolrdians.
Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.
1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.
2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?
Thanks for the help.
there is a menu for it u can assign everything form armor to specific weapons including ammo.
what each weapon takes should be in its info
Thanks for that.
But the thing is, why wont they reload themselves or keep a small amount of the ammo their weapon requires? Whe you use assign tab, you cant for instance quick change the weapon they are carrying to a melee weapon. There is no equip any button, so whenever i need them to go melee i have to create a specific loadout.
I though there must be a way to facilitate the already complicated equipment aspect of the game. So this is what Im asking. Is there any tool that Im missing so i dont have to create a specific loadout for every single weapon in the game?
Thanks
Quote from: gustavoghe on December 25, 2016, 03:56:34 PM
Quote from: sidfu on December 24, 2016, 03:53:05 PM
Quote from: gustavoghe on December 24, 2016, 02:59:05 PM
Hello again, fellow Rimwolrdians.
Came back to the mod after ammo requirements were implemented. Can I ask you guys a couple of questions about it? Hopefully someone might point me in the right direction.
1 - How do you get your guys to keep carrying ammo? I got some arrows on my stockpile but people wont get them for somereason. The same thing happens with rifles, as soon as they are out of ammo, they dont go to the stockpile to get more.
2 - How do you know each ammo to produce for each weapon? Is there a list somewhere to facilitate that understanding?
Thanks for the help.
there is a menu for it u can assign everything form armor to specific weapons including ammo.
what each weapon takes should be in its info
Thanks for that.
But the thing is, why wont they reload themselves or keep a small amount of the ammo their weapon requires? Whe you use assign tab, you cant for instance quick change the weapon they are carrying to a melee weapon. There is no equip any button, so whenever i need them to go melee i have to create a specific loadout.
I though there must be a way to facilitate the already complicated equipment aspect of the game. So this is what Im asking. Is there any tool that Im missing so i dont have to create a specific loadout for every single weapon in the game?
Thanks
u can set it up around weapon types but that is to much work and limiting.
u have 2 choices u either manually keep track or u set up a assign for each individual person. i do per individual person.
1. go into assign now click on the edit and create new load out(weapons) and name it for the person to use the weapon loadout
2. set them a melee and a ranged if u plan for them to do both.
3. when u set a ranged weapon on the load out click the little ammo button next to the ranged weapon it give u a list of all ammo types that weapon can use(even ones u don't have so make sure u have ammo of that type) enter the amount and they will always maintain that amount of ammo.
4. the weight and bulk it shows doesn't take backpacks or cloths adding so u have to compare too the person u making the load out for.
5. remember u can put away weapons so u don't have to carry it all time. put away just puts it in back pack but still carries it.
6. tools can also be set. if u say have a builder who mines when nothing to build if u set both tools in the load out they will auto switch between the tools for the job.( remember it wont auto switch to normal gun just for tools for jobs)
7. biggest thing remember clothes and weapons are 2 different assignments so u have 1 load out for clothes and 1 for weapons.
it may seem like a chore to make each persons weapon load out individually but it takes around 15sec to make so don't take long and its good so that u can have the right tools on people.
remember melee weapons go into 3 damage catgores.
1. high damage low pentration(slashing type weapons aka swords and axes)
2. medium damge high pentration(spear and thrust type weapons)
3. low damage blunt damge that ignores armor.
Hey Skyark, been a huge fan on this modpack for definitely over a year now. Probably close to two, when can we expect the next major update? (A15 or A16?). I know it takes a considerable amount of time to do. Thanks man!
Quote from: Griffith on December 25, 2016, 11:25:41 PM
Hey Skyark, been a huge fan on this modpack for definitely over a year now. Probably close to two, when can we expect the next major update? (A15 or A16?). I know it takes a considerable amount of time to do. Thanks man!
+1, when ? : c i everyday checking the forum and have hope its that day that they will update from A14 to A16 :C
it will take a while as he needs another mod to update and also he has alot of work so dont expect it soon.
Hello i'am still working, need about ~1-2 weeks more. Already runs on a16.
@Sidfu
Dude, you totally made my day! Thanks a lot for detailing how to work the assing button. I figured out that I could have a melee and ranged weapon on the same loadout, but all the other tips are awsome. Cant wait to get back from work to play this.
One thing only, you know how you get all sorts of diferent weapons from raids? When you have 20 colonists its kind of hard to be "assigning" them to the weapons and ammo you have available. Nevertheless, you got me beleiving this is a nice to have mechanic. Im sure it will improve. My suggestion would be to clusterize ammo types, and balance the micromangement a little bit.
@Sky
Take your time, this is a masterpice modpack, cant play the game without it, so please just have fun while doing it, so you can keep on doing it, so we can keep on playing it :)
Once again thanks for the great job.
ps: Yes, its xmas and I felt like thanking a lot.
Quote from: gustavoghe on December 26, 2016, 09:57:06 AM
@Sidfu
Dude, you totally made my day! Thanks a lot for detailing how to work the assing button. I figured out that I could have a melee and ranged weapon on the same loadout, but all the other tips are awsome. Cant wait to get back from work to play this.
One thing only, you know how you get all sorts of diferent weapons from raids? When you have 20 colonists its kind of hard to be "assigning" them to the weapons and ammo you have available. Nevertheless, you got me beleiving this is a nice to have mechanic. Im sure it will improve. My suggestion would be to clusterize ammo types, and balance the micromangement a little bit.
@Sky
Take your time, this is a masterpice modpack, cant play the game without it, so please just have fun while doing it, so you can keep on doing it, so we can keep on playing it :)
Once again thanks for the great job.
ps: Yes, its xmas and I felt like thanking a lot.
what u do is the peo0ple that use tools give them specific profiles the ones that dont use tools u make a generic profile.
what u do for the ammo is figure out which type of ammo u use the most say fmj or such and have it be the common ammo for that weapon.
most ammo has 2+ types just like real life ammo. whats gonna happen is till u ccan make your own guns and ammo u have to take what u get.
a good thing to do is the ones u need a specific assignment for tool use have them be the ones to use specal ammo and all others be single type
Quote from: skyarkhangel on December 26, 2016, 05:36:36 AM
Hello i'am still working, need about ~1-2 weeks more. Already runs on a16.
Oh, you're amazing. Is that the github version or?
Keep up the amazing work man
Quote from: Griffith on December 26, 2016, 11:28:04 AM
Quote from: skyarkhangel on December 26, 2016, 05:36:36 AM
Hello i'am still working, need about ~1-2 weeks more. Already runs on a16.
Oh, you're amazing. Is that the github version or?
Keep up the amazing work man
git is always the most updated and he hasnt put it up yet.
@sky if u need others to help u find errors u can post a build and ill help u test.
Trailer =)
http://coub.com/view/l3gyv
My body is ready.
We have own blackjack and hookers! xD
https://pp.vk.me/c637319/v637319847/22cd7/QYFrOKRmezU.jpg
I would'nt release this as a separate mod, for some reason.
hell yeah!
Quote from: skyarkhangel on December 26, 2016, 07:09:07 PM
Trailer =)
http://coub.com/view/l3gyv
Always love seeing the new title screen for HardcoreSK!
Quote from: skyarkhangel on December 27, 2016, 06:53:33 PM
We have own blackjack and hookers! xD
https://pp.vk.me/c637319/v637319847/22cd7/QYFrOKRmezU.jpg
I would'nt release this as a separate mod, for some reason.
Oh, sweet mother of god! You have Fluffy's research tree working in 5.0??!! Yay! Do you have to manually set your research tree I am guessing? So prob no good for a solo release of just that, but either way, will be great to be playing HCSK with that enabled!
Hello Guys!
Im having trouble getting my colonists to tame wildlife. So Im probably missing something here. I got a turkey set to tame, and a colonist with only the handle job enabled. The colonist wond do anything. Can someone help please?
Quote from: gustavoghe on December 28, 2016, 07:07:23 PM
Hello Guys!
Im having trouble getting my colonists to tame wildlife. So Im probably missing something here. I got a turkey set to tame, and a colonist with only the handle job enabled. The colonist wond do anything. Can someone help please?
food for taming. did i mention food. there is food. turkey won't eat meat it needs right food type which for example plants u grow or some mushrooms. they also all eat kibble.
Quote from: gustavoghe on December 28, 2016, 07:07:23 PM
Hello Guys!
Im having trouble getting my colonists to tame wildlife. So Im probably missing something here. I got a turkey set to tame, and a colonist with only the handle job enabled. The colonist wond do anything. Can someone help please?
If you click on the turkey, then click on its info button in the pane in lower left you will see minimum skill required to train that animal. Make sure you have a pawn assigned that has at least that skill in handling.
Hi, I'm having trouble with rare minerals extractor.
When i build one it instantly gets destroyed and "support was removed" message appears.
I've looked for that extractor in debug menu but i couldn't find it.
Wat do?
Quote from: bowmore on December 29, 2016, 03:48:19 PM
Hi, I'm having trouble with rare minerals extractor.
When i build one it instantly gets destroyed and "support was removed" message appears.
I've looked for that extractor in debug menu but i couldn't find it.
Wat do?
have debug open and godmode build it and see if error pops. errors pop in 2places in debug menu and in the output log.
i remember someone had this issue before but forgot what fixxed it. could u try building it out of differnt mats it could be a specific mat not working right.
I had an extractor instantly collapse on me as well.
Although I had a save only a couple of minutes before it was completed so reloaded and it was built fine the second try - same mats and everything.
The positioning of the extractor is at fault. For some reason there are several possible ways to place the extractor in relation to the ressource node but only one correct one. If placed any other way the extractor will collapse upon completion. If I remember correctly the right position is with the node in the bottom left of the building but its been a while since I last placed one.
Quote from: skyarkhangel on December 26, 2016, 05:36:36 AM
Hello i'am still working, need about ~1-2 weeks more. Already runs on a16.
Looking forward to it. I haven't played A16 year because HCSK has got me too spoiled. I love all the content is adds.
Btw whatever happened to that side-project you posted a couple months ago? It was an installer and automatic patcher, so you didn't have to do it manually?
Alpha 16 testing hype O.o
A16 update for real?
I love this guy. This hardcore mod is a Rimworld essential. I can only hope that, some day, Ty will absorb this modpack into the base game.
Unless that would leave skyarkhangel bored, with nothing to do.
Stockpiles for Food>Meals are only showing Kibble, Oyster, and Pemmican. I can't haul any other meal to a stockpile.
Quote from: aiu2003 on December 31, 2016, 02:32:56 PM
Stockpiles for Food>Meals are only showing Kibble, Oyster, and Pemmican. I can't haul any other meal to a stockpile.
I know you probably did this already, but just to be on the safe side, have you deleted any text from the search box?
Search box is empty. Even when creating a new stockpile and selecting "Allow All," pawns still show no available stockpile when trying to haul packaged meals.
Btw, I did a fresh install of Rimworld off steam and also deleted the rimworld folder in the AppData folder.
I am also having a problem with pawns randomly completely freezing after melee fist attacking critters. I've started new colonies and am running into these two issues int he first few minutes.
already posted the missing stockpile entries for food on git. also anyone else not getting that first colonist that auto joins at start?
if u get the error can u SS and post it on git. the error dont show in log but should be similar to the old caravan/raid bug that prevented it from spawning npc
Just trying the a16 version myself, great work getting the core parts running already :)
Odd bug - I built a simple bed made of dromedary leather with 82% rest efficiency.
The person sleeping in it gains rest REALLY slowly, even slower than sleeping on the floor. After a night and most of the day sleeping their rest went from 0 to not even out of the tired zone haha.
They also seemed to not want to actually go to bed either, waiting until long past exhausted even though it was the middle of the night. All very odd.
Also noticed a bug related to the "Crash Landing" scenario which doesn't seem to work, even without using prep. carefully, no colonists spawn (different from them all dying). Also lots of errors related to opening the fallen spaceship parts if I spawn my own colonists in debug.
Bug 1:
Trader Caravans with animals showing purple/pink boxes.
Using Debug Tool:Kill will kill the animal and show correct corpse texture.
No red/yellow text in error console.
Bug 2: Red Text When Loading Map
[HugsLib] Psychology caused an exception during OnMapLoaded: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.List`1+Enumerator[RimWorld.Trait].VerifyState () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1+Enumerator[RimWorld.Trait].MoveNext () [0x00000] in <filename unknown>:0
at Psychology.PsychologyBase.RemoveTrait (Verse.Pawn pawn, RimWorld.TraitDef trait) [0x00000] in <filename unknown>:0
at Psychology.PsychologyBase.MapLoaded (Verse.Map map) [0x00000] in <filename unknown>:0
at HugsLib.HugsLibController.OnMapLoaded (Verse.Map map) [0x00000] in <filename unknown>:0
Bug 3: Error Spam -
Exception ticking WildBoar70398: System.NullReferenceException: Object reference not set to an instance of an object
at Psychology.Hediff_Anxiety.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Full error log:
https://gist.githubusercontent.com/HugsLibRecordKeeper/4819b761c90725f3864be0dbc2c6deb2/raw/89873aeb71f477a88099f62f04bbd1fd702a1511/output_log.txt
-edit-
[Fertilized Chicken Eggs] bought from traders spawn as neutral chicks
Quote from: aiu2003 on December 31, 2016, 02:32:56 PM
Stockpiles for Food>Meals are only showing Kibble, Oyster, and Pemmican. I can't haul any other meal to a stockpile.
Bug related to [RimWorld\Mods\Core_SK\Defs\ThingDefs_Meals]
items are missing:
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
Super Dirty Fix:Edit [Items_Meals.xml] found in/at: [RimWorld\Mods\Core_SK\Defs\ThingDefs_Meals]
Note: Saves with this fix should be compatible with newer versions as it only modifies traits of existing abstracts.
Replace code here:
STARTS LINE 6
<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<category>Item</category>
With:
<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
<category>Item</category>
and replace
LINE 39/45
<ThingDef Name="MealBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
With:
<ThingDef Name="MealBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
<category>Item</category>
Edit 2-
As far as I understand this code is probably the most accurate fix as compared to a dirty patch. If Mod Author Skyarkhangel would be so kind as to add a separate drink category in the meals tab in the future, it would make the OCD part of me overjoyed.
Some animals and Pawns that have no weapon equiped, get stuck trying to melee attack for a few ingame hours.
No error messages.
It looks like the melee cooldown for fist/animals got modified to a a really high number. Each attack takes them a while to recover from.
Visitors that want to trade that doesn't come with animals get overloaded with their merchandise and takes forever to cross the map and will usually break/starve.
As Rhyssia mentioned, when a cargo pod crash, you get a huge error list if you have dev mode open. With dev mode close, there's no error list, but the cargo pod is always empty.
Quote from: aiu2003 on December 31, 2016, 08:51:13 PM
It looks like the melee cooldown for fist/animals got modified to a a really high number. Each attack takes them a while to recover from.
Visitors that want to trade that doesn't come with animals get overloaded with their merchandise and takes forever to cross the map and will usually break/starve.
As Rhyssia mentioned, when a cargo pod crash, you get a huge error list if you have dev mode open. With dev mode close, there's no error list, but the cargo pod is always empty.
Didn't Mention, but tested and confirmed. Dropped pod, got some stone bricks and in error log long list about items can't be created, something about null map
[Tried to place thing Silver111473 in a null map.]
SK.Comploot.Spawnloot was mentioned but didn't print to verbose log.
Your fix worked Rhyssia, so thanks for that!
Another issue I've notice is with the mass/bulk calculation with having pawns picking up the same item. Ex. if you pick up 1 Roasted Meat, picking up more won't update the mass/bulk. I had a pawn pick up 50+ and not get encumbered. But as soon as I had that pawn pick up a different item, it updates and mass/bulk shoots into the red.
Quote from: aiu2003 on December 31, 2016, 09:23:37 PM
Your fix worked Rhyssia, so thanks for that!
Another issue I've notice is with the mass/bulk calculation with having pawns picking up the same item. Ex. if you pick up 1 Roasted Meat, picking up more won't update the mass/bulk. I had a pawn pick up 50+ and not get encumbered. But as soon as I had that pawn pick up a different item, it updates and mass/bulk shoots into the red.
My guess is that is assembly related and I can't do anything to fix that.
Edit-
I DERPed.
Melee Freeze Issue:
Folder: [\RimWorld\Mods\Core_SK\Defs\ThingDefs_Races\Races_Humanlike.xml]
<defaultCooldownTime>100</defaultCooldownTime>
Default Vanilla Value should be 1.85, probably needs fixed in a few of the files.
Speculation: May have been thought as a percentile on base as I see 100/80/70 in same file.
Working on a fix now to upload to dropbox. Files/Edits should be newer version save safe.
Edit 2- Testing Fix now.
Quick and Dirty Melee Fix
Changes the 100s of seconds to between 1.1 and 5(?) second cool downs.
Replace these files: [\RimWorld\Mods\Core_SK\Defs\ThingDefs_Races\*.*]
Should not break save compatibility when mod updates.
*Fixed Races_Animal_Dogs.xml
Dropbox:
https://www.dropbox.com/s/uoskgaiden9t9ew/ThingDefs_Races%28Fixed%29.rar?dl=0 (https://www.dropbox.com/s/uoskgaiden9t9ew/ThingDefs_Races%28Fixed%29.rar?dl=0)
VirusTotal:
https://www.virustotal.com/en/file/d35bae7f5ca720a82ec4be80bbb9c2a76e793de728544fda3cb041e1545a9cd6/analysis/1483265583/ (https://www.virustotal.com/en/file/d35bae7f5ca720a82ec4be80bbb9c2a76e793de728544fda3cb041e1545a9cd6/analysis/1483265583/)
here is a fixed race dog xml. he forgot a few <
it goes into Core_SK\Defs\ThingDefs_Races
[attachment deleted by admin due to age]
Quote from: sidfu on January 01, 2017, 02:48:05 AM
here is a fixed race dog xml. he forgot a few <
it goes into Core_SK\Defs\ThingDefs_Races
Crap, THANK YOU! Fixed the error and double checking the rest now. (Two missing "<"s. in dog.xml.) Will edit previous post with fix soon.
-edit-
Anyone else refreshing this page and github to see any updates or is it just me?
Quote from: Rhyssia on January 01, 2017, 05:03:22 AM
Quote from: sidfu on January 01, 2017, 02:48:05 AM
here is a fixed race dog xml. he forgot a few <
it goes into Core_SK\Defs\ThingDefs_Races
Crap THANK YOU!, fixed the error and double checking the rest now. (Two missing "<"s. in dog.xml.) Will edit previous post with fix soon.
that type of error when it happens the error ingame tells u where u missed it so easy to fix.
also for those who want differnt settings for darkness sk here u go. it copies teh color settings from realistic darkness
[attachment deleted by admin due to age]
Plz, switch off Psychology mod, so its still not compatible for some reasons. I have not time to test it compatibilty, thanks for bug-reports.
Also, if you do fixes, plz push changes to Hardcore SK github, thus you can help fix them faster.
Will this modpack work for the stable version of Rimworld A16? I tried using this modpack yesterday and it was saying mods incompatible and was messing with the main menu's tutorial button, replacing "Tutorial" with "LearnHowToPlay."
Quote from: Binarydream on January 01, 2017, 09:46:18 AM
Will this modpack work for the stable version of Rimworld A16? I tried using this modpack yesterday and it was saying mods incompatible and was messing with the main menu's tutorial button, replacing "Tutorial" with "LearnHowToPlay."
If you install the pack following the instructions, the install should work smoothly. Step 2 is rather important in order to get it to load properly. (Also disable Psychology)
On another note, updating Psychology Mod from it's post seems to fix the anxiety issue but throws another, seemingly harmless error.
I received the Journey Destination event, went to world view, and got to see the global world temperature! No, not really, but the temperature gauge bar projected itself globally, which I found as some interesting environmental political commentary, methinks it's a graphical glitch. https://s27.postimg.org/9ua1ske6r/Temperature_bar_on_the_global_level.jpg
a modulator moved the thread to outdated which is wrong.
Quote from: Adenia on January 01, 2017, 11:17:41 AM
I received the Journey Destination event, went to world view, and got to see the global world temperature! No, not really, but the temperature gauge bar projected itself globally, which I found as some interesting environmental political commentary, methinks it's a graphical glitch. https://s27.postimg.org/9ua1ske6r/Temperature_bar_on_the_global_level.jpg
Looks like Moody overlay issue, when box is minimized issue is resolved.
After reinstalling both Rimworld and the modpack several times, I still get this same error when trying to start a colony. http://pastebin.com/nnUjTW6z
For future reference, should I just attach the log or is the pastebin easier for you?
Quote from: LoliScout on January 01, 2017, 12:30:49 PM
After reinstalling both Rimworld and the modpack several times, I still get this same error when trying to start a colony. http://pastebin.com/nnUjTW6z
For future reference, should I just attach the log or is the pastebin easier for you?
1.comptely reinstall game
2. run game once and and open the save location then create world then exit.
3. now install mod pack and make sure to overwrite everything.
4. now take the modconfig.cfg and put it in the correct folder located in the config folder where saves are.
the error u getting is normaly due to 2 things. 1 not installing right and 2 installing over old game.
Tropical rain forests aren't in the BiomeDefs, which is the cause of my first crash.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at SK.Events.IncidentWorker_RaidEnemyFix.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at SK.ScenPart_StartwithAsssault.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.Scenario.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.MapGenerator.GenerateMap (IntVec3 mapSize, Int32 tile, RimWorld.Planet.MapParent parent, System.Action`1 extraInitBeforeContentGen, Verse.MapGeneratorDef mapGenerator) [0x00000] in <filename unknown>:0
at Verse.Game.InitNewGame () [0x00000] in <filename unknown>:0
at Verse.Root_Play.<Start>m__737 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Now the Orassan start is causing an error upon loading.
Edit: Something was entered twice in it's def. Jumped to a conclusion much to fast.
http://pastebin.com/Sy3t76nF Marshy Terrain is set twice, not sure if that's intended.
Quote from: LoliScout on January 01, 2017, 01:28:23 PM
Tropical rain forests aren't in the BiomeDefs, which is the cause of my first crash.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at SK.Events.IncidentWorker_RaidEnemyFix.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at SK.ScenPart_StartwithAsssault.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.Scenario.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.MapGenerator.GenerateMap (IntVec3 mapSize, Int32 tile, RimWorld.Planet.MapParent parent, System.Action`1 extraInitBeforeContentGen, Verse.MapGeneratorDef mapGenerator) [0x00000] in <filename unknown>:0
at Verse.Game.InitNewGame () [0x00000] in <filename unknown>:0
at Verse.Root_Play.<Start>m__737 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Now the Orassan start is causing an error upon loading.
Edit: Something was entered twice in it's def. Jumped to a conclusion much to fast.
http://pastebin.com/Sy3t76nF Marshy Terrain is set twice, not sure if that's intended.
From my understanding a "null" is being passed through the assembly code. The double entry just means the second one will be active if I understand correctly.
Is it just me, or are the poisoned arrows a bit too strong right now?
I used them to finish of a pack of 3 raptors in just a few seconds with one guy using a composite bow. I am glad that tribals will actually be a potential threat in the late and midgame now, rather than just food for your compost bins. But at the same time, any large creatures were just completely trivialized. Making the early game a lot easier.
Quote from: Binarydream on January 01, 2017, 09:46:18 AM
Will this modpack work for the stable version of Rimworld A16? I tried using this modpack yesterday and it was saying mods incompatible and was messing with the main menu's tutorial button, replacing "Tutorial" with "LearnHowToPlay."
I have been using it no problem. Psychology is most likely the issue.
Quote from: Maroxad on January 01, 2017, 02:28:43 PM
Is it just me, or are the poisoned arrows a bit too strong right now?
I used them to finish of a pack of 3 raptors in just a few seconds with one guy using a composite bow. I am glad that tribals will actually be a potential threat in the late and midgame now, rather than just food for your compost bins. But at the same time, any large creatures were just completely trivialized. Making the early game a lot easier.
Quote from: Binarydream on January 01, 2017, 09:46:18 AM
Will this modpack work for the stable version of Rimworld A16? I tried using this modpack yesterday and it was saying mods incompatible and was messing with the main menu's tutorial button, replacing "Tutorial" with "LearnHowToPlay."
I have been using it no problem. Psychology is most likely the issue.
nah its not op causse once seeds are put back in u wont be able to produce so much ammo for them.
Muffalos are not adding to the carryweight of my caravan.
I would like to request that Map Reroll be added to the modpack as it's much quicker than regenerating an entire world and finding a new location on the map, and its fair in that you lose resources each time you reroll so you're sacrificing ores on the map for a better start location.
Can confirm that tropical rainforests are busted. Loading it with the unstable branch gave a more indepth error log. http://pastebin.com/VyGqVExC
A person said that it's being caused by a duplicate of a plant called "Weed", though I can't confirm that.
Quote from: Zakhad on January 01, 2017, 03:28:24 PM
I would like to request that Map Reroll be added to the modpack as it's much quicker than regenerating an entire world and finding a new location on the map, and its fair in that you lose resources each time you reroll so you're sacrificing ores on the map for a better start location.
I totally added it to my list. I won't lie. (I also changed fences to be impassable because I got sick of things eating through my farms.)
Quote from: LoliScout on January 01, 2017, 03:51:43 PM
Can confirm that tropical rainforests are busted. Loading it with the unstable branch gave a more indepth error log. http://pastebin.com/VyGqVExC
A person said that it's being caused by a duplicate of a plant called "Weed", though I can't confirm that.
I don't....think that's the case, I checked Core_SK files with non Dev A16 and it all looks very similar.
Quote from: Schio on January 01, 2017, 03:14:56 PM
Muffalos are not adding to the carryweight of my caravan.
Muffalos or buffalos because 1 is a modded creature the other is vanilia I'm assuming it was the buffalos the brown one?
Also is anyone getting texture errors from animals in trade Caravans? Seen something about a multi issue with PackMuffalo but forgot to save the log.
(https://s23.postimg.org/9dfllgkm3/Error2.jpg)
When I buy them from the trader they magically get their texture back.
-edit-
Quote from: Zakhad on January 01, 2017, 04:45:29 PM
Quote from: Schio on January 01, 2017, 03:14:56 PM
Muffalos are not adding to the carryweight of my caravan.
Muffalos or buffalos because 1 is a modded creature the other is vanilia I'm assuming it was the buffalos the brown one?
Also noticed that the Core_SK's Muffalo does not have pack animal tag set. (Not sure if relevant, still poking around.)
-edit- This error!
(https://s24.postimg.org/4n2broip1/Error.jpg)
Quote from: Rhyssia on January 01, 2017, 04:49:08 PM
Also is anyone getting texture errors from animals in trade Caravans? Seen something about a multi issue with PackMuffalo but forgot to save the log.
-edit-
Quote from: Zakhad on January 01, 2017, 04:45:29 PM
Quote from: Schio on January 01, 2017, 03:14:56 PM
Muffalos are not adding to the carryweight of my caravan.
Muffalos or buffalos because 1 is a modded creature the other is vanilia I'm assuming it was the buffalos the brown one?
Also noticed that the Core_SK's Muffalo does not have pack animal tag set. (Not sure if relevant, still poking around.)
Thanks. Adding the pack animal tag to the Muffalo in Core_SK fixed the issue.
Hi, I have one simple question, how do we get Hay ?!?! (last version of the mod for 16)
Quote from: thamathar on January 01, 2017, 06:25:21 PM
Hi, I have one simple question, how do we get Hay ?!?! (last version of the mod for 16)
harvest grass, just click harvest on an area and you should find some grass nodes to be harvested
Anyone else getting pawns repeatedly eating meals as a joy activity rather than a food one? I had a pawn just ate 8 roasted meats because his joy was low :/ (No he wasn't on a food binge or any mental break) Not sure if its a modded problem or a vanilla issue
Quote from: Zakhad on January 01, 2017, 07:02:10 PM
Quote from: thamathar on January 01, 2017, 06:25:21 PM
Hi, I have one simple question, how do we get Hay ?!?! (last version of the mod for 16)
harvest grass, just click harvest on an area and you should find some grass nodes to be harvested
Anyone else getting pawns repeatedly eating meals as a joy activity rather than a food one? I had a pawn just ate 8 roasted meats because his joy was low :/ (No he wasn't on a food binge or any mental break) Not sure if its a modded problem or a vanilla issue
is probaly thinking of them as drugs. try setting the drugs to once per day
Anyone able to roll uh...smoke leaf?
Quote from: Rhyssia on January 01, 2017, 07:29:53 PM
Anyone able to roll uh...smoke leaf?
My colony is currently crafting spot free, so I'm in the same boat, unless it was intentionally removed. I remember the hardcore sk crafting spot had like bow/shiv/stonearrow/tribalwear a few basic stuffs, so I'm guessing it was forgotten.
I'm starting as a tribal at Neanderthal tech no idea if thats relevent, perhasps a higher tech colony starts with it and that it was forgotten to be included in tribal :S
I don't see the Foods or meat section
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
for those who dont know the debug has a copy button. so try to post the errors on git with what u where doing.
1.click error
2. click copy(it is now saved to your notpade)
3.open git webpage and go to issues and post error
Fixed my problem by not using the Orassan scenario or going to a tropical rainforest. Now in the Asari scenario I can't build batteries despite starting with the Power research.
Hello. It wouldn't be too bad to create a list of unconfirmed/confirmed bugs given all of the individual reports flooding in - if it hasn't been done yet. Each entry could have an error log attached from an originator =)
If this exists, where can I find it?
Quote from: Rainmaker on January 02, 2017, 08:56:00 AM
Hello. It wouldn't be too bad to create a list of unconfirmed/confirmed bugs given all of the individual reports flooding in - if it hasn't been done yet. Each entry could have an error log attached from an originator =)
If this exists, where can I find it?
As sidfu mentioned. Posting errors on the github would be best.
edit-
Ok I'm looking at crafting spot, muffalo/buffalo packanimal, Tavar issues now.
Quote from: ThomasCro on January 02, 2017, 05:43:26 AM
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
Is stockpile set to hold rotten+fresh? I was able to store without issue.
Quote from: Zakhad on January 01, 2017, 07:56:41 PM
Quote from: Rhyssia on January 01, 2017, 07:29:53 PM
Anyone able to roll uh...smoke leaf?
My colony is currently crafting spot free, so I'm in the same boat, unless it was intentionally removed. I remember the hardcore sk crafting spot had like bow/shiv/stonearrow/tribalwear a few basic stuffs, so I'm guessing it was forgotten.
I'm starting as a tribal at Neanderthal tech no idea if thats relevent, perhasps a higher tech colony starts with it and that it was forgotten to be included in tribal :S
New Crafting Spot = "Craftsman Table" All old bills from vanilla should be found on that table.
Quote from: LoliScout on January 02, 2017, 08:27:54 AM
Fixed my problem by not using the Orassan scenario or going to a tropical rainforest. Now in the Asari scenario I can't build batteries despite starting with the Power research.
Was able to get battery after researching Electronics Basics (which shows it enables battery.)
Error when: Out of Ammo
(https://s30.postimg.org/gvgf4lrlt/Something.jpg)
I haven't tried the latest update being Fix map generator commit 5159dd8018d24d3e26d61dcac7b922dae5eded1c but I did notice that sky updated fishIndustry and that fishIndustry has had quite a few changes that might make saves incompatible if you update, namely reworking the fishing skill so its included as a hunting skill now not as a separate skill.
Note I haven't actually checked this just a heads's up, speculating that it might cause issues for people.
It'll be fine if you start a new game, which generally speaking you should do when you update.
Quote from: Rhyssia on January 02, 2017, 02:28:52 PM
Quote from: Zakhad on January 01, 2017, 07:56:41 PM
Quote from: Rhyssia on January 01, 2017, 07:29:53 PM
Anyone able to roll uh...smoke leaf?
My colony is currently crafting spot free, so I'm in the same boat, unless it was intentionally removed. I remember the hardcore sk crafting spot had like bow/shiv/stonearrow/tribalwear a few basic stuffs, so I'm guessing it was forgotten.
I'm starting as a tribal at Neanderthal tech no idea if thats relevent, perhasps a higher tech colony starts with it and that it was forgotten to be included in tribal :S
New Crafting Spot = "Craftsman Table" All old bills from vanilla should be found on that table.
Issue with that is it requires stone bricks, with you can't get without another workstation that also requires stone bricks to create.
I know you can harvest stone bricks from abandoned structures, but it just really doesn't make sense to require stone bricks for basic, primitive crafting stations.
Anyone else have a severe lack of events in their games? I have tried 3 games with Cassandra and Rey both on extreme mode and there has only been a handful of events so far going into the 3rd year. Sometime entire seasons go by without a single event. The only raid I've experienced so far was triggered from accepting a call for help.
So version from gitHub works with RimWorld Alpha 16 game?
Quote from: aiu2003 on January 02, 2017, 08:27:07 PM
Anyone else have a severe lack of events in their games? I have tried 3 games with Cassandra and Rey both on extreme mode and there has only been a handful of events so far going into the 3rd year. Sometime entire seasons go by without a single event. The only raid I've experienced so far was triggered from accepting a call for help.
Finally getting to start a game so will know later. I think lack of raids is based on error. Not sure.
Quote from: zoranjoza on January 02, 2017, 08:34:11 PM
So version from gitHub works with RimWorld Alpha 16 game?
It "works". Still buggy.
I wonder if Seeds Please will be re-added, or if that was a removed due to CCL being dropped? Seeds made a pretty huge difference as far as difficulty goes.
I'm hoping new infusion gets added, I really liked that one.
Quote from: aiu2003 on January 02, 2017, 08:27:07 PM
Anyone else have a severe lack of events in their games? I have tried 3 games with Cassandra and Rey both on extreme mode and there has only been a handful of events so far going into the 3rd year. Sometime entire seasons go by without a single event. The only raid I've experienced so far was triggered from accepting a call for help.
Yes, that happend to me too. I played an entire ingame year without getting any raids, traders or visitor. I played on cassandra.
Quote from: Rhyssia on January 02, 2017, 02:28:52 PM
Quote from: ThomasCro on January 02, 2017, 05:43:26 AM
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
Is stockpile set to hold rotten+fresh? I was able to store without issue.
Yes, of course. I tried it all the possible ways. But even though, I thought only expiring objects matter for the rotten/fresh stuff.
Will try it again later today.
Quote from: ThomasCro on January 03, 2017, 03:01:58 AM
Quote from: Rhyssia on January 02, 2017, 02:28:52 PM
Quote from: ThomasCro on January 02, 2017, 05:43:26 AM
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
Is stockpile set to hold rotten+fresh? I was able to store without issue.
Yes, of course. I tried it all the possible ways. But even though, I thought only expiring objects matter for the rotten/fresh stuff.
Will try it again later today.
I also noticed you could "consume" the FN-SCAR-H which makes me wonder if has rot/fresh consideration.
really want to get this to work but i just got miles of errors. https://gist.github.com/b5e7f554bb5b4bcb01b5f0fbac95edfb
install unclear dick stuck in every outlet in house.
Quote from: Storgondul on January 03, 2017, 01:10:57 PM
really want to get this to work but i just got miles of errors. https://gist.github.com/b5e7f554bb5b4bcb01b5f0fbac95edfb
install unclear dick stuck in every outlet in house.
Step One:
Re-install clean copy of A16
Step Two:
Download Branch:Master from Github
Step Three:
Backup Rimworld\Mods\Core folder and remove from Rimworld\Mods\
Step Four:
Copy all folders inside mod folder from download and put them in rimworld\Mods\
File structure should look like Rimworld\Mods\Core .. Rimworld\Mods\Core_SK .. etc
Step Five:
Take (Cut) ModsConfig.xml from Mods folder from Github (Make sure this file is not left in Rimworld\Mods\ folder)
Step Six:
Assuming you are using windows press: [Windows Key]+[R] It should bring a dialog box that says "Run"
Linux+Mac [Skip to "Step Eight:"]
Step Seven:
Type: %APPDATA%\..\LocalLow and press OK
Step Eight:
Navigate to this folder:
Windows:
E:\SYSTEM\Users\[THIS IS YOU]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\
Linux:
/home/[THIS IS YOU]/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config
Mac:
/Users/[THIS IS YOU]/Library/Application Support/RimWorld by Ludeon Studios/Config
and overwrite current ModsConfig.XML
so you do nothing with anything other than just mods. all the other files just float in the void?
screwed around with the order a bit and collapsed it down to a bunch of could not resolve cross ref no verse.damagedef poison https://gist.github.com/77879a60d809f89095b3aede4b98b3a3
Just need to move everything from \Hardcore-SK-master\Mods\ to Rimworld\Mods\ make sure to back up and remove core folder out of Rimworld\Mods\ before moving everything over, then take config and put it in right place.
-edit-
removed giant example image
yea im back at the same errors after following all that so i think ima just abandon ship, im nowhere new to modding but this is just getting to be too much that i dont know how to actually fix myself since i dont know the game tools https://gist.github.com/db9ad89325e6aa2f256e65d6838fff7e will leave this here though. just in case anyone has the same thing goin on
What's your load order look like?
What I see is...
Core: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Core SK: (no assemblies)
Darkness +SK patch: (no assemblies)
HugsLib[2.2.1]: HugsLib(0.16.0.0)
Combat Realism: CombatRealism(1.0.0.0)
Skynet SK: Skynet(1.0.0.0)
Fluffy Breakdowns: Fluffy_Breakdowns(1.0.0.0)
Hospitality A16: Hospitality(0.6.0.0)
Set-Up Camp: Nandonalt_SetUpCamp(1.0.0.0)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.2)
Numbers: RWNumbers(1.1.0.2)
Misc. Bees'n'Honey: BeeAndHoney(0.15.1.0)
Misc. MapGenerator: MapGenerator(1.0.0.0)
Misc. MapGen FactionBase: MapGeneratorFactionBase(1.0.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Moody: Moody(1.0.0.0)
Relations Tab: Fluffy_Relations(1.0.0.0)
RT Fuse: RT_Fuse(1.0.0.0)
RT Quantum Storage: RT_QuantumStorage(1.0.0.0)
RT Solar Flare Shield: RT_SolarFlareShield(1.0.0.0)
Rumours And Deception: RumoursAndDeception(1.0.6199.34511)
Area Unlocker: AreaUnlocker(1.0.0.0)
Animal Tab: BetterAnimalsTab(1.0.0.0)
Colony Manager: Fluffy_ColonyManager(1.0.0.0)
Medical Tab: MedicalInfo(1.0.0.0)
Fluffy Research Tree: ResearchTree(1.0.0.0)
WorkTab: Fluffy_Tabs(1.0.0.0)
Which should be:
Core: (no assemblies)
HugsLib[2.2.1]: HugsLib(0.16.0.0)
Fluffy Research Tree: ResearchTree(1.0.0.0)
Combat Realism: CombatRealism(1.0.0.0)
Core SK: Core_SK(1.0.0.0)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.2)
Skynet SK: Skynet(1.0.0.0)
Fluffy Breakdowns: Fluffy_Breakdowns(1.0.0.0)
Numbers: RWNumbers(1.1.0.2)
Moody: Moody(1.0.0.0)
Relations Tab: Fluffy_Relations(1.0.0.0)
Area Unlocker: AreaUnlocker(1.0.0.0)
Animal Tab: BetterAnimalsTab(1.0.0.0)
Colony Manager: Fluffy_ColonyManager(1.0.0.0)
Medical Tab: MedicalInfo(1.0.0.0)
WorkTab: Fluffy_Tabs(1.0.0.0)
Hospitality A16: Hospitality(0.6.0.0)
Rumours And Deception: RumoursAndDeception(1.0.6199.34511)
Set-Up Camp: Nandonalt_SetUpCamp(1.0.0.0)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. MapGenerator: MapGenerator(1.0.0.0)
Misc. MapGen FactionBase: MapGeneratorFactionBase(1.0.0.0)
Misc. Bees'n'Honey: BeeAndHoney(0.15.1.0)
Misc. Training: TrainingFacility(1.0.0.0)
RT Fuse: RT_Fuse(1.0.0.0)
RT Quantum Storage: RT_QuantumStorage(1.0.0.0)
RT Solar Flare Shield: RT_SolarFlareShield(1.0.0.0)
The modconfig.xml in the github download should have the second load order. That is needed because with the wrong load order you'll get those errors. (Things are looking for definitions/resources that haven't been loaded yet)
core
coresk
misc core
darkness+sk
hugslib
combat realism
skynet
fluffy breakdowns
hospitality
camp
edb
numbers
misc bees
misc map
misc mapgen fac
misc train
moody
relations
rt fuse
rt quantim
rt solar flare
rumors
area unlocker
animal tab
colony manager
medical tab
fluffy research
worktab
Please re-order to what is shown in second code list. As Core_SK has calls to Combat Realism, Fluffy Research, and Hugslib.
ok its got it own background now i think that may have done it
boot up world first things i say WHY IS THERE A CULT, WHAT ARE THE SPETZNAZ DOING HERE WHY IS THE FEDERATION ON THIS PLANET
It seems that every time I go to attack another outpost my game gets stuck on generating a new map for the encounter.
Also if I try to do anything it just says Rimworld has stopped responding and I have to force close the game.
there was a fish industry update for a16 removing the fishing well changing it to hunting and removing harpoon
Looks like I can't hit gnawlers(?)(plunders event) by weapons. All bullets just fly through.
Not sure but maybe this is related:
Exception ticking Bullet_303British_HP223627: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.CompSuppressable.get_parentArmor () [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.ImpactThroughBodySize (Verse.Thing thing, Single height) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.CheckForFreeIntercept (IntVec3 cell) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.CheckForFreeInterceptBetween (Vector3 lastExactPos, Vector3 newExactPos) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Not sure but seems like raids still do not work, but at least I see other people now.
problem solved because my immense stupidity blinds me sometimes, if anyone else is staggeringly stupid and started tribal make sure to harvest ship parts and upgrade your research bench to the vanilla-esque rimworld one so you can actually progress
just copy modconfig from archive to Ludeon config folder.
Quote from: zzz1000 on January 03, 2017, 06:09:33 PM
Looks like I can't hit gnawlers(?)(plunders event) by weapons. All bullets just fly through.
Not sure but maybe this is related:
Exception ticking Bullet_303British_HP223627: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.CompSuppressable.get_parentArmor () [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.ImpactThroughBodySize (Verse.Thing thing, Single height) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.CheckForFreeIntercept (IntVec3 cell) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.CheckForFreeInterceptBetween (Vector3 lastExactPos, Vector3 newExactPos) [0x00000] in <filename unknown>:0
at Combat_Realism.ProjectileCR.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Not sure but seems like raids still do not work, but at least I see other people now.
oh, ok something relate to CR.
(http://i.imgur.com/dSEmP3X.png) (https://ludeon.com/forums/index.php?topic=24443.0)
For Hardcore SK A16 Jewel, covers most plants and trees. Since HardcoreSK is in constant change, some may be missing. Load after HugsLib, CoreSK and SeedsPlease.
(http://i.imgur.com/RpnPFFp.png)
A16 (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease-SK_0.16.1.1.zip) Requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.0), SeedsPlease (https://github.com/notfood/RimWorld-SeedsPlease/releases/download/0.16.1.0/SeedsPlease_0.16.1.0.zip) and CoreSK (https://github.com/skyarkhangel/Hardcore-SK/).
I need feedback for the seeds prices. I took SK's suggestion to put the price range between 10 to 40 with some exceptions. It tries to auto price most things. Any seed values can be changed easily in the xml. I've played a while with it, should be bug free...
Feedback should go in the Seedsplease thread (https://ludeon.com/forums/index.php?topic=24443.0).
-edit. I bumped the version to 0.16.1.1, adds some overrided goodies.
-edit2. Removed MFO (Override) from dependencies, already included in Core_SK.
Oh you did this! Thank you, iam planning to add seedplease some later with using your version.
Feel free to do as you wish, you have my full support.
so for the seeds plz i have this load order is iit good
hugglib
MFO
fluffy research
CR
seeds plz
core-sk
prepare carefully
seedsplz sk
is that the right load order for them?
also cant reload mods with sk installed get the out of memory crash.
this error will repeat over and over then game crash if i try to reload game aftter changeing mod load order.
null texture passed to GUI.DrawTexture
Is there any use for hay except kibble and feeding herbivores? My growers keep harvesting the tall grass near their fields and I've amassed over 10k with much more laying around.
Quote from: sidfu on January 04, 2017, 08:45:31 AM
so for the seeds plz i have this load order is iit good
hugglib
MFO
fluffy research
CR
seeds plz
core-sk
prepare carefully
seedsplz sk
is that the right load order for them?
also cant reload mods with sk installed get the out of memory crash.
this error will repeat over and over then game crash if i try to reload game aftter changeing mod load order.
null texture passed to GUI.DrawTexture
This is my load order:
Core
HugsLib
RW_ResearchTree
CombatRealism
Core_SK
EdBPrepareCarefully
Skynet_SK
Breakdowns
kNumbers
Moody
RelationsTab
RW_AreaUnlocker
RW_EnhancedTabs
RW_Manager
RW_MedicalInfo
WorkTab
Hospitality
RumoursAndDeception
Camp
Miscellaneous_Core
Miscellaneous_MapGenerator
Miscellaneous_MapGenerator_FactionBase
Miscellaneous_BeeAndHoney
Miscellaneous_TrainingFacility
RT_Fuse
RT_QuantumStorage
RT_SolarFlareShield
Infused
SeedsPlease
SeedsPlease-SK
Miniaturisation
CrashLanding
QualityBuilder
I noticed I'm not even loading MFO Override. I just looked into Core_SK.dll and Override is included already. No need to load it twice or you will get that overflow error, possibly. I never edit the load order in game though. Try editing the ModsConfig.xml by text editor.
hey i dont think someone has reported this on here but the large blast door whenever it opens disappears and a error message says:
Tried to spawn OpenBlastDoor141314 in a null map.
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
SK.Building_ClosedBlastDoor:Open()
SK.Building_ClosedBlastDoor:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I'm probably being stupid, but when I started a game with this mod pack my colonists wouldn't do any of the worked I assigned, they just wandered around. Could anyone help me out with this problem? :)
Quote from: JasmineMJ on January 04, 2017, 03:51:08 PM
I'm probably being stupid, but when I started a game with this mod pack my colonists wouldn't do any of the worked I assigned, they just wandered around. Could anyone help me out with this problem? :)
drop the mods config file in the: \AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios folder
that problem is usually caused by the load order being off
Any chance we can get the modified version of Prepare Carefully (https://ludeon.com/forums/index.php?topic=24469.0) which allows for non-human choices?
*sigh* Well congratulations you've officially ruined vanilla Rimworld for me. Vanilla feels so simple after playing this.
Quote from: Dakkon on January 04, 2017, 05:02:52 PM
*sigh* Well congratulations you've officially ruined vanilla Rimworld for me. Vanilla feels so simple after playing this.
Hah... yep, this is the first time I'm seeing the A15 and A16 content, because HCSK only worked on A14 up until this point.
Vanilla RimWorld offers a great fundation and HardcoreSK complements and enriches it greatly. It's been several alphas and HardcoreSK is the only way I can enjoy RimWorld fully. Vanilla techtree and crafting seem so dull compared to HardcoreSK.
Im probably really dumb but i cant seem to get it to work. Everytime i start the game i get a lot of errors with hardcore SK not even working at all.
I got rimworld version 0.16.1393, followed the instructions: Deleted all files in the Mods folder (tried with and without removing core folder in there). Deleted all files in the Config folder in local low and added the ModsConfig. Tried the A16 master and stable version seperatly, with both i copied all the files to the rimworld map itself and also on another try tried copying everything into the mod folder.
With every fresh install i started the game and made a colony quickly before i exited it.
Its mostly a bunch of xml/cross-reference/unity engine errors.
Im kind off at a loss at the moment what it is, maybe a wrong rimworld version?
Would be great if someone could help.
Thanks in advance!
Quote from: adelexi on January 04, 2017, 05:43:44 PM
Im probably really dumb but i cant seem to get it to work. Everytime i start the game i get a lot of errors with hardcore SK not even working at all.
I got rimworld version 0.16.1393, followed the instructions: Deleted all files in the Mods folder (tried with and without removing core folder in there). Deleted all files in the Config folder in local low and added the ModsConfig. Tried the A16 master and stable version seperatly, with both i copied all the files to the rimworld map itself and also on another try tried copying everything into the mod folder.
With every fresh install i started the game and made a colony quickly before i exited it.
Its mostly a bunch of xml/cross-reference/unity engine errors.
Im kind off at a loss at the moment what it is, maybe a wrong rimworld version?
Would be great if someone could help.
Thanks in advance!
have you verified game data using steam or fully reinstalled the game yet? sometimes the dll or the exe cna be damaged
Quote from: ramirez333 on January 04, 2017, 05:49:41 PM
Quote from: adelexi on January 04, 2017, 05:43:44 PM
Im probably really dumb but i cant seem to get it to work. Everytime i start the game i get a lot of errors with hardcore SK not even working at all.
I got rimworld version 0.16.1393, followed the instructions: Deleted all files in the Mods folder (tried with and without removing core folder in there). Deleted all files in the Config folder in local low and added the ModsConfig. Tried the A16 master and stable version seperatly, with both i copied all the files to the rimworld map itself and also on another try tried copying everything into the mod folder.
With every fresh install i started the game and made a colony quickly before i exited it.
Its mostly a bunch of xml/cross-reference/unity engine errors.
Im kind off at a loss at the moment what it is, maybe a wrong rimworld version?
Would be great if someone could help.
Thanks in advance!
have you verified game data using steam or fully reinstalled the game yet? sometimes the dll or the exe cna be damaged
Yeah i did multiple times, the base game works perfectly for me. but i cant seem to figure out what im messing up with the mod install.
@Adelexi
https://s27.postimg.org/r0h2acg3n/example.jpg
So, I been having this problem since the first version of 5.0 was posted a few days ago. I didn't bother posting it because I thought it was too obvious, but I haven't seen any other mention of it yet, making me think it's just me...? I tried doing everything I could think of, including a full reinstall.
This error happens when I start up the game, on the title screen. But, I've been playing for hours and it appears harmless.
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Quote from: Owlchemist on January 04, 2017, 06:51:35 PM
So, I been having this problem since the first version of 5.0 was posted a few days ago. I didn't bother posting it because I thought it was too obvious, but I haven't seen any other mention of it yet, making me think it's just me...? I tried doing everything I could think of, including a full reinstall.
This error happens when I start up the game, on the title screen. But, I've been playing for hours and it appears harmless.
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Treat as "Check Engine Light" on Ford.
We all get error but it does not hinder gameplay. I'll look into later. (Probably Assembly related so I can't do anything there.)
Quote from: Rhyssia on January 04, 2017, 06:37:04 PM
@Adelexi
(https://s27.postimg.org/r0h2acg3n/example.jpg)
Yeah thats exactly what i got, exactly the same thats why i dont get why its not working.
(http://imgur.com/KIPqGx8)
incase the img doesnt work: http://imgur.com/KIPqGx8
as you can see got everything the same : /
just getting a lot of errors and hardcore SK not loading at all
Edit: This is the stable A16 version from the github
@Adelexi
You need to use Master Branch
Branch:Stable is for Alpha 14
--Has Mods\CommunityCoreLibrary
Branch:Master is for Alpha 16
--Has Mods\HugsLib
Oi, I'm getting this log every time I'm starting the game: https://gist.github.com/15b65628348fbc1fb1facdc870437034 (https://gist.github.com/15b65628348fbc1fb1facdc870437034)
Where am I supposed to put these folders?
http://image.prntscr.com/image/96c7be0dac8b4cde903974e0ae3f114c.png
I put them in "Mods" with everything else like I thought I was supposed to but that seems wrong, keep getting these errors though the game seems to run fine anyways.
Quote from: Miguelhdzb on January 04, 2017, 09:41:02 PM
Oi, I'm getting this log every time I'm starting the game: https://gist.github.com/15b65628348fbc1fb1facdc870437034 (https://gist.github.com/15b65628348fbc1fb1facdc870437034)
Bad load order, use load order in ModConfigs.XML from download
Quote from: Makko on January 04, 2017, 09:59:08 PM
Where am I supposed to put these folders?
http://image.prntscr.com/image/96c7be0dac8b4cde903974e0ae3f114c.png
I put them in "Mods" with everything else like I thought I was supposed to but that seems wrong, keep getting these errors though the game seems to run fine anyways.
Only move folders inside ..\mods\ (from Branch:Master download) into rimworld\mods\
See previous pictures on page 288.
I believe that is what I did.
Edit: I'll double check
Okay that is not what I did, should I just delete those files?
---------
In other news, I can't find where I make pemmican now that I researched it and Animal Hunting triggers constantly and is really overpowered, I cant send my pawns outside without them being attacked by multiple leopards and lacosodiles endlessly. They aggro from the other side of the map, it's insane and possibly unplayable unless I alter the scenario to start with heavy weapons.
Quote from: Makko on January 04, 2017, 11:21:41 PM
I believe that is what I did.
---------
In other news, I can't find where I make pemmican now that I researched it and Animal Hunting triggers constantly and is really overpowered, I cant send my pawns outside without them being attacked by multiple leopards and lacosodiles endlessly. They aggro from the other side of the map, it's insane and possibly unplayable unless I alter the scenario to start with heavy weapons.
It should look like this
https://s28.postimg.org/ehqrdefvx/example2.jpg
It is safe to delete other files.
Okay, so there were four folders from the master download that are not on that list/in the mods folder.
Should I just delete them? Or do they need to go somewhere else in the game folders outside of the mod folder?
Quote from: Makko on January 04, 2017, 11:27:56 PM
Okay, so there were four folders from the master download that are not on that list/in the mods folder.
Should I just delete them? Or do they need to go somewhere else in the game folders outside of the mod folder?
Safe to remove/delete extra four folders
Make sure path is..
rimworld\mods\core_sk .. etc
not
rimworld\mods\mods\core_SK .. etc
Okay cool, thanks!
---------
http://image.prntscr.com/image/5041160471f748d49afc80eed040c7b5.png
I got a replacement colonist joining after one was killed and one injured by Animal Hunting, he lasted 15 seconds before being eaten by a pack of Lacosodiles.
If they weren't charging 200 tiles across the map I wouldn't mind, but you can't avoid them, and it makes farming kind of impossible.
I guess I can slowly build a fence at night and enclose my farmland and never go outside, maybe they'll kill all the raids who come to attack me at least....? XD
hey rhyssia gotta love how no one reads do they
Quote from: sidfu on January 05, 2017, 06:17:07 AM
hey rhyssia gotta love how no one reads do they
Idd some of the questions make me just go \_/o_O\_/
Quote from: sidfu on January 05, 2017, 06:17:07 AM
hey rhyssia gotta love how no one reads do they
It's amusing, but not surprising.
-edit- [nevermind, being fixed]
"Warning: the unknown spacecraft" event needs a better translation, and should maybe be a yellow or red alert on the bottom right instead of top left (unless it cannot land on your base)
It also may be happening too frequently, I've had two in the span of a few hours but that could be by chance.
It's like a much cooler version of "a chunk of spacecraft has fallen near you" or whatever the vanilla event is.
Quote from: Makko on January 05, 2017, 03:28:42 PM
"Warning: the unknown spacecraft" event needs a better translation, and should maybe be a yellow or red alert on the bottom right instead of top left (unless it cannot land on your base)
It also may be happening too frequently, I've had two in the span of a few hours but that could be by chance.
It's like a much cooler version of "a chunk of spacecraft has fallen near you" or whatever the vanilla event is.
Translation for event Fixed, may not be added quickly (Just translation bug.)
There's a potential balance oversight with HCSK caused by A16 that I noticed last night.
Dead man's apparel has a 90% value debuff, which works fine in vanilla. However, unlike in vanilla, in HCSK you can break apparel down into its components, which would then be worth the full value. This becomes quite noticeable when you see that the prices of textiles are much higher than they were in A14.
Not sure how you could fix though other than reverting textiles back to the pre-A16 prices.
Quote from: Owlchemist on January 05, 2017, 05:49:20 PM
There's a potential balance oversight with HCSK caused by A16 that I noticed last night.
Dead man's apparel has a 90% value debuff, which works fine in vanilla. However, unlike in vanilla, in HCSK you can break apparel down into its components, which would then be worth the full value. This becomes quite noticeable when you see that the prices of textiles are much higher than they were in A14.
Not sure how you could fix though other than reverting textiles back to the pre-A16 prices.
Will put on bug tracker. May wait until A16 stable.
Some of the Primitive Flooring floors using Hay seem OP, 3 Beauty for 5 work and 4 Hay is really really cheap and easy to build compared to other floors.
It is super fast to build, works outside and is not flammable, none of which is true in real life.
----
Smelt Metal From Weapon at the Weapon Crafting Workbench does not allow you to disassemble guns, only turrets, melee weapons and bows. I don't understand why I can disassemble a Howitzer, but not a pistol.
----
The Wood Log Totems (?) that spawn on the map at start in the default scenario have the wrong height, chunks will appear on top of them if one tile above or on the base of the totem. Maybe that's just how "tall" objects work and I never noticed, it seems to be affecting the tree as well, maybe it's an issue with chunks?
http://image.prntscr.com/image/2fd442a8d26a4724a26deb2edb912c05.png
-------------
Clay Bricks don't appear in the Stone resource inventory on the left side of the screen. Not sure if intentional.
Quote
Super Dirty Fix:
Edit [Items_Meals.xml] found in/at: [RimWorld\Mods\Core_SK\Defs\ThingDefs_Meals]
Note: Saves with this fix should be compatible with newer versions as it only modifies traits of existing abstracts.
Replace code here:
STARTS LINE 6
<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<category>Item</category>
With:
<ThingDef Name="ResBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<label>unspecified resource</label>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
<category>Item</category>
and replace
LINE 39/45
<ThingDef Name="MealBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<category>Item</category>
With:
<ThingDef Name="MealBase" Abstract="True">
<thingClass>ThingWithComps</thingClass>
<!-- Dirty Fix Start -->
<thingCategories>
<li>FoodMeals</li>
</thingCategories>
<!-- Dirty Fix End -->
<category>Item</category>
Edit 2-
As far as I understand this code is probably the most accurate fix as compared to a dirty patch. If Mod Author Skyarkhangel would be so kind as to add a separate drink category in the meals tab in the future, it would make the OCD part of me overjoyed.
Hi Rhyssia,
Thank you for helping people correctly install this mod pack :)
Unfortunately the quoted bug is still happening to me. I tried to apply the "super dirty fix" but the problem persists, and the debug console notes that I've doubled up on entries so I'm assuming that your fix has already been applied to the latest github download.
Any info you can give would be awesome! :D
Quote from: superiorx on January 05, 2017, 11:42:55 PM
Quote
-snip-
Hi Rhyssia,
Thank you for helping people correctly install this mod pack :)
Unfortunately the quoted bug is still happening to me. I tried to apply the "super dirty fix" but the problem persists, and the debug console notes that I've doubled up on entries so I'm assuming that your fix has already been applied to the latest github download.
Any info you can give would be awesome! :D
The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.
Quote from: Rhyssia on January 05, 2017, 11:47:35 PM
The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.
So I just downloaded another copy of Hardcore SK and did a new install of Rimworld. I started a new colony in god mode. I've got some "Jerky" on the ground, but the colonists refuse to take it to my stockpile called "Jerky Stockpile", even though it's the only allowed item and it's set as "important". I tried to upload a zipped saved game file but the system says it's too large (800k).
Thank you, Rhyssia :)
Quote from: superiorx on January 06, 2017, 12:48:30 AM
Quote from: Rhyssia on January 05, 2017, 11:47:35 PM
The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.
So I just downloaded another copy of Hardcore SK and did a new install of Rimworld. I started a new colony in god mode. I've got some "Jerky" on the ground, but the colonists refuse to take it to my stockpile called "Jerky Stockpile", even though it's the only allowed item and it's set as "important". I tried to upload a zipped saved game file but the system says it's too large (800k).
Thank you, Rhyssia :)
Is the stockpile set to allow fresh/rotten?
(https://s23.postimg.org/d2n4ew6zv/example.jpg)
I had no issues moving jerky to stockpile with jerky and fresh/rotton allowed
https://s24.postimg.org/fxbl5q56d/example2.jpg
https://s23.postimg.org/h0e3x1e3f/example3.jpg
Once Alpha 16 is stable and adjusted I will begin English Documentation.
-Edit (more)-
P.S. You can use WikiSend (google) to upload/link files <100MB
Quote from: Rhyssia on January 06, 2017, 01:12:30 AM
Is the stockpile set to allow fresh/rotten?
Ah! I didn't realize there was a "Fresh" option for stockpiles now. Thank you very much for your help! Sorry I didn't notice this before.
Everything is working fine now :)
Quote from: superiorx on January 06, 2017, 01:50:09 AM
Quote from: Rhyssia on January 06, 2017, 01:12:30 AM
Is the stockpile set to allow fresh/rotten?
Ah! I didn't realize there was a "Fresh" option for stockpiles now. Thank you very much for your help! Sorry I didn't notice this before.
Everything is working fine now :)
No Problem, Glad it is working for you now. :)
Quote from: Rhyssia on January 06, 2017, 02:04:26 AM
Quote from: superiorx on January 06, 2017, 01:50:09 AM
Quote from: Rhyssia on January 06, 2017, 01:12:30 AM
Is the stockpile set to allow fresh/rotten?
Ah! I didn't realize there was a "Fresh" option for stockpiles now. Thank you very much for your help! Sorry I didn't notice this before.
Everything is working fine now :)
No Problem, Glad it is working for you now. :)
I can't even count the number of times Rhyssia has had to remind me. Good soul, that one.
Quote from: Adenia on January 06, 2017, 06:48:28 AM
I can't even count the number of times Rhyssia has had to remind me. Good soul, that one.
I feel a bit foolish that I didn't notice that option, but I'm just glad that I can play properly now :P
Thanks again, Rhyssia! :D
How do you unlock batteries? The "Power" research says it does, but only unlocks switches and conduits. Searching through the files I can't find which research unlocks the battery.
I just came back to the game after a year so I'm a little lost
Edit: Ah, found it in the files. Have to research electronics basics (SK_ElectronicsI) to unlock it. A little confusing because of the tooltips, but I got it now.
Hello, I have maybe a little bit stupid question but hope you can help me somehow. So I started Cassandra rough with stndard 3 colonists and standard startup items and it feels somehow wrong. I got ammo just for a few shots, feels like missing some starting items etc. I know everyone can play game as he likes to, but is it recommended to play other starting colonists or maybe change starting items?
Also 1 thing I noticed, I was playing for a while and I didn't see any raids or events, it's like that to let me start or sth is buggy? I didn't play for really long but in vanilla I would get raided few times already I believe.
Quote from: Stufferino on January 06, 2017, 08:25:04 AM
How do you unlock batteries? The "Power" research says it does, but only unlocks switches and conduits. Searching through the files I can't find which research unlocks the battery.
I just came back to the game after a year so I'm a little lost
Edit: Ah, found it in the files. Have to research electronics basics (SK_ElectronicsI) to unlock it. A little confusing because of the tooltips, but I got it now.
https://github.com/skyarkhangel/Hardcore-SK/issues/510 (https://github.com/skyarkhangel/Hardcore-SK/issues/510) Can confirm that's been fixed in the latest upload.
Quote from: Nicker on January 06, 2017, 08:44:50 AM
Hello, I have maybe a little bit stupid question but hope you can help me somehow. So I started Cassandra rough with stndard 3 colonists and standard startup items and it feels somehow wrong. I got ammo just for a few shots, feels like missing some starting items etc. I know everyone can play game as he likes to, but is it recommended to play other starting colonists or maybe change starting items?
Also 1 thing I noticed, I was playing for a while and I didn't see any raids or events, it's like that to let me start or sth is buggy? I didn't play for really long but in vanilla I would get raided few times already I believe.
I didn't get very many bad events in first year, but year 2 is starting to pick up. I think Cassandra is just being gentle to year 1 colonies!
Btw, you should have some starting ammo. Be sure to look all around the starting site, it can be hard to spot sometimes, and may have fallen farther away.
I am concerned about the lack of trade caravans though. I've only had 1 come by and I'm coming up on the start of year 3 soon. I remember seeing them more often in A14. But the fact that I only have 4 non-hostile factions, and the changes in A16 might of had something to do with that.
... come to think of it, I haven't got a single visitor yet. I wonder if they don't come by if you don't have any guest beds setup yet?
i get this when i open the game
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
how can i fix that?
Quote from: diablz on January 06, 2017, 10:21:39 AM
i get this when i open the game
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
how can i fix that?
Ignore it? I think that's the base research tab trying to configure but it gets overwritten by Fluffy's anyway.
Quote from: LoliScout on January 06, 2017, 08:56:25 AM
Quote from: Stufferino on January 06, 2017, 08:25:04 AM
How do you unlock batteries? The "Power" research says it does, but only unlocks switches and conduits. Searching through the files I can't find which research unlocks the battery.
I just came back to the game after a year so I'm a little lost
Edit: Ah, found it in the files. Have to research electronics basics (SK_ElectronicsI) to unlock it. A little confusing because of the tooltips, but I got it now.
https://github.com/skyarkhangel/Hardcore-SK/issues/510 (https://github.com/skyarkhangel/Hardcore-SK/issues/510) Can confirm that's been fixed in the latest upload.
Im going to be redoing the Descriptions/English translation for Research Projects now. issue "510" just related to batteries and a little switch in prerequisites. I can't actually change the research tree without going into core_sk\assembly which I have no experience with.
Quote from: Owlchemist on January 06, 2017, 09:01:02 AM
Quote from: Nicker on January 06, 2017, 08:44:50 AM
Hello, I have maybe a little bit stupid question but hope you can help me somehow. So I started Cassandra rough with stndard 3 colonists and standard startup items and it feels somehow wrong. I got ammo just for a few shots, feels like missing some starting items etc. I know everyone can play game as he likes to, but is it recommended to play other starting colonists or maybe change starting items?
Also 1 thing I noticed, I was playing for a while and I didn't see any raids or events, it's like that to let me start or sth is buggy? I didn't play for really long but in vanilla I would get raided few times already I believe.
I didn't get very many bad events in first year, but year 2 is starting to pick up. I think Cassandra is just being gentle to year 1 colonies!
Btw, you should have some starting ammo. Be sure to look all around the starting site, it can be hard to spot sometimes, and may have fallen farther away.
I am concerned about the lack of trade caravans though. I've only had 1 come by and I'm coming up on the start of year 3 soon. I remember seeing them more often in A14. But the fact that I only have 4 non-hostile factions, and the changes in A16 might of had something to do with that.
... come to think of it, I haven't got a single visitor yet. I wonder if they don't come by if you don't have any guest beds setup yet?
it is a known bug with any of the events requiring a pawn to spawn. for example my 1 year colony has had no raiders. 1 person joined, no caravans or traders.
if u open he console u will see the error that fires when it fires for a pawn spwn event.
note to all if u realy want to help with errors have your dev console checked in options.
then u can click the error click copy and alt tab out and put on a document till u finish that session.
Has anyone gotten to medicine production?
Looking through the files now and it seems a little... Odd (Not sure if research descriptions are accurate for recipes.)
Anyone have feedback for that?
-edit- Found the recipes, know what I need to do now.
-edit2-
Anyone know what Neutromine is for? I can't find it used in medicines and having a hard time tracking down drug recipes now.
Great mod, but as others have said the lack of raids and other events is just killing it for me, I don't know how much I can really help, but here's one of the logs I got.
http://i.imgur.com/KY2to5X.png
Quote from: Nyxtus on January 06, 2017, 02:07:45 PM
Great mod, but as others have said the lack of raids and other events is just killing it for me, I don't know how much I can really help, but here's one of the logs I got.
http://i.imgur.com/KY2to5X.png
Thank you, error has been reported. This error is related to Neutral Visitors.
https://github.com/skyarkhangel/Hardcore-SK/issues/516
Quote from: Rhyssia on January 06, 2017, 02:12:36 PM
Quote from: Nyxtus on January 06, 2017, 02:07:45 PM
Great mod, but as others have said the lack of raids and other events is just killing it for me, I don't know how much I can really help, but here's one of the logs I got.
http://i.imgur.com/KY2to5X.png
Thank you, error has been reported.
https://github.com/skyarkhangel/Hardcore-SK/issues/516
Awesome, and super quick, thank you for everything you do, appreciate it.
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
Has anyone gotten to medicine production?
Looking through the files now and it seems a little... Odd (Not sure if research descriptions are accurate for recipes.)
Anyone have feedback for that?
-edit- Found the recipes, know what I need to do now.
-edit2-
Anyone know what Neutromine is for? I can't find it used in medicines and having a hard time tracking down drug recipes now.
Neutroamine was added back in A14 or A15 (forget which) vanilla for drug production. It was setup as something that you needed to buy from traders, couldn't produce it yourself. Not sure if it is still the same as when introduced. It's also been in a few mods as something that you can grow yourself. So, not sure if you are seeing vanilla item or something from a mod.
edit: To be more specific, I believe it was used to combine with "Herbal Medicine" to make regular "Medicine"
I have been experiencing a high number of raids on cassandra, the difficulty easier than rough. Around 1.5 raids a week though they have been small for the most part. The AI uses their weapons pretty effectively and is capable of using sappers against mountain rock deposits in a way they don't seem to do in vanilla A16 making them very dangerous against mountain bases.
However one and a half years in I have not seen a single trader! If seeds were still limited my colony would have certainly died before the first year. If seeds get brought back in you should probably start with 200 Potato Seeds in the default scenario.
Speaking of potatoes, they last a long time and nobody cares about eating them raw (try it in real life some time, you'll feel like going on a mental break) so there's no point in cooking meals that don't provide a lot of joy.
This seems unintentional.
Quote from: Nyxtus on January 06, 2017, 02:14:19 PM
Awesome, and super quick, thank you for everything you do, appreciate it.
No problem! :)
(I don't do much, but thank you!)
Quote from: Makko on January 06, 2017, 02:18:23 PM
I have been experiencing a high number of raids on cassandra, the difficulty easier than rough. Around 1.5 raids a week though they have been small for the most part. The AI uses their weapons pretty effectively and is capable of using sappers against mountain rock deposits in a way they don't seem to do in vanilla A16 making them very dangerous against mountain bases.
However one and a half years in I have not seen a single trader! If seeds were still limited my colony would have certainly died before the first year. If seeds get brought back in you should probably start with 200 Potato Seeds in the default scenario.
Speaking of potatoes, they last a long time and nobody cares about eating them raw (try it in real life some time, you'll feel like going on a mental break) so there's no point in cooking meals that don't provide a lot of joy.
This seems unintentional.
Raids are generated by random event. So, not directly controllable. (With some people reporting no raids.)
May look into increasing trader random %
Quote from: BlackSmokeDMax on January 06, 2017, 02:14:57 PM
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
-snip-
Neutroamine was added back in A14 or A15 (forget which) vanilla for drug production. It was setup as something that you needed to buy from traders, couldn't produce it yourself. Not sure if it is still the same as when introduced. It's also been in a few mods as something that you can grow yourself. So, not sure if you are seeing vanilla item or something from a mod.
Thank you! It can be grown in this mod and is listed in Mods\Core_SK\ (Research is Medical agriculture II) But I'm having difficulty locating any recipes it's actually used in.
-edit- Figured out where it's called/used. All good now.
Quote from: Rhyssia on January 06, 2017, 02:22:58 PM
Quote from: BlackSmokeDMax on January 06, 2017, 02:14:57 PM
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
-snip-
Neutroamine was added back in A14 or A15 (forget which) vanilla for drug production. It was setup as something that you needed to buy from traders, couldn't produce it yourself. Not sure if it is still the same as when introduced. It's also been in a few mods as something that you can grow yourself. So, not sure if you are seeing vanilla item or something from a mod.
Thank you! It can be grown in this mod and is listed in Mods\Core_SK\ (Research is Medical agriculture II) But I'm having difficulty locating any recipes it's actually used in.
Sorry, just edited my previous reply, when I decided to be a bit more in depth.
IIRC, it was used to combine with Herbal meds to make regular meds. Not sure if it was used for anything else as I have never really went the drug production route.
Quote from: BlackSmokeDMax on January 06, 2017, 02:24:45 PM
Quote from: Rhyssia on January 06, 2017, 02:22:58 PM
Quote from: BlackSmokeDMax on January 06, 2017, 02:14:57 PM
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
-snip-
-snip-
-snip-
Sorry, just edited my previous reply, when I decided to be a bit more in depth.
IIRC, it was used to combine with Herbal meds to make regular meds. Not sure if it was used for anything else as I have never really went the drug production route.
I found it! It's called for by drugs in the core files that aren't overwritten by the mod files. Which makes more sense to me now where it fits in the research tree.
-edit-
Also
@MakkoI'm not sure if I should change Trader Event %Chance.
Can you call traders from "Comms Device(?)" ?
the issue with traders is that
1. the trade post cant be built it insta destorys itself witha error
2. every time a trader should come it throws the same error that gets thrown for us that dont get raids.
Quote from: sidfu on January 06, 2017, 02:36:42 PM
the issue with traders is that
1. the trade post cant be built it insta destorys itself witha error
2. every time a trader should come it throws the same error that gets thrown for us that dont get raids.
1. https://github.com/skyarkhangel/Hardcore-SK/issues/533
2. I am no longer getting TraderCaravan errors from commit: 47e618e
https://s30.postimg.org/xsyiymjr5/example.jpg
Only from some Neutral Visitors and Raids:
https://github.com/skyarkhangel/Hardcore-SK/issues/516
Also Sieges:
https://github.com/skyarkhangel/Hardcore-SK/issues/528
-edit-
These are Assembly errors I think and outside of my knowledge of modding.
Dont know if its already known or if i'm the only with that problem. I have the little problem, it looks like only with the wooden pot for preservation, that my colonists stand in front of it and try to do something like put food in it and immediatly take it again.
I dont know how github workes so i hope no one will hit me that i put the error-thingy in here. :)
Fin started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
If i empty the preservation pot (forbid all things to store is enough) its all ok again, of course i cant use the pot anymore. :(
Quote from: Kitsune on January 06, 2017, 03:11:45 PM
Dont know if its already known or if i'm the only with that problem. I have the little problem, it looks like only with the wooden pot for preservation, that my colonists stand in front of it and try to do something like put food in it and immediatly take it again.
I dont know how github workes so i hope no one will hit me that i put the error-thingy in here. :)
Fin started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
If i empty the preservation pot (forbid all things to store is enough) its all ok again, of course i cant use the pot anymore. :(
normaly wheni see that error its on the people that are assigned to do alot of general things and when the game starts useing to much ram. try disabling everyone that does that job and see if it go thru.
also that issue came up before when they first put in the colony manager.
Quote from: Kitsune on January 06, 2017, 03:11:45 PM
Dont know if its already known or if i'm the only with that problem. I have the little problem, it looks like only with the wooden pot for preservation, that my colonists stand in front of it and try to do something like put food in it and immediatly take it again.
I dont know how github workes so i hope no one will hit me that i put the error-thingy in here. :)
Fin started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
If i empty the preservation pot (forbid all things to store is enough) its all ok again, of course i cant use the pot anymore. :(
I get this with storage sometimes. I'll have someone move strawberries one tile over, and then back forever.
Try like Sidfu said, and if you are still getting that error we'll look into it sooner.
Hm i think i got it somehow. I enabled only one food type to the pot and the same type for all colonists in the loadouts and for a couple of gametime day's that i played now the problem is gone. :)
Alright so I experienced numerous problems which I will list in the order I encountered them:
1. UNCLEAR INSTALL INSTRUCTIONS. This is like the most basic of issues and may have caused my further problems. If I were to follow instructions exactly I would open up the Hardcore master branch zip > take the Hardcore-SK-Master folder > put it in Rimworld folder \ Mods folder. I assume this is incorrect so instead I take the Hardcore\Mods folder and copy everything in that into the Rimworld \ Mods folder. Then I ignored the other files (Research tree - Temp - translationa14+a15 - highres surfaces) since I figured they were extra translations/ high res crap (this may be the fatal root error of further complications)
2. No way to tell what ammo goes with what gun, when using "Prepare Carefully". For some reason the caliber isn't in information. What type of ammo should I add for my VSS Vintorez? Better google the caliber and hope the mod put it in correctly.
3. Immediate non-progression with inability to create stone blocks. How do I make stone blocks when I can't make a machining table with wood? I also can't research stonecutting because a basic research table requires blocks. I noticed I could make a prosthetics bench with wood, but not a stonecutter's bench? I checked every type of building in the menu and couldn't find a single one that would let me progress. There seems to be something wrong with the "Select material" for buildings menu. All I have for most is sandstone blocks.
Quote from: Natas_Enasni on January 06, 2017, 04:44:42 PM
Alright so I experienced numerous problems which I will list in the order I encountered them:
1. UNCLEAR INSTALL INSTRUCTIONS. This is like the most basic of issues and may have caused my further problems. If I were to follow instructions exactly I would open up the Hardcore master branch zip > take the Hardcore-SK-Master folder > put it in Rimworld folder \ Mods folder. I assume this is incorrect so instead I take the Hardcore\Mods folder and copy everything in that into the Rimworld \ Mods folder. Then I ignored the other files (Research tree - Temp - translationa14+a15 - highres surfaces) since I figured they were extra translations/ high res crap (this may be the fatal root error of further complications)
2. No way to tell what ammo goes with what gun, when using "Prepare Carefully". For some reason the caliber isn't in information. What type of ammo should I add for my VSS Vintorez? Better google the caliber and hope the mod put it in correctly.
3. Immediate non-progression with inability to create stone blocks. How do I make stone blocks when I can't make a machining table with wood? I also can't research stonecutting because a basic research table requires blocks. I noticed I could make a prosthetics bench with wood, but not a stonecutter's bench? I checked every type of building in the menu and couldn't find a single one that would let me progress. There seems to be something wrong with the "Select material" for buildings menu. All I have for most is sandstone blocks.
1. You are right about one part. The first post instructions say to put the ModsConfig.xml in here: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config, but it actually goes here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\
RimWorld by Ludeon Studios\Config. The folder was renamed in A16, I think...
As for #3, I can only suggest you deconstruct some of the ruined walls dotted throughout the map to get the materials you need to get started (you can also remove the floors as well).
Translation Issue: For Crashbugs, when aggroed they say under Mental State: "The hunger made aggressive" in their little selected box on the bottom left corner of the screen. It should say "Made aggressive by hunger"
Compost Bins can no longer compost anything but corpses, is this intentional? Now that my entire colony subsists on raw potatoes and leather is super valuable I don't have any use for the meat of the animals I kill for their lucrative hides so I wanted to compost them, unfortunately I can't :(
Quote from: Owlchemist on January 06, 2017, 04:55:46 PM
1. You are right about one part. The first post instructions say to put the ModsConfig.xml in here: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config, but it actually goes here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config. The folder was renamed in A16, I think...
As for #3, I can only suggest you deconstruct some of the ruined walls dotted throughout the map to get the materials you need to get started (you can also remove the floors as well).
I had no problems with the modconfig; the problem I have is with the folders outside of the Hardcore-SK-master\Mods folder ie Hardcore-SK-master\HighRes surfaces - Hardcore-SK-master\Research tree - Hardcore-SK-master\Temp - Hardcore-SK-master\translationa14 - Hardcore-SK-master\translation a15. I have no idea what to do with those folders or if I need to.
As for the blocks, you should really be able to build a machine table with wood. Or with rock chunks. That is the way the foundation of a tech tree works.
Quote from: Natas_Enasni on January 06, 2017, 05:09:40 PM
Quote from: Owlchemist on January 06, 2017, 04:55:46 PM
1. You are right about one part. The first post instructions say to put the ModsConfig.xml in here: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config, but it actually goes here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config. The folder was renamed in A16, I think...
As for #3, I can only suggest you deconstruct some of the ruined walls dotted throughout the map to get the materials you need to get started (you can also remove the floors as well).
I had no problems with the modconfig; the problem I have is with the folders outside of the Hardcore-SK-master\Mods folder ie Hardcore-SK-master\HighRes surfaces - Hardcore-SK-master\Research tree - Hardcore-SK-master\Temp - Hardcore-SK-master\translationa14 - Hardcore-SK-master\translation a15. I have no idea what to do with those folders or if I need to.
As for the blocks, you should really be able to build a machine table with wood. Or with rock chunks. That is the way the foundation of a tech tree works.
I've never really encountered issue with mod install. I checked Hardcore-SK-master\Research tree and thought "Oh, this is a view of the research tree."
So then I moved everything in Hardcore-SK-master\mods\ into rimworld\mods\ and called it a day.
The install instructions do need updating, I will work on that shortly.
As far as the stone issue, I can't do anything directly with that now. That is a balance issue that will have to be decided on by Skyarkhangel. But it is my understanding that this is a "Hardcore" modpack which provides a bit more difficulty.
As it stands you only need to find 10 consecutive wall sections to get about 40-50 stone blocks, and then the 10 floor pieces under them for another 30 stone for the 70 stone needed for stonecutter's bench.
-edit-
Doing that again will get you the 80 for the research bench. Also if you look around for Cairns (which are added via scenario like the ship wall pieces and totem poles.), which drop about 52 blocks of stone each.
Anyone got any idea where the HighRes Surface folder goes to?
On a separate note, where do I craft fishing pole/harpoons? On FishIndustry mod it was directly at the pier, but atm there is no bills.
Quote from: carpediembr on January 06, 2017, 06:35:14 PM
Anyone got any idea where the HighRes Surface folder goes to?
On a separate note, where do I craft fishing pole/harpoons? On FishIndustry mod it was directly at the pier, but atm there is no bills.
Only need to move the folders in Hardcore-SK-master\mods\ to rimworld\mods\ (backup and delete core from rimworld\mods\.)
Checking fishing pole/harpoons now.
-Edit-
Fishing no longer requires a pole or harpoon, just hunting job selected and to right click and prioritize it's work.
high res goes into the terrain folder for textures.
Quote from: sidfu on January 06, 2017, 06:49:27 PM
high res goes into the terrain folder for textures.
Textures are already in:
Core_SK\Textures\Terrain\Surfaces
Quote from: Rhyssia on January 06, 2017, 06:37:25 PM
Quote from: carpediembr on January 06, 2017, 06:35:14 PM
Anyone got any idea where the HighRes Surface folder goes to?
On a separate note, where do I craft fishing pole/harpoons? On FishIndustry mod it was directly at the pier, but atm there is no bills.
Only need to move the folders in Hardcore-SK-master\mods\ to rimworld\mods\ (backup and delete core from rimworld\mods\.)
Checking fishing pole/harpoons now.
-Edit-
Fishing no longer requires a pole or harpoon, just hunting job selected and to right click and prioritize it's work.
Thanks alot! So the fishing skill is useless? I fished a few fishes and it wont go up
Btw....You guys should create a Discord just for the mod. Just like call of chtulu has one.
posted about psyclogy mod over in its thread withe the error and this what the mod author said it probaly ccausseing it
It doesn't look like an error in Psychology. It looks like Hardcore SK adds a faction that's supposed to generate with artificial body parts, and that's causing a null pointer exception when creating the part for them. All Psychology does there is add a thought to pawns with the Bleeding Heart trait when artificial parts are added, but since the billDoer is null, that code is skipped entirely.
It's possible that a mod in Hardcore SK detours InstallArtificialBodyPart.ApplyOnPawn in a way that's incompatible with Psychology.
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.
Edit: I just realized this, any scenario I pick, even custom ones, my people start as the cat people and their backstories change.
Quote from: twisted067 on January 06, 2017, 08:23:35 PM
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.
I don't think I've had this problem. Are you starting new colonies frequently? Has the game restarted before moving to a new colony? (I've experienced a bug related to the scenario I'm describing and wondering if that might be the same thing happening to you.)
Quote from: Rhyssia on January 06, 2017, 08:34:43 PM
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.
Yeah, I just tested this again to make. I have been restarting over and over because my backstories keep changing. I have been restarting my game each time as well. No matter the scenario, my people start as cat people with randomized backstories.
Edit: I think i figured it out. Checking prepare carefully files for my colonists, it has everything tagged with "OrassanID". Not sure why...but why would the backstories change?
Here is an example:
<pawnKindDef>Orassan</pawnKindDef>
<thingDef>Alien_Orassan</thingDef>
<childhood>OrassanIDCapitalChild_Orassan_SpacerChild</childhood>
<adulthood>OrassanIDCraftsman_Orassan_Crafter</adulthood>
How would I modify this for them to be regular human pawns?
This raises questions of why and how they even became Orassan by default.
Edit 2: figured it out. Removed thingdef from colonists and changed Orassan to Colonist. Seems to work fine now, no changing in backstories or race. Not sure how this happened initially.
Quote from: sidfu on January 06, 2017, 08:13:12 PM
posted about psyclogy mod over in its thread withe the error and this what the mod author said it probaly ccausseing it
It doesn't look like an error in Psychology. It looks like Hardcore SK adds a faction that's supposed to generate with artificial body parts, and that's causing a null pointer exception when creating the part for them. All Psychology does there is add a thought to pawns with the Bleeding Heart trait when artificial parts are added, but since the billDoer is null, that code is skipped entirely.
It's possible that a mod in Hardcore SK detours InstallArtificialBodyPart.ApplyOnPawn in a way that's incompatible with Psychology.
Which error is this?
Quote from: twisted067 on January 06, 2017, 08:42:26 PM
Quote from: Rhyssia on January 06, 2017, 08:34:43 PM
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.
Yeah, I just tested this again to make. I have been restarting over and over because my backstories keep changing. I have been restarting my game each time as well. No matter the scenario, my people start as cat people with randomized backstories.
Edit: I think i figured it out. Checking prepare carefully files for my colonists, it has everything tagged with "OrassanID". Not sure why...but why would the backstories change?
Here is an example:
<pawnKindDef>Orassan</pawnKindDef>
<thingDef>Alien_Orassan</thingDef>
<childhood>OrassanIDCapitalChild_Orassan_SpacerChild</childhood>
<adulthood>OrassanIDCraftsman_Orassan_Crafter</adulthood>
How would I modify this for them to be regular human pawns?
This raises questions of why and how they even became Orassan by default.
Edit 2: figured it out. Removed thingdef from colonists and changed Orassan to Colonist. Seems to work fine now, no changing in backstories or race. Not sure how this happened initially.
That is strange, I will have to look into that tomorrow.
Ive looked through the past pages of comments and havent seen any reports of this, but if there are previous reports of this and fixes just let me know. But anyways, me and a friend have both created colonies and had fun but when we went to go load them after we saved, it was stuck on the title screen screen saver permanently and wouldnt ever load the save. has anyone else had this probem or is this something thats known to happen and will be fixed with the full release of a16 HCSK?
Amos
Quote from: AmosKamal on January 06, 2017, 10:31:04 PM
Ive looked through the past pages of comments and havent seen any reports of this, but if there are previous reports of this and fixes just let me know. But anyways, me and a friend have both created colonies and had fun but when we went to go load them after we saved, it was stuck on the title screen screen saver permanently and wouldnt ever load the save. has anyone else had this probem or is this something thats known to happen and will be fixed with the full release of a16 HCSK?
Amos
Im getting ready for bed, please use wikisend (Will PM you with url, just in case) to upload save file please. I will look at it tomorrow.
P.S. have you used Stargate?
Why doesn't Hardcore SK use the Rimsenal weapons? It already uses the storytellers!
Right now there's a ton of variety with the real life weapons, but then with futuristic ones a whole lot less. The Rimsenal weapons are kind of held back by the weak shooting mechanics in vanilla, they could really shine with the improvements in Hardcore SK!
Quote from: Rhyssia on January 06, 2017, 09:59:41 PM
Quote from: sidfu on January 06, 2017, 08:13:12 PM
posted about psyclogy mod over in its thread withe the error and this what the mod author said it probaly ccausseing it
It doesn't look like an error in Psychology. It looks like Hardcore SK adds a faction that's supposed to generate with artificial body parts, and that's causing a null pointer exception when creating the part for them. All Psychology does there is add a thought to pawns with the Bleeding Heart trait when artificial parts are added, but since the billDoer is null, that code is skipped entirely.
It's possible that a mod in Hardcore SK detours InstallArtificialBodyPart.ApplyOnPawn in a way that's incompatible with Psychology.
Which error is this?
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
at Psychology.Detour._Recipe_InstallArtificialBodyPart._ApplyOnPawn (RimWorld.Recipe_InstallArtificialBodyPart r, Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
at RimWorld.PawnTechHediffsGenerator.GeneratePartsAndImplantsFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at RimWorld.Faction.GenerateNewLeader () [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoWorld (System.String seedString) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld (Single planetCoverage, System.String seedString, OverallRainfall overallRainfall, OverallTemperature overallTemperature) [0x00000] in <filename unknown>:0
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
the second error dont always come up but the first one is always constant.
Quote from: Makko on January 06, 2017, 11:18:59 PM
Why doesn't Hardcore SK use the Rimsenal weapons? It already uses the storytellers!
Right now there's a ton of variety with the real life weapons, but then with futuristic ones a whole lot less. The Rimsenal weapons are kind of held back by the weak shooting mechanics in vanilla, they could really shine with the improvements in Hardcore SK!
Semi-related comment on this... I'm all for variety, but despite using HCSK for a long time now, the sheer variety of weapons in it still overwhelm me. I wouldn't mind seeing the weapon variety trimmed down a bit or otherwise organized in a way that's easier to convey what category and role everything fits into.
Quote from: Owlchemist on January 06, 2017, 11:55:12 PM
Quote from: Makko on January 06, 2017, 11:18:59 PM
Why doesn't Hardcore SK use the Rimsenal weapons? It already uses the storytellers!
Right now there's a ton of variety with the real life weapons, but then with futuristic ones a whole lot less. The Rimsenal weapons are kind of held back by the weak shooting mechanics in vanilla, they could really shine with the improvements in Hardcore SK!
Semi-related comment on this... I'm all for variety, but despite using HCSK for a long time now, the sheer variety of weapons in it still overwhelm me. I wouldn't mind seeing the weapon variety trimmed down a bit or otherwise organized in a way that's easier to convey what category and role everything fits into.
I agree with you honestly, due to how ammunition works it's not a very big deal to have a bunch of sidegrade weapons if they use the same ammunition pool, but understanding the differences and what ammunition each weapon uses is pretty confusing if you don't have good knowledge of real life guns.
The descriptions don't always help either.
HCSK has been a mess since A14 and this is no different.
All creatures have a melee attack cool down measuring several minutes long.
Insects (Antii and Gnawlers) appear to have no hitbox and are impossible to hit with non-aoe ranged weapons, much like hives have been since CR's inclusion in HCSK. That stupid "Plunderer" event that uses insects instead of, iunno, humans maybe because what use do feral insects have of a bounty, that event appears to be broken as they don't attempt to attack anymore and just idle or attempt to hunt with their three minute bite cool down.
From the very beginning, progression is impossible as there is no way to make stone blocks. Would recommend an event to occur that points out deconstructing ship parts and random walls is necessary.
New fuel system, don't know if it's vanilla or what, but quite often I find that buildings consume all their fuel at once. They're also unusable when the last piece of fuel is used, despite continuing to burn and listing itself as working.
Finished meals are uncategorized. Food pot is useless as a result, only able to store pemmican. I resolved this myself and noticed another issue with pawns storing food in (insert storage unit here) and then moving said item of food through all the containers, getting stuck repeatedly picking up and dropping food for upwards of a minute, usually only stopping when a pawn's individual needs take priority.
The reusable tribal light, some sort of stone bowl, does not yield materials if deconstructed.
The campfire is the only way to make pemmican, there's no longer a help tab to check, but the campfire only takes 10 units of fuel, 1-2 of which tend to immediately burn until the campfire puts itself out. Such a pathetic fuel reserve means more time is spent refueling it than using it.
A multitude of armours have been added to the new tribal smithy. Armour. Armour with cloak. What, 7 different helmets? A new blow gun with its own proprietary ammo but what does it add besides unnecessary variety oversaturation? Bows and crossbows can also use poison, the bow is more or less as fast and has double the range while still doing some amount of damage. Is it not time to start culling some content? Start with the crap assets that have white aliasing problems all around their edges. There are enough good weapon and armour mods out there to make for a sort of progression without so many pistols, rifles, SMGs and the like. LewisDTC's weapon expansion has its own sensible progression from starting at muskets to lasers.
Continuing a save doesn't work. It indefinitely loads with no progress being made. Opting to load a save instead of continue the most recent works.
That's about it for now. Wonder if the Organ Vat is still not attached to research, making it impossible to make, same with the advanced bionics table.
Haven't noticed a lot of these problems, especially when a buncha boars were kicking my ass earlier X_X The slow melee attack cool down was confirmed with wolves though, but that was patched already. You're using the latest version from github, yes?
Dunno about antii and gnawler, but just had the hive event and dealt with via guns no problem. And I recall shooting a lot of ants and gnawlers in the a14 version as well.
Musket to laser progression with guns sounds great though. And, this is a minor nit-pick but I'm not much of a fan of using irl gun labels on the guns, given that the game takes place in the 56th century on another planet. It would make more sense that the colonists are putting together their own gun designs vs using brand-name designs from centuries ago, and so more generic gun names would not only make more sense, but be more clear to the player on what's what.
Goo Poni
Very non polite tone you choose, considering half of your issues are already fixed and half are not issues
For the stone block-progression problem, i think i skiped it. xD I salvaged ship trunks to get enough components and mechanism to build a wood plank research bench. Researched stone cutting and was good to go to build a wood plank hand machining table to make stone blocks. ^~^
Quote from: Goo Poni on January 07, 2017, 01:10:56 AM
HCSK has been a mess since A14 and this is no different.
All creatures have a melee attack cool down measuring several minutes long.
Insects (Antii and Gnawlers) appear to have no hitbox and are impossible to hit with non-aoe ranged weapons, much like hives have been since CR's inclusion in HCSK. That stupid "Plunderer" event that uses insects instead of, iunno, humans maybe because what use do feral insects have of a bounty, that event appears to be broken as they don't attempt to attack anymore and just idle or attempt to hunt with their three minute bite cool down.
From the very beginning, progression is impossible as there is no way to make stone blocks. Would recommend an event to occur that points out deconstructing ship parts and random walls is necessary.
New fuel system, don't know if it's vanilla or what, but quite often I find that buildings consume all their fuel at once. They're also unusable when the last piece of fuel is used, despite continuing to burn and listing itself as working.
Finished meals are uncategorized. Food pot is useless as a result, only able to store pemmican. I resolved this myself and noticed another issue with pawns storing food in (insert storage unit here) and then moving said item of food through all the containers, getting stuck repeatedly picking up and dropping food for upwards of a minute, usually only stopping when a pawn's individual needs take priority.
The reusable tribal light, some sort of stone bowl, does not yield materials if deconstructed.
The campfire is the only way to make pemmican, there's no longer a help tab to check, but the campfire only takes 10 units of fuel, 1-2 of which tend to immediately burn until the campfire puts itself out. Such a pathetic fuel reserve means more time is spent refueling it than using it.
A multitude of armours have been added to the new tribal smithy. Armour. Armour with cloak. What, 7 different helmets? A new blow gun with its own proprietary ammo but what does it add besides unnecessary variety oversaturation? Bows and crossbows can also use poison, the bow is more or less as fast and has double the range while still doing some amount of damage. Is it not time to start culling some content? Start with the crap assets that have white aliasing problems all around their edges. There are enough good weapon and armour mods out there to make for a sort of progression without so many pistols, rifles, SMGs and the like. LewisDTC's weapon expansion has its own sensible progression from starting at muskets to lasers.
Continuing a save doesn't work. It indefinitely loads with no progress being made. Opting to load a save instead of continue the most recent works.
That's about it for now. Wonder if the Organ Vat is still not attached to research, making it impossible to make, same with the advanced bionics table.
only the last about the vat is a issue the rests are all non issues.
to me 99% the post is only constructed like this "I dont like this mod in the pack as it makes it to hard use this more linear and easier to understand mod that dont use AMMO".
dont like a part of the mod turn it off no one forceing u to use the whole pack.
Are the "Refill cells less than xx%" works? I have a Wood stockpile besides my furnace and have set it to 10% but as soon a few wood logs are taken away(from 300 -> 275) they immediatly refill it. ???
Hey i cant create a new colony im stuck on the scenario page with this issue here Exception filling window for RimWorld.Page_SelectScenario:
System.ArgumentException: Value does not fall within the expected range.
at RimWorld.DrugPolicy.get_Item (Verse.ThingDef drugDef) [0x00000] in <filename unknown>:0
at RimWorld.DrugPolicyDatabase.GenerateStartingDrugPolicies () [0x00000] in <filename unknown>:0
at RimWorld.DrugPolicyDatabase..ctor () [0x00000] in <filename unknown>:0
at Verse.Game..ctor () [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.BeginScenarioConfiguration (RimWorld.Scenario scen, RimWorld.Page originPage) [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.CanDoNext () [0x00000] in <filename unknown>:0
at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey292:<>m__1A0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
any quick fix available
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help? :P
[attachment deleted by admin due to age]
Quote from: carpediembr on January 07, 2017, 09:16:33 AM
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help? :P
try first loading the mod pack alone without all the extra mods. its possible there can be confllicts there, for example why u need another crafting mod when hardcore already has way to much stuff.
Hey i cant create a new colony im stuck on the scenario page with this issue here Exception filling window for RimWorld.Page_SelectScenario:
System.ArgumentException: Value does not fall within the expected range.
at RimWorld.DrugPolicy.get_Item (Verse.ThingDef drugDef) [0x00000] in <filename unknown>:0
at RimWorld.DrugPolicyDatabase.GenerateStartingDrugPolicies () [0x00000] in <filename unknown>:0
at RimWorld.DrugPolicyDatabase..ctor () [0x00000] in <filename unknown>:0
at Verse.Game..ctor () [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.BeginScenarioConfiguration (RimWorld.Scenario scen, RimWorld.Page originPage) [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.CanDoNext () [0x00000] in <filename unknown>:0
at RimWorld.Page.DoBottomButtons (Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, Boolean showNext) [0x00000] in <filename unknown>:0
at RimWorld.Page_SelectScenario.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey292:<>m__1A0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
any quick fix available
at cedstone to me that seems like u didnt install the mod pack right. make sure to start off with just the hard core mod pack installed then slowly add any other mods u plan to use thats not in the pack.
REMEMBER LOAD ORDER IS VERY VERY did i say very IMPORTANT.
Quote from: sidfu on January 07, 2017, 09:18:52 AM
Quote from: carpediembr on January 07, 2017, 09:16:33 AM
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help? :P
try first loading the mod pack alone without all the extra mods. its possible there can be confllicts there, for example why u need another crafting mod when hardcore already has way to much stuff.
I dont have anything besides the modpack... Which crafting mod can you see on those files that does not belong to it?
Quote from: carpediembr on January 07, 2017, 10:19:57 AM
Quote from: sidfu on January 07, 2017, 09:18:52 AM
Quote from: carpediembr on January 07, 2017, 09:16:33 AM
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help? :P
try first loading the mod pack alone without all the extra mods. its possible there can be confllicts there, for example why u need another crafting mod when hardcore already has way to much stuff.
I dont have anything besides the modpack... Which crafting mod can you see on those files that does not belong to it?
Can you explain...
CosmicHorror_Shoggoth 52707
CosmicHorror_StarVampire_Corpse 60303
??
I do not think these are related to Hardcore SK
Is anyone else getting shorthash issues?
Quote from: notfood on January 07, 2017, 12:10:11 PM
Is anyone else getting shorthash issues?
I am getting 2, one for uranium? and loadoutgenerator_H
-Edit-
Regarding previous page. Balance pass will be after bug fixes.
@carpediembr
[StackXXL] Loaded
Mad Skills: detour succesful.
Apparel Stuff Color detours loaded
Turret_Heavy_Blueprint_Install 63111
CosmicHorror_StarVampire_Corpse 60303
CosmicHorror_Shoggoth 52707
PrisonExtensions
all those are not Hardcoe mod mods. if u installed mods thru workshop u might have to manualy look for them as sometimes steam leaves mods installed.
@Rhyssia yeah i got those also. not sure if it hurts anything but uranium did spawn on my map as mineable. havent seen if it error when u mine it
Quote from: sidfu on January 07, 2017, 12:12:11 PM
-snip-
@Rhyssia yeah i got those also. not sure if it hurts anything but uranium did spawn on my map as mineable. havent seen if it error when u mine it
I think it might be related to (the cause of) deep save errors. Not sure, could be (probably) wrong.
Quote from: Rhyssia on January 07, 2017, 12:05:20 PM
Quote from: carpediembr on January 07, 2017, 10:19:57 AM
Quote from: sidfu on January 07, 2017, 09:18:52 AM
Quote from: carpediembr on January 07, 2017, 09:16:33 AM
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help? :P
try first loading the mod pack alone without all the extra mods. its possible there can be confllicts there, for example why u need another crafting mod when hardcore already has way to much stuff.
I dont have anything besides the modpack... Which crafting mod can you see on those files that does not belong to it?
Can you explain...
CosmicHorror_Shoggoth 52707
CosmicHorror_StarVampire_Corpse 60303
??
I do not think these are related to Hardcore SK
WTF? I do have Call of Chtulu mod, but it's on the other pack of mods (that I've moved into an another folder outside of the Mods folder)
This is my folder from Hardcore SK.
(http://i.imgur.com/wGUwi2A.png)
And yes, i've replaced ModsConfig:
(http://i.imgur.com/nML8zxI.png)
And ingame:
(http://i.imgur.com/4KhqlWN.jpg)
(http://i.imgur.com/cPKRfvn.jpg)
Any idea how can I fix it?
Quote from: Owlchemist on January 07, 2017, 02:00:25 AM
Haven't noticed a lot of these problems, especially when a buncha boars were kicking my ass earlier X_X The slow melee attack cool down was confirmed with wolves though, but that was patched already. You're using the latest version from github, yes?
Dunno about antii and gnawler, but just had the hive event and dealt with via guns no problem. And I recall shooting a lot of ants and gnawlers in the a14 version as well.
Picked up a copy a few days ago. No internet, so I can't just keep checking in. The insects were fine to hit in A14 but I've seen a couple raids from them and the plunderer event fires off all the time but they only attempt to attack during a raid and they're harmless due to that long attack cooldown. Just have to have people punch them to death instead of try to shoot them. The ones milling around thanks to the plunderer event are an ammo sink as a result. End up happening upon shoot on sight colonists getting unhappy because they spend so long attempting to shoot the bugs.
Quote from: Goo Poni on January 07, 2017, 12:51:33 PM
Quote from: Owlchemist on January 07, 2017, 02:00:25 AM
Haven't noticed a lot of these problems, especially when a buncha boars were kicking my ass earlier X_X The slow melee attack cool down was confirmed with wolves though, but that was patched already. You're using the latest version from github, yes?
Dunno about antii and gnawler, but just had the hive event and dealt with via guns no problem. And I recall shooting a lot of ants and gnawlers in the a14 version as well.
Picked up a copy a few days ago. No internet, so I can't just keep checking in. The insects were fine to hit in A14 but I've seen a couple raids from them and the plunderer event fires off all the time but they only attempt to attack during a raid and they're harmless due to that long attack cooldown. Just have to have people punch them to death instead of try to shoot them. The ones milling around thanks to the plunderer event are an ammo sink as a result. End up happening upon shoot on sight colonists getting unhappy because they spend so long attempting to shoot the bugs.
Will look into
Antis+Gnawer cooldowns are below 2 seconds
@Capediembr can you start new colony and give screen shot of error log? (Please move error log to right side so that I can see scenario that is selected.)
@carpediembr we only went by the error file u provided showing those entries. u could do this delte the whole folder from the user area and start game and let it regen it.
if u play with more than 1 mod setup u have to back up not just the mod folder when u swap but also the user folder for the game.
only thing i can think is tthere some data in the user folder some where leftover
I am experiencing an obscene cooldown only on the Centipede Mechanoids.
They get stuck meleeing a wall and do 2% damage every few minutes while a pawn melees them to death with a wooden bat.
Quote from: Makko on January 07, 2017, 01:11:18 PM
I am experiencing an obscene cooldown only on the Centipede Mechanoids.
They get stuck meleeing a wall and do 2% damage every few minutes while a pawn melees them to death with a wooden bat.
Found and fixed in newest commit
Forewarning, this is for SeedsPlease SK.
Any ideas how to survive Malaria/Plague early game in A16? Seems like death sentence considering no traders have arrived yet, there is 0 medicine and herbal is gated behind seeds.
I've played A14 a lot and I could survive them with no medicine and lots of rest. The moment SeedsPlease gets into master branch it'll be real tough to save those colonists unless something is added.
In this version of modpack you added the seeds pls mod?
Quote from: notfood on January 07, 2017, 02:54:07 PM
Forewarning, this is for SeedsPlease SK.
Any ideas how to survive Malaria/Plague early game in A16? Seems like death sentence considering no traders have arrived yet, there is 0 medicine and herbal is gated behind seeds.
I've played A14 a lot and I could survive them with no medicine and lots of rest. The moment SeedsPlease gets into master branch it'll be real tough to save those colonists unless something is added.
u have to build a bed out of a higher than 100% immunity gain mat and put in a room then keep that room clean and heated/cooled. tbh i never use medicine on those sickness but for when i only have a buffalo/muffalo bed which is only 95% immunity gain. even then they normaly pull thru if u keep them in bed 24/7
@CsakosHUN go over to the seedsplz thread he made a addon for hardcore sk
Quote from: notfood on January 07, 2017, 02:54:07 PM
Forewarning, this is for SeedsPlease SK.
Any ideas how to survive Malaria/Plague early game in A16? Seems like death sentence considering no traders have arrived yet, there is 0 medicine and herbal is gated behind seeds.
I've played A14 a lot and I could survive them with no medicine and lots of rest. The moment SeedsPlease gets into master branch it'll be real tough to save those colonists unless something is added.
Noted, will be added to my list after Research Translation/Fix.
please let me know if Sidfu solution is adequate.
the hardcore sk he made works decent just everything and i mean everything drops seeds currently. even grass drops seeds.
the way i posted will work but only if u can find a creature with a higher enough immunity gain leather/hide. the big sloths are good as their leather is enough for nearly 2 beds for 1 guy and gives 120%ish immuity gain.
@rhyssia the diseases are fine. just people panic a little when its early game. i havent had a person die of anything besides a infection since a12. people just to busy going max speed and they miss stuff :P.
and what u think about what the guy from the psycology mod said. realy want to gete psycololgy to work but dont really understand the error to well.
Quote from: sidfu on January 07, 2017, 03:10:52 PM
-snip-
@rhyssia the diseases are fine. just people panic a little when its early game. i havent had a person die of anything besides a infection since a12. people just to busy going max speed and they miss stuff :P
Alright, materials will probably be looked at in balance pass anyway.
@Sidfu
Core_SK.DLL does not contain entries on "InstallArtificialBodyPart.ApplyOnPawn" or "InstallArtificialBodyPart", will look other places.
Wait!
Can you load with mods:
Core+CR+Core_SK+Psychology
Does it produce same error?
A little question. Because darkness sk patch is deactivated, does it do something bad or is it only optionable and because of that deativated by default? :)
Quote from: Kitsune on January 07, 2017, 03:47:11 PM
A little question. Because darkness sk patch is deactivated, does it do something bad or is it only optionable and because of that deativated by default? :)
I believe it is optional.
Looking at it, it only has two files, which overwrite core_sk files.
-edit-
After double check, looks like junk folder.
Ah ok, thank you. A bit sad i would like a bit darker nights. :D
Quote from: Kitsune on January 07, 2017, 04:07:36 PM
Ah ok, thank you. A bit sad i would like a bit darker nights. :D
Try this maybe?
https://ludeon.com/forums/index.php?topic=12996.msg291678#msg291678
It goes in...
RimWorld\Mods\Darkness_SK\Defs\WeatherDefs\
Then remove folder...
RimWorld\Mods\Darkness_SK\Defs\MapConditionDefs
Then enable "Darkness_SK" at end of load order.
-edit-
I think you can put straight into:
RimWorld\Mods\Core_SK\Defs\WeatherDefs\
Weathers.XML should over-ride...
RimWorld\Mods\Core\Defs\WeatherDefs\Weathers.XML
sidfu that's an excelent suggestion, I'll keep that in mind. A16/A15 made diseases much more stronger and deadly and I've been having trouble keeping my sick colonists alive in the period without medicine or drugs.
@everyone By the way, I added a feature request that may be of interest. https://github.com/skyarkhangel/Hardcore-SK/issues/540
Quote from: Rhyssia on January 07, 2017, 04:11:38 PM
Quote from: Kitsune on January 07, 2017, 04:07:36 PM
Ah ok, thank you. A bit sad i would like a bit darker nights. :D
Try this maybe?
https://ludeon.com/forums/index.php?topic=12996.msg291678#msg291678
It goes in...
RimWorld\Mods\Darkness_SK\Defs\WeatherDefs\
Then remove folder...
RimWorld\Mods\Darkness_SK\Defs\MapConditionDefs
Then enable "Darkness_SK" at end of load order.
-edit-
I think you can put straight into:
RimWorld\Mods\Core_SK\Defs\WeatherDefs\
Weathers.XML should over-ride...
RimWorld\Mods\Core\Defs\WeatherDefs\Weathers.XML
Oh... i'm dumb sorry i overlooked that. :D Already searched the thread witch the tag "darkness". >_< I only make work. xD
darkness changes the lightin during storms and other times. its disabled by default as it can get pretty dark. u ccan mess with the color to get differnt levels of light during differnt times. for example during dusk on my game its a bit redish light.
@rhyssa the isse with psycology is in the core_sk folder. just did some checks and loading it with that set up u showed gave the psycology naked pawn error. when i disabled core_sk the error went away
None of the three bug types from Infestations yield Chitin when butchered.
It seems like they should.
Quote from: sidfu on January 07, 2017, 04:28:26 PM
darkness changes the lightin during storms and other times. its disabled by default as it can get pretty dark. u ccan mess with the color to get differnt levels of light during differnt times. for example during dusk on my game its a bit redish light.
@rhyssa the isse with psycology is in the core_sk folder. just did some checks and loading it with that set up u showed gave the psycology naked pawn error. when i disabled core_sk the error went away
Ok issue may be missing xml value that is passing "null" because it is undefined. Will look into it in following week. (Start new job Monday and trying to get Research English Translation/fixes done as priority then English Documentation)
Quote from: Makko on January 07, 2017, 04:31:56 PM
None of the three bug types from Infestations yield Chitin when butchered.
It seems like they should.
Will look into.
P.S.
@Sidfu
This is with Psychology loaded last, correct?
yes its loaded last.
<li>Core</li>
<li>HugsLib</li>
<li>RW_ResearchTree</li>
<li>CombatRealism</li>
<li>Core_SK</li>
<li>Psychology</li>
if u put it in bad spot u get the second error i posted in the psycology thread but the normal error is this
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
ive already verfied by disableing core_sk that it goes away.
Quote from: sidfu on January 07, 2017, 04:41:12 PM
-Snip-
I trust you, just wanted to make sure my test will match.
I will have to dissemble Psychology.DLL later to see
he includes the source so shouldnt take much.
Neutro Flower Petals can't be allowed in stockpiles
Bandage Kit is treated like a perishable food and spoils if not refrigerated
good news rhyssia i loooked at the source and the
Could not cast Pawn to PsychologyPawn.
Verse.Log:Error(String)
Psychology.Detour._PawnGenerator:_GenerateTraits(Pawn, Boolean)
Verse.PawnGenerator:DoGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__527()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
is caused by the option to have pawns change their sexuality. if u go in and disable it(it reenables the gay trait) from the mods options the error is now gone.glad i know enough to understand where eto look :P
so psycholgy should work long as the gay trait is reenabled.
Quote from: sidfu on January 07, 2017, 05:07:35 PM
from the mods options
@Sidfu where is this option for "Gay" ? (I am loading game now)
-edit-
Sorry, I am distracted.
-edit 2-
Actually, I do not see in game.
sidfu I just deleted the game from steam unsubcribed from everything i had and still i cant get past the scenatio screen
Quote from: cedstonge on January 07, 2017, 05:16:30 PM
sidfu I just deleted the game from steam unsubcribed from everything i had and still i cant get past the scenatio screen
did u delte the folder for the game in the C:\Users\your name\AppData\LocalLow\Ludeon Studios? delte that whole folder also. it will regen it when u start the game. comptely start the game with the mods installed but not enabled. then replace the modconfig and restart the game. is your computer decent as teh hardcore sk causes the game to use about double the normal ammout of ram.
@rhyssia the gay trait is located in the Core\Defs\TraitDefs\Traits_Singular. its a stock game trait. ive already posted about it over on the psycogy thread. more than likely that error pops up anytime that the change sexuality option is enabled.
Quote from: sidfu on January 07, 2017, 05:22:30 PM
Quote from: cedstonge on January 07, 2017, 05:16:30 PM
sidfu I just deleted the game from steam unsubcribed from everything i had and still i cant get past the scenatio screen
did u delte the folder for the game in the C:\Users\your name\AppData\LocalLow\Ludeon Studios? delte that whole folder also. it will regen it when u start the game.
@rhyssia the gay trait is located in the Core\Defs\TraitDefs\Traits_Singular. its a stock game trait. ive already posted about it over on the psycogy thread. more than likely that error pops up anytime that the change sexuality option is enabled.
Okay, I cannot find this option in game sadly. I will give screen shots.
https://s24.postimg.org/hui51kj91/cannotfind.jpg
...my google search looks very bad now :'(
here how it should be like
https://s29.postimg.org/xu7gwsh2f/image.jpg
https://s27.postimg.org/spa0ode83/image.jpg
for some reason u missing the mod settings for psycogy
Quote from: sidfu on January 07, 2017, 05:39:19 PM
here how it should be like
https://s29.postimg.org/xu7gwsh2f/image.jpg
https://s27.postimg.org/spa0ode83/image.jpg
for some reason u missing the mod settings for psycogy
OH MY GOD!
Thank you!
(I did not have psychology mod loaded.)
ive already posted in the psychology thread about it. any mod that changes that trait before psychology will have that error.
basically whats happening is psychology and core_sk fighting over the gay trait. psychology says should be disabled and core_sk saying it should be enabled to allow pawn to spawn.
Quote from: sidfu on January 07, 2017, 05:49:46 PM
ive already posted in the psychology thread about it. any mod that changes that trait before psychology will have that error.
basically whats happening is psychology and core_sk fighting over the gay trait. psychology says should be disabled and core_sk saying it should be enabled to allow pawn to spawn.
Ok in Core_SK it is...
AlienPawnGenerator.DoGenerateNewNakedPawn
AlienPawnGenerator.IsValidCandidateToRedress
They try to pull:::: get_AllowGay() : Boolean
-edit-
Maybe Core_SK needs something like "If get_AllowGay() == !True && !False then get_AllowGay = False" (Or similar code.)
But does not allow passing Kinsey Scale
Quote from: Rhyssia on January 07, 2017, 06:02:47 PM
Quote from: sidfu on January 07, 2017, 05:49:46 PM
ive already posted in the psychology thread about it. any mod that changes that trait before psychology will have that error.
basically whats happening is psychology and core_sk fighting over the gay trait. psychology says should be disabled and core_sk saying it should be enabled to allow pawn to spawn.
Ok in Core_SK it is...
AlienPawnGenerator.DoGenerateNewNakedPawn
AlienPawnGenerator.IsValidCandidateToRedress
They try to pull:::: get_AllowGay() : Boolean
added what u put on the psychology thread. good for them to work something out cause doubtt hardcore sk will be last or first to have a different way for spawning traits.
Sad that smoothing walls was disabled, that was my crutch. The machine gun in the Orassan start is terrifying and makes all early sieges pitiful.
Thanks i figured it out i needed to manually delete my rimworld folder in common app under steam library
autosave killer...
DebugLoadIDsSavingErrorsChecker error: tried to register deep-saved object with loadID Thing_Charcoal132626, but it's already here. label=li (not cleared after the previous save? different objects have the same load ID? the same object is deep-saved twice?)
Can't even recover since game locks. Had to go to an older save and kill all charcoals just in case.
It has nothing to do with the Gay trait. You have mods using the Humanoid Alien Race library. That introduces a new type of pawn, AlienPawn. Psychology introduces a new type of pawn, PsychologyPawn. A pawn cannot be both types at once, so when it tries to add sexuality to an AlienPawn it fails.
It's not actually an error because the game will run fine despite it. So in the latest version I've downgraded it to a warning.
Quote from: Psychology on January 07, 2017, 11:49:56 PM
It has nothing to do with the Gay trait. You have mods using the Humanoid Alien Race library. That introduces a new type of pawn, AlienPawn. Psychology introduces a new type of pawn, PsychologyPawn. A pawn cannot be both types at once, so when it tries to add sexuality to an AlienPawn it fails.
It's not actually an error because the game will run fine despite it. So in the latest version I've downgraded it to a warning.
I just wanted to thank you for taking time out to explore this issue and explain it in practical terms.
I always end up getting an error when I load the map
Quote from: Robloxsina66 on January 08, 2017, 01:47:20 AM
I always end up getting an error when I load the map
Please elaborate. I will look into tomorrow.
What do you think about adding Dubs Bad Hygiene (https://ludeon.com/forums/index.php?topic=29043.0) to HCSK? Seems pretty hardcore to me!
Quick question about a problem
My cook has muscle parasites,
he falls down a colonist gets him, put him on the bed.then he gets up goes till the door and falls down and it goes like that in loop... no errors no nothing but i am fighting with the parasites like 30 minutes now
so me 2 of my pawns cant do nothing except help him.. So whats the best solution? (I am tribal ,just researched electricity)
P.S. i have photo :)
Button "Build Copy" will be avaible ?
Quote from: kiko on January 08, 2017, 05:06:10 AM
Quick question about a problem
My cook has muscle parasites,
he falls down a colonist gets him, put him on the bed.then he gets up goes till the door and falls down and it goes like that in loop... no errors no nothing but i am fighting with the parasites like 30 minutes now
so me 2 of my pawns cant do nothing except help him.. So whats the best solution? (I am tribal ,just researched electricity)
P.S. i have photo :)
u have to treat him. once u treat him u next have to change his schedule as he will only be able to do half tthe work before needing sleep. not sure but think they eventualy go away. have only had them once and started a new game soon after as pack upddated.
i tried to get quality builder to work but it was throwing a error and preventing colonies to spawn in a new game. probaly a load order issue.
notfood here is a darkness setting if u want darker more realistic llight. warning thou at night it can get so dark u cant see anything if u have no lights. but it has some nice color changes for transtion from diffent times of day.
[attachment deleted by admin due to age]
seems like seeds please doesn't work on my game anymore.
Vegetable garden still offers plenty of crops, but i do not need any seeds for them.
Quote from: Azzarrel on January 08, 2017, 08:55:43 AM
seems like seeds please doesn't work on my game game anymore.
Vegetable garden still offers plenty of crops, but i do not need any seeds for them.
its probaly load order and also the ggarden mod has no sk addon far as i know. im useing seeds plz and the sk addon he made without a problem.
Hey there, I've encountered a few issues.
First of all drop pods are always empty, I open them and nothing appears, ever.
Then every time I try to build a fishing spot, it just disappears when it has been finished.
It's a completely fresh install, I've followed all the instructions in the OP and I've only disabled the Skynet mod (I really don't like it), could that lead to these problems?
Quote from: sidfu on January 08, 2017, 09:03:35 AM
Quote from: Azzarrel on January 08, 2017, 08:55:43 AM
seems like seeds please doesn't work on my game game anymore.
Vegetable garden still offers plenty of crops, but i do not need any seeds for them.
its probaly load order and also the ggarden mod has no sk addon far as i know. im useing seeds plz and the sk addon he made without a problem.
it's quite hard to know to load order since both of these mods are inculuded in the Core_SK folder.
What research is needed for reinforced concrete? The wind turbine requires it but I don't see it in any of the research tooltips.
Is it a bug or is there an actual reason why you can put only dinning chair to the interaction spot of work benches? I can understand why you can't put big armchair or sofa in the interaction spot but primitive seats, stools etc seem reasonable. There are like 20 kinds of different seats that you cant really use for anything else than dinner table seats or seats for watching TV.
@Azzarrel
SeedsPlease isn't included in HardcoreSK yet. Loading last is fine. Put them above Infused_SK. After that load SeedsPlease-SK, it's an addon and requires SeedsPlease base.
Quote from: Rhyssia on January 04, 2017, 07:25:02 PM
@Adelexi
You need to use Master Branch
Branch:Stable is for Alpha 14
--Has Mods\CommunityCoreLibrary
Branch:Master is for Alpha 16
--Has Mods\HugsLib
Thanks, it worked after that, as exptected was me messing up somewhere.
I have been running into a new problem though.
The first game i started did well for 2 ish days(IRL) then i got Error while loading a map when loading savegames.
Was like ah well it happens so i reinstalled rimworld and used the latest correct github version of hardcore SK.
Started a new game 2 ish hours ago and played for a bit but when i wanted to load a save 3 minutes ago i ran into the same problem again.
And now NONE of the saves of that game work anymore. Im not using any other mod except this modpack.
any idea how to fix this by any chance?
Edit:
seems i just loaded in after restarting rimworld a couple of times, seem to be getting hash collisions:
1. Hash collision between uranium and GTstomach both use short hash 23201
2. Hash collision between Walllamp_Blueprint_Install and loadoutgen_ammotypeh both use short hash 35982
is this causing my save games messing up? if yes, how do i fix this?
thanks for the help!
Not a big issue, just wanted to report the cooking workbenches are only hooking up to one Cooking Tools. Building a second cooking tools shows an (inactive) in its status. The description for Cooking Tools states workbenches can hook up to two.
Quote from: LoliScout on January 08, 2017, 11:21:23 AM
What research is needed for reinforced concrete? The wind turbine requires it but I don't see it in any of the research tooltips.
Research Stonecutting and build a Hand Machining Table, which replaces the Stonecutter Table as its more advanced counterpart). You're gonna need 10 metal alloy and 10 concrete to make 8 reinforced concrete.
Quote from: Dudok22 on January 08, 2017, 11:56:59 AM
Is it a bug or is there an actual reason why you can put only dinning chair to the interaction spot of work benches? I can understand why you can't put big armchair or sofa in the interaction spot but primitive seats, stools etc seem reasonable. There are like 20 kinds of different seats that you cant really use for anything else than dinner table seats or seats for watching TV.
Yeah I noticed this too and was wondering about that. I poked around the XMLs but couldn't find any obvious reason on why this was. I'll post it on the bug tracker.
Quote from: aiu2003 on January 08, 2017, 01:18:54 PM
Not a big issue, just wanted to report the cooking workbenches are only hooking up to one Cooking Tools. Building a second cooking tools shows an (inactive) in its status. The description for Cooking Tools states workbenches can hook up to two.
An easy fix. I'll post a change request.
can we still use ExpandedProsthetics&OrganEngineering? if so what would its load area be.
I just installed the test 5.0 for alpha 16, i cant disassemble any ship parts and theres troubles with growing plots, is this a known issue or did i install something wrong
Heads up, you need a new game if you want the shorthash fix to work for you. Pretty sure it breaks old saves.
Is there a way to cure malaria? I have default red meds but tending do nothing with it. It always kill some of my people. What is supposed way by design to deal with it?
What kinda memory usage are people getting say after like 10 minutes?
Quote from: zzz1000 on January 08, 2017, 03:50:39 PM
Is there a way to cure malaria? I have default red meds but tending do nothing with it. It always kill some of my people. What is supposed way by design to deal with it?
simple.
1. make a bed with anything that has a min of 95% immunity gain.
2. have them rest till healed.(this is a must as if they not in bed immunty gain is slower)
3. meds not nesscarry but doing it altest once or every time if u can afford it speeds recovery.
4. keep the room they in clean and heated/cooled.
5. keep a track of their time for treatment so they dont get missed.
@zak ive played 6 hours straight np. the thing is if u reffesh the mods list it will cause memory to shoot up.
if u haveing memory issues then look around other mods and just use smaller textures.
start screen wth high reso textures= 1.6gb ram once get into game on new game its around 2.6gb so its a bit high right now
Quote from: Zakhad on January 08, 2017, 04:02:27 PM
What kinda memory usage are people getting say after like 10 minutes?
I've played days with no memory issues. But I heard from SK some people are getting "Could not allocate memory: System out of memory!", I get the feeling it's video memory issue. Textures too huge to load for your videocard.
Quote from: sidfu on January 08, 2017, 04:03:30 PM
simple.
1. make a bed with anything that has a min of 95% immunity gain.
2. have them rest till healed.(this is a must as if they not in bed immunty gain is slower)
3. meds not nesscarry but doing it altest once or every time if u can afford it speeds recovery.
4. keep the room they in clean and heated/cooled.
5. keep a track of their time for treatment so they dont get missed.
I make 120% immunity beds from sloth and keep them in it. And they are allways die anyway. I tend and feed them in time but tending and meds do nothing with severity\immunity rate(I see it in debuginfo). So it not so simple. With plague it maybe will work.
@zzz1000 Idd my load order changed by itself :s
For some reason infused decided to change its load order on its own :/ going like 5 places up in the load order. I can't even explain how or why, I'm 100% certain I've not touched the load order. since playing for 2 hours, it just randomly said out of memory when I checked the output_log - So I restarted and it's now saying my load order changed.
I did try to emulate what happened by simply reloading the game several times, as that's the only unique thing I did. And it's using 200mb more ram each time I reload at 2.1k 2.3k, 2.5k 2.7k before I decided to write this post, so something isn't be unloaded from memory.
Perhaps I somehow managed to corrupt my install :/ Blergh due to the above mentioned shorthash changes I'm just going to do a fresh install always I literally downloaded the version prior to them changes :(
Hi guys,
I have a problem with this mod pack:
Whenever I order my colonists to do something, eg cutting down trees or minig minerals,
they just continue wandering around and do nothing. They dont haul stuff to zones anymore as well so I cant effectively start a game.
Did i miss something or is that a bug? Making a new world / restarting doesnt help either.
Any help appreciated.
Thanks!
Is the Comms Console working for anyone? No menu comes up when I right click on it with my social pawns (negotiating permission enabled).
Hello guys, could you give me little help?
Im playing A14 still, is it really not possible to place seats in front of the workbenches? It use to be possible to do that. Can any one confirm this please?
I can not build any seats in front of the workshops. Tried everything.
Thanks
Quote from: Samtex92 on January 08, 2017, 04:37:50 PM
Hi guys,
I have a problem with this mod pack:
Whenever I order my colonists to do something, eg cutting down trees or minig minerals,
they just continue wandering around and do nothing. They dont haul stuff to zones anymore as well so I cant effectively start a game.
Did i miss something or is that a bug? Making a new world / restarting doesnt help either.
Any help appreciated.
Thanks!
Anything in console? Enable dev mode and see what's going on.
Quote from: gustavoghe on January 08, 2017, 05:01:34 PM
Hello guys, could you give me little help?
Im playing A14 still, is it really not possible to place seats in front of the workbenches? It use to be possible to do that. Can any one confirm this please?
I can not build any seats in front of the workshops. Tried everything.
Thanks
https://github.com/skyarkhangel/Hardcore-SK/issues/545
Quote from: notfood on January 08, 2017, 03:32:58 PM
Heads up, you need a new game if you want the shorthash fix to work for you. Pretty sure it breaks old saves.
Thanks for the quick fix!
were those 2 hash collisions the reason my save games kept messing up?
Really hope the neutral faction (https://github.com/skyarkhangel/Hardcore-SK/issues/516) spawning can get sorted out soon. I think I'm going to hold off on playing any more until it does because it's a rather significant chunk of content to miss out on.
I currently only have the jewel build installed.
The mods are in the correct load order and everthing else seems to work fine.
Yet, there is one permanent error
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Could not resolve cross-reference to Verse.ThingDef named SmoothWall
Is there something I should worry about ?
Testing a16, I recently had a person turn 60, and when he did he immediately fell down and needed rescue.
He became frail and had a bad back from that point, but I can see no reason why he wouldn't be able to walk. He also has a leg scar but his total pain is still only 11%.
Over a season later and he's still bed ridden for no obvious reason. This has to be a bug surely?
Interesting, my game just crashed randomly (It was paused, watching a stream) but after what notfood/sidfu had mentioned about not having enough memory made me wonder if it was actually my pc at fault :S so I go and check my video card stats via msi afterburner and I have 493mb total ram on a 770gtx :/ instead of 2k blergh, here goes my night to fixing my pc :P
Whats your load order? my alpha 16 isnt working at all so im curious
Quote from: Azzarrel on January 08, 2017, 05:32:41 PM
I currently only have the jewel build installed.
The mods are in the correct load order and everthing else seems to work fine.
Yet, there is one permanent error
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Could not resolve cross-reference to Verse.ThingDef named SmoothWall
Is there something I should worry about ?
Quote from: Azzarrel on January 08, 2017, 05:32:41 PM
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Could not resolve cross-reference to Verse.ThingDef named SmoothWall
fixed in master
Good Morning
1) I must be totally missing it, but which tech gives you the cooler and heater??
2) I've tried removing mods from SK Hardcore and adding other mods while SK Hardcore is active; in both cases Rimworld becomes very unstable....should players be able to disable/enable other mods? (For example, I would like to disable Skynet. I would also like to enable the "remove D debuff" mod and the "Seeds mod". )
Thanks
Quote from: GFireflyE on January 08, 2017, 05:58:23 PM
Good Morning
1) I must be totally missing it, but which tech gives you the cooler and heater??
2) I've tried removing mods from SK Hardcore and adding other mods while SK Hardcore is active; in both cases Rimworld becomes very unstable....should players be able to disable/enable other mods? (For example, I would like to disable Skynet. I would also like to enable the "remove D debuff" mod and the "Seeds mod". )
Thanks
Infrastructure 1 and 2.
You can disable Skynet SK just fine. It used to be part of the mod but it was separated specifically for the sake of being able to be disabled. As for adding mods, only certain types of mods can be added. You'll have to experiment but be weary of potential problems.
Quote from: aiu2003 on January 08, 2017, 04:42:30 PM
Is the Comms Console working for anyone? No menu comes up when I right click on it with my social pawns (negotiating permission enabled).
apparently combat realism breaks it
also this is the error message that someone got Object reference not set to an instance of an object at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0 at Combat_Realism.Detours.Detours_FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0 at Combat_Realism.Detours.Detours_FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0 at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0 at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0 at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0 at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0 at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0 at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
@boy1der
basically just this:
<ModsConfigData>
<buildNumber>1393</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>RW_ResearchTree</li>
<li>CombatRealism</li>
<li>Core_SK</li>
<li>EdBPrepareCarefully</li>
<li>Skynet_SK</li>
<li>Breakdowns</li>
<li>kNumbers</li>
<li>Moody</li>
<li>RelationsTab</li>
<li>RW_AreaUnlocker</li>
<li>RW_EnhancedTabs</li>
<li>RW_Manager</li>
<li>RW_MedicalInfo</li>
<li>WorkTab</li>
<li>Hospitality</li>
<li>RumoursAndDeception</li>
<li>Rim Disorders</li>
<li>Camp</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_TrainingFacility</li>
<li>RT_Fuse</li>
<li>RedistHeat</li>
<li>RT_QuantumStorage</li>
<li>Infused_CR</li>
<li>RT_SolarFlareShield</li>
</activeMods>
</ModsConfigData>
but it seems like the steam version's setting now are in Rimworld by Ludeon Studios rather then just Rimworld in the Appdata/local low Folder
Quote from: Azzarrel on January 08, 2017, 06:37:47 PM
@boy1der
basically just this:
<ModsConfigData>
<buildNumber>1393</buildNumber>
<activeMods>
<li>Core</li>
<li>HugsLib</li>
<li>RW_ResearchTree</li>
<li>CombatRealism</li>
<li>Core_SK</li>
<li>EdBPrepareCarefully</li>
<li>Skynet_SK</li>
<li>Breakdowns</li>
<li>kNumbers</li>
<li>Moody</li>
<li>RelationsTab</li>
<li>RW_AreaUnlocker</li>
<li>RW_EnhancedTabs</li>
<li>RW_Manager</li>
<li>RW_MedicalInfo</li>
<li>WorkTab</li>
<li>Hospitality</li>
<li>RumoursAndDeception</li>
<li>Rim Disorders</li>
<li>Camp</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_TrainingFacility</li>
<li>RT_Fuse</li>
<li>RedistHeat</li>
<li>RT_QuantumStorage</li>
<li>Infused_CR</li>
<li>RT_SolarFlareShield</li>
</activeMods>
</ModsConfigData>
but it seems like the steam version's setting now are in Rimworld by Ludeon Studios rather then just Rimworld in the Appdata/local low Folder
Does your mod work perfectly?
posted the neutral trader bug and a new one for failed to fire event for wander join from hospitatily
Sorry for noob question, but which station do I use to craft drill head?
Electric Machining Table from Advanced Machining research.
Quote from: Yck on January 08, 2017, 10:00:53 PM
Sorry for noob question, but which station do I use to craft drill head?
ima wait till they fix the neutral pawn error. my games cant get any caravans,traders,raids,vistors or even people joining me.
Quote from: sidfu on January 08, 2017, 11:22:48 PM
ima wait till they fix the neutral pawn error. my games cant get any caravans,traders,raids,vistors or even people joining me.
Are you sure you install it correctly? or do you have another mod? because i dont have error like that..
btw yesterday i have error, i cant use comms console, some people say because custom faction dont have a leader..is it fixed yet? or anyone have workaround?
thx & sorry for my bad english
Is there any way to turn off Combat Realism? Very annoying and unnecessary addon.
Quote from: Torry_crewz on January 09, 2017, 03:33:00 AM
Quote from: sidfu on January 08, 2017, 11:22:48 PM
ima wait till they fix the neutral pawn error. my games cant get any caravans,traders,raids,vistors or even people joining me.
Are you sure you install it correctly? or do you have another mod? because i dont have error like that..
You can still get raiders, visitors, caravans and such, but not from neutral factions.
I installed the latest version and had this problem come up by day 4.
It's been reported here (https://github.com/skyarkhangel/Hardcore-SK/issues/516) and here (https://github.com/skyarkhangel/Hardcore-SK/issues/550)
Quote from: legendary on January 09, 2017, 03:38:15 AM
Is there any way to turn off Combat Realism? Very annoying and unnecessary addon.
I don't think you'll find that's a very popular opinion 'round here! CR is great :D What don't you like about it, I wonder? I don't think you can turn it off.
he probaly wants to turn off CR so game go back to easy mod :P
btw Dubs Bad Hygiene works fine with the mod pack. as far as i can see.
the problem with the neutral faction bug is that there only 3 stances thats neutral,war and allied, so the bug knocks out around 80% of anyone visting u. btw hostile is considered netural since u not at war yet.
Comms console fixed, relation tab too.
Since A16 Hardcore SK can be loaded with only 2 activated mods after CORE (minimal start), in the following order:
Core
Combat Realism
Core_SK
All other mods may be removed, but some of them require other, like Misc. mods require Misc. core.
It makes easy to update project and improved opportunities for players to switch off available mods.
Also since A16 (bcs of lack of CCL & Ludeon's inability to make function with reload mods without restart) after enable/disable mod, switching language, require a reboot!
Quote from: skyarkhangel on January 09, 2017, 05:47:20 AM
Comms console fixed, relation tab too.
Since A16 Hardcore SK can be loaded with only 2 activated mods after CORE (minimal start), in the following order:
Core
Combat Realism
Core_SK
All other mods may be removed, but some of them require other, like Misc. mods require Misc. core.
It makes easy to update project and improved opportunities for players to switch off available mods.
Also since A16 (bcs of lack of CCL & Ludeon's inability to make function with reload mods without restart) after enable/disable mod, switching language, require a reboot!
Does the wait for CCL mean the "Help" system is not in A16 yet? See a lot of questions asking where to do certain things or what research is necessary. Guessing the lack of "Help" is why.
Quote from: legendary on January 09, 2017, 03:38:15 AM
Is there any way to turn off Combat Realism? Very annoying and unnecessary addon.
I'm with you.
Not only annoying, but it makes the game easier since you can kill a person very fast with only basic guns, it makes even large raids easy as they die and retreat before they get any shots off almost every time.
Without CR fights last longer and you will have more tactics come into play along with injuries to mend.
With CR people generally just die from a broken finger and toe (ok maybe not, but they do often die way too soon with minor injuries).
Just wanted to ask something really quick,
are you supposed to be unable to do operations?
Apart from amputations ofcourse.
Or am I missing something?
Playing the A16a testrelease.
Great Modpack btw keep it up!
Greetings.
Would someone be so kind to post what their proper load order is for the rimworld jewel test build? I'm determined to try this modpack out as it looks amazing but I continue to crash whenever I try to generate a new world.
Quote from: MugglesForHugs on January 09, 2017, 12:55:37 PM
Greetings.
Would someone be so kind to post what their proper load order is for the rimworld jewel test build? I'm determined to try this modpack out as it looks amazing but I continue to crash whenever I try to generate a new world.
The modlist should be set as long as you have moved the modsconfig file to the correct spot. (New spot in A16 as compared to where it was in A15 and previous builds)
There's a load order inside the archive, place the modsconfig.xml into AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config and overwrite when asked.
Quote from: CreepyD on January 09, 2017, 12:24:11 PM
Quote from: legendary on January 09, 2017, 03:38:15 AM
Is there any way to turn off Combat Realism? Very annoying and unnecessary addon.
I'm with you.
Not only annoying, but it makes the game easier since you can kill a person very fast with only basic guns, it makes even large raids easy as they die and retreat before they get any shots off almost every time.
Without CR fights last longer and you will have more tactics come into play along with injuries to mend.
With CR people generally just die from a broken finger and toe (ok maybe not, but they do often die way too soon with minor injuries).
I do think that the scaling of guns and how you early you have access to them needs to be changed, but to remove the whole CR system all together? that's seems excessive :S
What difficulty/storyteller are you playing on as a reference point?
As far as I know CR doesn't effect the desired population cap only storytellers do.
Based on the aforementioned desired population, are you aware that playing on higher difficulties enemy pawns are more likely to "automatically" die? Not because of CR fault but its because of the storyteller maintaining "desired" population depending on the difficulty, e.g 5 on Cassandra classic rough? (It's just a pseudo-random number I don't actually know the value off the top of my head)
So if you only had 1 pawn you'll find that a lot of enemy pawns will actually survive, but if you had 10 you'll find that most of them will die as soon as they hit the incapacitated status and not due to having their head reach 0, or torso reach 0, or any organ reach 0.
The game crashes quite often with this modpack (too many heap sections).
I have a friend with the same issue.
Quote from: sidfu on January 08, 2017, 11:22:48 PM
ima wait till they fix the neutral pawn error. my games cant get any caravans,traders,raids,vistors or even people joining me.
is it possible you started on a sole island?
The only time i had this was when starting on an island with only my colony and surrounded by ocean. Factions might not be able to travel through water
Quote from: Zakhad on January 09, 2017, 01:01:46 PM
I do think that the scaling of guns and how you early you have access to them needs to be changed, but to remove the whole CR system all together? that's seems excessive :S
What difficulty/storyteller are you playing on as a reference point?
As far as I know CR doesn't effect the desired population cap only storytellers do.
Based on the aforementioned desired population, are you aware that playing on higher difficulties enemy pawns are more likely to "automatically" die? Not because of CR fault but its because of the storyteller maintaining "desired" population depending on the difficulty, e.g 5 on Cassandra classic rough? (It's just a pseudo-random number I don't actually know the value off the top of my head)
So if you only had 1 pawn you'll find that a lot of enemy pawns will actually survive, but if you had 10 you'll find that most of them will die as soon as they hit the incapacitated status and not due to having their head reach 0, or torso reach 0, or any organ reach 0.
Nah, the base game has a chance to kill off any non-colonist pawn when they are downed, 67% to be exact. There's a mod here on the forums that removes that - CR increases the pain from wounds so people are downed faster and with the 67% chance to instantly die it seems like enemies are made out of glass. Would be a good idea to include said mod in Hardcore SK, I think.
Thank you gentlemen. It's now working.
Holy cow is looks/feels like a totally different game.
Quote from: MugglesForHugs on January 09, 2017, 01:50:02 PM
Thank you gentlemen. It's now working.
Holy cow is looks/feels like a totally different game.
Yep, sure does. Another experience completely unlike base Rimworld is using Dubs Mars mod. Very different!
i wonder is a possible to make alternative version of hardcore sk, using dubwise MarsX as a base ?
Every hard thing hardcored^2 trying survive on mars ?
Quote from: Lerin on January 09, 2017, 02:34:59 PM
i wonder is a possible to make alternative version of hardcore sk, using dubwise MarsX as a base ?
Every hard thing hardcored^2 trying survive on mars ?
Well, a lot of HardcoreSK has to do with combat, of which there is none in the Mars mod. I could imagine with enough work you could adapt some of the Hardcore crafting into the Mars mod, but that would not be a trivial thing to do. The Mars mod really is *very* different.
gotta have to also report now, that it is impossilbe to have any other factions on the map.
Even if I force a raid with the debug console nothing happens (not even an error message) unless the raid isn't human (insects/mechanoids)
Quote from: Azzarrel on January 09, 2017, 03:25:34 PM
gotta have to also report now, that it is impossilbe to have any other factions on the map.
Even if I force a raid with the debug console nothing happens (not even an error message) unless the raid isn't human (insects/mechanoids)
known bug. it should only appliy to neutral factions
I've given CR some more thought and all I do know is that it makes the game easier, and that's against what this mod is about really.
My ideas / suggestions for altering it a bit (is that possible / allowed?):
- Reduce pain levels so people don't go to ground so easily. You'd have to go down because you lost a leg or died or something most of the time unless you had a load of wounds.
- Damage for guns might need decreasing across the board.
- Melee should keep higher damage though to make it worthwhile.
- I definitely think battles need to last longer what ever happens.
Also there are such a nice range of guns, but once you get a simple uzi (usually quite early on) you have no need for anything better.
I don't think CR necessarily makes the game easier. It makes firefights that youre prepared for easier. You have to create or forage ammo, so youre either limited to what you have the tech, materials, and time to make or whatever enemies drop or you can trade for. The armor mechanics make the tiers of enemy tech levels matter more since you need a certain level of weapons to take down a sufficiently armored enemy. Its certainly more difficult than simply finding a decent gun and knowing you can use that until the end of time like the base game. That being said, combat does end much more quickly. How long do gun fights between unentrenched groups of people last in real life? My in game ones last around one or two hours, which seems short in game but might be right when thinking about combat realism.
As an aside, I cant seem to get Manager and the Quarry to work together at all. Manager recognizes the Quarry as four different workstations, but wont set any bills. If anyone knows what I might be doing wrong, help would be appreciated, so I can bring in a metered stream of chunks.
Also, this mod pack is wonderful. Ive been playing each iteration quietly, but the introduction of trading and the world in Alpha 16 + Hardcore (and the removal of SEEDS) has made this recent jump spectacular.
Quote from: fbagocius on January 09, 2017, 04:42:01 PM...(and the removal of SEEDS)...
I've got you bad news and good news...
Seeds are back!
...
They can be removed easily if you don't want it. Just untick it from the modlist.
Quote from: fbagocius on January 09, 2017, 04:42:01 PM
I don't think CR necessarily makes the game easier. It makes firefights that youre prepared for easier. You have to create or forage ammo, so youre either limited to what you have the tech, materials, and time to make or whatever enemies drop or you can trade for. The armor mechanics make the tiers of enemy tech levels matter more since you need a certain level of weapons to take down a sufficiently armored enemy. Its certainly more difficult than simply finding a decent gun and knowing you can use that until the end of time like the base game. That being said, combat does end much more quickly. How long do gun fights between unentrenched groups of people last in real life? My in game ones last around one or two hours, which seems short in game but might be right when thinking about combat realism.
I think the biggest problem with CR is the bad vanilla AI that we have in Rimworld. Most raids have the raiders set to melee attacking xyz or setting fire to xyz, not taking into account what weapons they have equipped with the exception of grenade users. They only react to gunfire after a couple of shots, trying to find cover and shoot back - however with CR, these few seconds are often enough to mow down an entire army.
If NPCs would prioritize your pawns and utilize the range of their weaponry things would be different. But as it currently stands, CR adds a lot of features that only the player is able to use.
On the topic of weapons, does anyone have issue with scrapping weapons? I typically leave the weapon scrapping bill running on any of the... now four weapon benches. Think it's four, anyway. Saw the primitive bench only allowed scrapping bows, crossbows and the like but on setting down the first modern table, it's still the same selection. No guns can be scrapped.
In reference to one of my earlier complaints of bugs with immunity to guns, downloading an updated copy with the melee cooldown fixes also seems to have come with working hitboxes on the bugs. Hives still immune. Megasloth curiously immune at near point blank. Do still have issue with colonists repeatedly picking up and dropping food. They seem to want to carry food in their inventory and then change their mind on the next tick, repeating for several in game hours. Ordering one to pick up food and carry it on their person doesn't alleviate it as they immediately store it again.
On the topic of CR, I like it for removing RNG hit chance even if it can't remove RNG hits. Being able to ambush raiders because they're focused on the task of punching some door in the colony is a bit derpy. I think some better progression in weapons and limiting of the number of weapons might help with perceived ease of fighting in CR. Currently we go from crossbows all the way to SVUs. Maybe bows -> crossbows -> muskets -> revolvers/bolt or lever action rifles -> pistols and semi auto rifles -> assault rifles -> lasers -> plasma, with ammo unavailable to craft until the relevant guns are researched. Right now, as one other says, salvage some SMGs or carbines from dead raiders and you're golden for a very very long time until Syndicate or Skynet factions take an interest in you. Mechs are probably the most dangerous enemy to deal with because they mill around ship parts doing their own thing, always on alert with charge lances railguns and inferno cannons.
I personally like CR, but i think it makes the game neither easier nor harder.
On the one hand raiders die faster, while on the other hand you really have to do some fighting for yourself in this modpack due to the turret-limitation, so it's quite a possibilty that one of your pawns looses a arm or leg during an early raid.
I mostly hate the immense ammount of ammunition types. I think it would've been more than enough to have one type of ammo for all weapon classes (e.g. smg ammo, rifle ammo, mg ammo), so that you don't have about 20 weapons and 20 ammunition types in your storages without a single match ...
there is another error in the current version
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Not sure if this has been reported already.
I had to disable cave biome from my game. It causes cave plants to spawn in other biomes and it lags like hell every day at a certain moment.
Quote from: Zakhad on January 08, 2017, 05:05:23 PM
Quote from: gustavoghe on January 08, 2017, 05:01:34 PM
Hello guys, could you give me little help?
Im playing A14 still, is it really not possible to place seats in front of the workbenches? It use to be possible to do that. Can any one confirm this please?
Hey thanks for that.
Has anyone heard of a fix for this?
I can not build any seats in front of the workshops. Tried everything.
Thanks
https://github.com/skyarkhangel/Hardcore-SK/issues/545
notfood did u try it on a new world? if their no caves on world map that means mod will act up. i dont thin its all plants thou. which plant did it for me was the red plant.
Damn I was enjoying playing in my caveworld biome, i did wonder why it was laggy :s
Quote from: sidfu on January 09, 2017, 09:18:14 PM
notfood did u try it on a new world? if their no caves on world map that means mod will act up. i dont thin its all plants thou. which plant did it for me was the red plant.
Pretty sure I saw the grey one as well.
which plant was it spawning for u thou. for me was the devil one thats red.
Quote from: notfood on January 09, 2017, 08:17:52 PM
I had to disable cave biome from my game. It causes cave plants to spawn in other biomes and it lags like hell every day at a certain moment.
Can confirm, i am having the same problem, even after disabling the cave mod and starting a new colony the devil's tongue still popped up for me after 4-5 days ingame and causes massive lag.
Also my pawns on some days seem to eat a extreme amount, havent pinned down what triggers it. 1 pawn for example eats about 8 jerky in a row while his hunger bar is as good as full. sometimes all of them do it and its not the food binge thing. anyone else having this aswell?
Quote from: adelexi on January 09, 2017, 10:26:22 PM
Quote from: notfood on January 09, 2017, 08:17:52 PM
I had to disable cave biome from my game. It causes cave plants to spawn in other biomes and it lags like hell every day at a certain moment.
Can confirm, i am having the same problem, even after disabling the cave mod and starting a new colony the devil's tongue still popped up for me after 4-5 days ingame and causes massive lag.
Also my pawns on some days seem to eat a extreme amount, havent pinned down what triggers it. 1 pawn for example eats about 8 jerky in a row while his hunger bar is as good as full. sometimes all of them do it and its not the food binge thing. anyone else having this aswell?
It's an elusive problem (https://github.com/skyarkhangel/Hardcore-SK/issues/534)
rikiki posted about the devil tongue on the steam page
About Devil's tongue, some users experienced a similar issue with the alert speaker mod.
I believe some graphic cards do not handle very well glowers (especially dynamic glowers).
Here is a (quite) easy solution:
1) Open the CaveworldFlora mod folder (755226916) and navigate to /Defs/ThingDefs/Plants_Wild_CavePlants.xml file.
2) Look for the <defName>DevilTongue</defName> line.
3) Line 196, change the thingclass line from
<thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
to
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
4) Line 197, set the tickerType to Long.
5) Finally, line 236, set hasStaticGlower to True.
=> this even leads to a fun "flubber" side effect
Quote from: notfood on January 09, 2017, 08:17:52 PM
I had to disable cave biome from my game. It causes cave plants to spawn in other biomes and it lags like hell every day at a certain moment.
So that is what all the lag is coming from! Thanks for the info.
The issue I've been having with colonists repeatedly picking up, dropping and hauling food seems to be related to CR. Colonists with an assigned load out will freak out like this. Colonists assigned "Nothing" will not. Opening a load out and selecting the infinity symbol not only makes the game chug a little harder as it compiles all those grayed out weapons and ammo together, it also allows searching of food, presumably for the use of on-the-go provisions. Adding some food that you have a stockpile of to a load out remedies the issue. It's not a fix, but it's a band-aid.
New issue I'm coming across is an out of memory error. Kills saves, makes them unloadable. Additionally, whenever the game fails to load a save, opening the debug log crashes the game, complete with folder with error log and everything. That's where I found out its apparently an out of memory error. Strange, given I have an i7, 16gb ram and 4gb video memory in an r9 290. Ram usage only gets up to about 2-2.5gb and video memory only about 350mb. Reloading earlier saves works but there's an unknown threshold, past which no save will work.
Yea. They now love to hoard some food in inventory(I suppose it's a16 thing), and I realy don't like it for several reasons. CR restrictive inventary force them to drop anything not allowed so they drop it but then they want to take it again and it turn in crazy loop. Work around is not using loadouts or to allow in loadout piece of food they try to take. I don't like both.
I wish possibility to stop this food taking behavior as default(I can always add food by CR if I realy wish).
Also maybe change strict loadout rules to ADD, if this possible, it will have some disadvantages but can be more handy in general(but this is CR topic).
For the food hoarding colonists, a couple of pages ago i had the same problem. I'm going around it by giving them one meal in the inventory, for early game say, roasted meat. After i got the research and stove production going i change it to simple meal. :) After that the "problem" is gone and the colonists have always something to eat by them.
yep thought so its kinda unplayable till the neutral pawn spawn bug is fixed. just finished a game where in 2 years from start not a single person joined,raid happened or trader came. its the same error on any person like spawn.
was even playing on the hardest diff to try tol get it to spawn something on me
Faction The Gray Mountain Covenant of def Tribe has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=77, faction=The Gray Mountain Covenant, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
the neutral pawn bug seems to be kinda inconsistent.
I got a few traders and one raid within 40 days, while there are also these error messages appearing.
Just a side-question: Since i need to restart the game anyways after en/disabling a mod, can I just terminte it after doing so (while it still loads) or does this break anything.
The load time with hardscore sk is above one minute, so i have to load more than 3 minutes (starting - dis/enable a mod - loading - starting again), which is kinda annoying.
Hm thats odd, i naturally have the same situation(2 years playtime), very low humanlike visitor's in fact in form of visitor's nothing. I have a nice shiny tavern with guest beds but no one want to stay there. :( In the whole playtime i got 2 bounty hunter insect groups a few manhunter animals 1 pirat raid, 2 traders from the kitty's and 1 from bandits(i'm a bit sad that the outlander are now bandits xD). For the colonist joinging events i got 3, 2 with the chased pawn and one that straight sayed "here i am, what can i do?".
And a whole lot of meteorits(3+1 huge meteorite that made an additional eclipse) and spacecraft junk falling(i stopt counting after 10). ;D
Oh yes i play pheobe with basebuilder.
think this is tthe part we need to look at when trying to fix it.
Faction The Gray Mountain Covenant of def Tribe has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=77, faction=The Gray Mountain Covenant, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
the rest doesnt look like but additional failure due to the orginal failure to generate a pawn.
also if its preventing neutral pawns spawning at your home that means when u go too their home that means the base probaly be empty as most couldnt spawn
I installed latest build and do not know where this devil tongue thing from but it seems like very performance hungry,
I suppose it's because it dynamic nature, every plant do some evaluations every tick.
It's cute but I wish they do not.
By the way I saw random guest finally this run, maybe just luck with fractions but maybe something was fixed.
Quote from: Azzarrel on January 10, 2017, 09:23:43 AM
Just a side-question: Since i need to restart the game anyways after en/disabling a mod, can I just terminte it after doing so (while it still loads) or does this break anything.
The load time with hardscore sk is above one minute, so i have to load more than 3 minutes (starting - dis/enable a mod - loading - starting again), which is kinda annoying.
Yes you can.
At least, I always close it with task manager after enabling/disabling any mods. Since it loads them on restart again I don't think there's any reason why you need to wait twice.
Quote from: sidfu on January 10, 2017, 08:56:33 AM
yep thought so its kinda unplayable till the neutral pawn spawn bug is fixed. just finished a game where in 2 years from start not a single person joined,raid happened or trader came. its the same error on any person like spawn.
was even playing on the hardest diff to try tol get it to spawn something on me
Faction The Gray Mountain Covenant of def Tribe has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=77, faction=The Gray Mountain Covenant, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
This problem may be overstated, after looking into it some more. It's nothing new, for starters, HCSK 4.x had the same problem. I also noticed people in Rimworld forums, playing vanilla, making similar comments. Visitors are just less common now in A16 (probably to encourage caravans). This error sometimes just fires off when the point value is too low and the storyteller doesn't have a configured group small enough to match. It seems to be less of a concern as your wealth grows and spawns bigger encounters.
You can still get visitors and caravans, but they're just less common. I had a few visits in my first year.
Quote from: Owlchemist on January 10, 2017, 10:57:21 AM
Quote from: sidfu on January 10, 2017, 08:56:33 AM
yep thought so its kinda unplayable till the neutral pawn spawn bug is fixed. just finished a game where in 2 years from start not a single person joined,raid happened or trader came. its the same error on any person like spawn.
was even playing on the hardest diff to try tol get it to spawn something on me
Faction The Gray Mountain Covenant of def Tribe has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=77, faction=The Gray Mountain Covenant, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
This problem may be overstated, after looking into it some more. It's nothing new, for starters, HCSK 4.x had the same problem. I also noticed people in Rimworld forums, playing vanilla, making similar comments. Visitors are just less common now in A16 (probably to encourage caravans). This error sometimes just fires off when the point value is too low and the storyteller doesn't have a configured group small enough to match. It seems to be less of a concern as your wealth grows and spawns bigger encounters.
You can still get visitors and caravans, but they're just less common. I had a few visits in my first year.
here let me give u some sstats
since alpha for hc sk came out ive played around 12 hours. oout of that 12 hour ive had 0 raids, 2 guys join, 0 traders/caravans, 1 visitor.
i understand they less often but those stats mean its basiccaly non existent. u know something wrong when the guy who normaly joins after or just before u name your colony cant be spawned.
I have a problem and i dont know is it vanilla related, cause when i update to a16, i inmediately downloaded a few mods, most noticeable being this one.
Problem is that i cant put any chairs in work tables crafting spots, zone is red when i try to put them and i get pop up that xxx chair would block xxx crafting spot. Is this something from this mod, and if it is, can i remove it if possible ? Tnx
Quote from: Owlchemist on January 10, 2017, 10:57:21 AM
This problem may be overstated, after looking into it some more. It's nothing new, for starters, HCSK 4.x had the same problem.
This message maybe is not the problem but some problem exist.
I periodically download new SK builds and start new games.
And I don't know maybe it depend on SK build or position in the world but in first runs there was no people at all(only insects) then, I think when hospitality was introdused, I was visited with regular traders and random guest people. Than in late builds game stop spawning tham at all(no people for more than a year, I do not talk about starting person join event, it different) but I saw some raids. With today build and start I was visited with some random dude in a first days.
Me and a friend have experienced only two events in our gameplays. Beavers and Raptors. We both have rescued a guy running away of someone but none appear after we offered rescue to him. Just in case it hadn't been mentioned.
I have noticed that raids are taking a good 2-3 seasons before they arrive after starting, I got my first raid in winter with the standard 1 pawn, my starting season was spring O.o. Once my wealth gets higher everything starts to normalise out or at least IMO feel like it is, but I haven't played past 1 year because of the fps death due to the dynamic devil flower killing fps, I'll have to make that change someone mentioned over on rik's steam page.
if u start a new game best to remove cave biome till its fixed. or u can try what i posted ealier that he said should fix it(not sure if it does) bbut i already tested by starting in cave and only had like 15fps in caves so dont start in caves.
@zakhad i can deal with them being slow but not getting any new guys or visitors hurts alot since u cant get new seeds and such.
Quote from: Zakhad on January 10, 2017, 02:14:32 PM
I have noticed that raids are taking a good 2-3 seasons before they arrive after starting, I got my first raid in winter with the standard 1 pawn, my starting season was spring O.o. Once my wealth gets higher everything starts to normalise out or at least IMO feel like it is, but I haven't played past 1 year because of the fps death due to the dynamic devil flower killing fps, I'll have to make that change someone mentioned over on rik's steam page.
How many have you got since then?, we're really demoralised for not having them.
The map fails to load when selecting the the cat or blue alien people scenarios. I am using 5.0 test: Jewel. I followed all the install instructions. I have tried multiple times, and the other scenarios seem to work fine. Any ideas would be appreciated. Thanks.
Okay as I have only played this modpack for a few hours so I feel slightly overwhelmed but in a good way. Forgive me if this has already been asked and answered but how on earth do I manufacture granite blocks?
I am attempting to get my food production up and running but it appears that a few production buildings require stone blocks to build. The only way I've managed to get around this problem is to deconstruct derelict walls scattered around the map that happen to be granite. Am I missing something? The research tree is rather daunting so I'm not sure where to look.
Quote from: MugglesForHugs on January 10, 2017, 02:34:48 PM
Okay as I have only played this modpack for a few hours so I feel slightly overwhelmed but in a good way. Forgive me if this has already been asked and answered but how on earth do I manufacture granite blocks?
I am attempting to get my food production up and running but it appears that a few production buildings require stone blocks to build. The only way I've managed to get around this problem is to deconstruct derelict walls scattered around the map that happen to be granite. Am I missing something? The research tree is rather daunting so I'm not sure where to look.
looks around map there should be some stone carnes they give around 50 granite. in production is the building u need to make blocks. just read the desscription.
Quote from: Crowblack on January 10, 2017, 02:32:07 PM
The map fails to load when selecting the the cat or blue alien people scenarios. I am using 5.0 test: Jewel. I followed all the install instructions. I have tried multiple times, and the other scenarios seem to work fine. Any ideas would be appreciated. Thanks.
I can play with the blue aliens fine.
have the dev console open when u try to play as the asari and post the error it gives. for something major like that there is a error that comes with it
hello, why isnt the starting error being fixed? It sure have associated problems on game
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Quote from: diablz on January 10, 2017, 02:49:21 PM
hello, why isnt the starting error being fixed? It sure have associated problems on game
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
cause its not hurting anything. that error comes from the default tree being replaced is all.
Quote from: MugglesForHugs on January 10, 2017, 02:34:48 PM
Okay as I have only played this modpack for a few hours so I feel slightly overwhelmed but in a good way. Forgive me if this has already been asked and answered but how on earth do I manufacture granite blocks?
I am attempting to get my food production up and running but it appears that a few production buildings require stone blocks to build. The only way I've managed to get around this problem is to deconstruct derelict walls scattered around the map that happen to be granite. Am I missing something? The research tree is rather daunting so I'm not sure where to look.
You got it. That's the normal way to get started. You can make more with the machining-type production buildings.
Is there any way to switch off Combat Realism without errors like this?
Could not resolve cross-reference: No RimWorld.StatDef named ShotSpread found to give to RimWorld.StatModifier RimWorld.StatModifier
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.XmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Quote from: Grax on January 10, 2017, 03:00:19 PM
Is there any way to switch off Combat Realism without errors like this?
Could not resolve cross-reference: No RimWorld.StatDef named ShotSpread found to give to RimWorld.StatModifier RimWorld.StatModifier
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.XmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
CR is core mod of pack it cant be turned off.
if i remember its CR,fuffy stuff and core sk are only manditory items
Quote from: sidfu on January 10, 2017, 03:04:54 PM
Quote from: Grax on January 10, 2017, 03:00:19 PM
Is there any way to switch off Combat Realism without errors like this?
Could not resolve cross-reference: No RimWorld.StatDef named ShotSpread found to give to RimWorld.StatModifier RimWorld.StatModifier
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.XmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
CR is core mod of pack it cant be turned off.
if i remember its CR,fuffy stuff and core sk are only manditory items
The last post about this by Sky said you had to min have these (in this order):
Core
Combat Realism
Core_SK
https://ludeon.com/forums/index.php?topic=12996.msg295978#msg295978
Quote from: sidfu on January 09, 2017, 11:59:49 PM
rikiki posted about the devil tongue on the steam page
About Devil's tongue, some users experienced a similar issue with the alert speaker mod.
I believe some graphic cards do not handle very well glowers (especially dynamic glowers).
Here is a (quite) easy solution:
1) Open the CaveworldFlora mod folder (755226916) and navigate to /Defs/ThingDefs/Plants_Wild_CavePlants.xml file.
2) Look for the <defName>DevilTongue</defName> line.
3) Line 196, change the thingclass line from
<thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
to
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
4) Line 197, set the tickerType to Long.
5) Finally, line 236, set hasStaticGlower to True.
=> this even leads to a fun "flubber" side effect
I would love to use this soluion, but i can't seem to find those files and folder you suggest me to edit :(
1) Open the CaveworldFlora mod folder in the game folder/mods
2) Look for the <defName>DevilTongue</defName> line.
3) Line 196, change the thingclass line from
<thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
to
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
4) Line 197, set the tickerType to Long.
5) Finally, line 236, set hasStaticGlower to True.
=> this even leads to a fun "flubber" side effect
there u should know now lol.
think i know what the problem with raids. looks its something to do with the value of the starting colonies.
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 35 points.
Verse.Log:Error(String)
Psychology.IncidentWorker_RaidEnemy:TryResolveRaidFaction(IncidentParms)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
Psychology.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
if u look at that basicaly it cant generate a raid for a 35wealth tribbal. ive had it at 72.
so after this post everyone note what the number it says in the message so we can get a idea of what is the startign wealth its gonna fire raid on.
so far ive seen 25,35 and 72 in the error messages for raids.
(btw this message was differnt in that it said it could gen raid but not enough wealth before it said failed to spawn pawn)
Maybe it's because I play with CrashLanding mod that makes your wealth spike but I've seen very early raids, plenty visitors and traders.
Hey,
first I want to say this modpack is really amazing and i really enjoy playing it. Now the issue I have: at some point my savegames become unloadable, because of an out of memory error. I got this error now in two saves after playing for about 2 years ingame. I dont know if it depends on the amount of stuff I have, but I dont recognise any lags or anything, just the savegame gets unloadable.
My setting are 12gb ram, i5 2,8x4ghz and 2gb video memory. In overall my PC is about 50% occupied.
I hope someone can help me with this issue, because otherwise i dont see a reason to play this modpack until it is fixed.
Quote from: sidfu on January 10, 2017, 05:06:39 PM
1) Open the CaveworldFlora mod folder in the game folder/mods
2) Look for the <defName>DevilTongue</defName> line.
3) Line 196, change the thingclass line from
<thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
to
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
4) Line 197, set the tickerType to Long.
5) Finally, line 236, set hasStaticGlower to True.
=> this even leads to a fun "flubber" side effect
there u should know now lol.
think i know what the problem with raids. looks its something to do with the value of the starting colonies.
IncidentWorker_RaidEnemy could not fire even though we thought we could: no faction could generate with 35 points.
Verse.Log:Error(String)
Psychology.IncidentWorker_RaidEnemy:TryResolveRaidFaction(IncidentParms)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
Psychology.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
if u look at that basicaly it cant generate a raid for a 35wealth tribbal. ive had it at 72.
so after this post everyone note what the number it says in the message so we can get a idea of what is the startign wealth its gonna fire raid on.
so far ive seen 25,35 and 72 in the error messages for raids.
(btw this message was differnt in that it said it could gen raid but not enough wealth before it said failed to spawn pawn)
First of all, thanks for your fast answer. Me and my friend have been making some research and we've managed to figure out the same as you. It's because of the early wealth. At the same time we've concluded that vanilla storytellers are the best option to get caravans.
On the other hand we can't get rid of those plants. We've made all the changes suggested and nothing had changed, plants are still there and no signs of flubber :(. Does it require a fresh start?.
Quote from: TommyLC on January 10, 2017, 05:22:56 PM
Hey,
first I want to say this modpack is really amazing and i really enjoy playing it. Now the issue I have: at some point my savegames become unloadable, because of an out of memory error. I got this error now in two saves after playing for about 2 years ingame. I dont know if it depends on the amount of stuff I have, but I dont recognise any lags or anything, just the savegame gets unloadable.
My setting are 12gb ram, i5 2,8x4ghz and 2gb video memory. In overall my PC is about 50% occupied.
I hope someone can help me with this issue, because otherwise i dont see a reason to play this modpack until it is fixed.
it seems to be video card memory. Some people have reported similar issues. HardcoreSK puts huge textures and Unity needs to build huge texture atlas. It can run out of memory. This would need to be addressed in RimWorld itself.
Try not having youtube or anything else that takes video memory open.
Quote from: TommyLC on January 10, 2017, 05:22:56 PM
Hey,
first I want to say this modpack is really amazing and i really enjoy playing it. Now the issue I have: at some point my savegames become unloadable, because of an out of memory error. I got this error now in two saves after playing for about 2 years ingame. I dont know if it depends on the amount of stuff I have, but I dont recognise any lags or anything, just the savegame gets unloadable.
My setting are 12gb ram, i5 2,8x4ghz and 2gb video memory. In overall my PC is about 50% occupied.
I hope someone can help me with this issue, because otherwise i dont see a reason to play this modpack until it is fixed.
Same problem. But it's not consistent. If I try again it sometimes works. Seems to have been only started acting up with the latest build. Might have something to do with that cave biome thing, based on the other problems people have been noticing.
Time to start ripping out textures then?
Quote from: sidfu on January 10, 2017, 05:06:39 PM
1) Open the CaveworldFlora mod folder in the game folder/mods
2) Look for the <defName>DevilTongue</defName> line.
3) Line 196, change the thingclass line from
<thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
to
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
4) Line 197, set the tickerType to Long.
5) Finally, line 236, set hasStaticGlower to True.
=> this even leads to a fun "flubber" side effect
This is a must now. Those flowers creeping everywhere in the map is veeery annoying.
Change the harvestedThingDef to RawCotton while you are it too! Having cloth from it makes it not hardcore enough!
no no! NO!
looks liek the issue with raids and neutral guys may be related to the wealth issue. just updated to the com issue fix version and all sudden i havent had the error and even had a guy join.
i got this feeling that CR might be throwing off the wealth system causeing lack of recruits and raids. also traders no idea why they would be tied into the welath systtem.
right now mineral scanner(cant be placed) and merchant tent(disappaers when built) needs to be fixed.
your best bid right now with the cave biome is to disable it as if u even try to start in it u always have around 15fps. ive posted the 2 errors that cause it over on its forum but no reply yet.
on memory
the textures gonna have to be optomized or changed again. due to the changes in rimworld with the circle world its causing around 500 mb extra ram useage.
a14 at start was around 2gb with HC pack now on a16 its 2.4-2.5 at start.
Ayy lmao these devil plants break my save again.
/rage
This thing causes error! do not use with Devil's Tongue!
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
I just rage removed the devil's tongue from the defs.
Quote from: notfood on January 10, 2017, 07:42:26 PM
Ayy lmao these devil plants break my save again.
/rage
This thing causes error! do not use with Devil's Tongue!
<thingClass>CaveworldFlora.ClusterPlant</thingClass>
I just rage removed the devil's tongue from the defs.
Wow, my game starting to spawn devil's tongue everywhere too..
could you please tell me how to prevent those plants breaks my save??
in Mods/Core_SK/Defs/ThingDefs_CaveFlora/Plants_Wild_CavePlants.xml
Remove the ThingDef block that contains DevilTongue inside.
Alternatively erase the whole file. All the plants there are for caves.
Ohh iam finished with CR, start work with bug-reports.
Quote from: skyarkhangel on January 10, 2017, 10:13:26 PM
Ohh iam finished with CR, start work with bug-reports.
Checks combat realism
See's this
O.o
Auto ammo finder
- work for pawn with null loadout.
Advanced AI for AI pawns
- Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
https://github.com/skyarkhangel/CombatRealism/commit/9fc5adffcc199fc8fe26ec3cd5d9a29480a9104c
Sorry if it's been answered before, but has the no-raids error been fixed, and is there a build out with it fixed? I really want to play Rimworld, but it's impossible without the SK mod.
Quote from: Nyxtus on January 11, 2017, 12:18:10 AM
Sorry if it's been answered before, but has the no-raids error been fixed, and is there a build out with it fixed? I really want to play Rimworld, but it's impossible without the SK mod.
no not fixed yet. just play and find any other bugs and report them so they can get them fixed for example there atleast 5 buildinggs that cant be built or destory themself when finish.
Trading spot gives an error:
Exception has been thrown by the target of an invocation.
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Quote from: Grax on January 11, 2017, 02:53:30 AM
Trading spot gives an error:
Exception has been thrown by the target of an invocation.
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Soon fixed and more other from bug-reports
I'm getting an IMMENSE, unplayable amount of lag. Every time I start a colony it seems just fine, then as time progresses it gets insane. I only have 4 characters on this last save, can't do anything anymore. Any ideas? (BTW the pc is not a supercomputer but it's definitely overqualified for Rimworld, and non-modded works just fine.)
Quote from: bladegrasp on January 11, 2017, 04:55:37 AM
I'm getting an IMMENSE, unplayable amount of lag. Every time I start a colony it seems just fine, then as time progresses it gets insane. I only have 4 characters on this last save, can't do anything anymore. Any ideas? (BTW the pc is not a supercomputer but it's definitely overqualified for Rimworld, and non-modded works just fine.)
Did you actually read the past few pages? you'll find your answer there.
Is there any possibility to return old trading system of transferring goods here/there with mouse? This new numbers and arrows are fcking retard.
Would it be possible to make pawns always grab let's say about 2 extra magazines of ammo for their weapons (like they can carry around the extra food ration in their inventory). Should be quite easy to do, if thís new auto ammo finder works the way i think it does.
My colony's early stockpile is still a real mess when the first raid occurs and it really annoys to clich trhough a dozen weapons and ammo types to find 2 matchings.
I also heared that quite a few people can't find the stonecutters table. I also had some problems with it, because I didn't associate Stone with machining. It might be worth thinking about to rename 'machining' or to put the stonecutters table in an extra slot.
@azzarrel machining is fine as that's what u doing. if people to lazy to read a info they painstakingly put for it that's their loss.
Machining is a more apt term for the assembly bench. When I think machining, I think metalwork, milling and lathes. The primitive stonecutter's table describes itself better. I'd recommend the assembly tables become machining tables and the machining tables become stonecutting/stonemason/masonry tables.
Is latest master loading for anyone?
I get this error:
ReflectionTypeLoadException getting types in assembly Core_SK: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Loader exceptions:
=> System.TypeLoadException: Could not load type 'SK.ManagerDetour+AudioInstance' from assembly 'Core_SK, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type 'SK.ManagerDetour+<>c__DisplayClass1_0' from assembly 'Core_SK, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
=> System.TypeLoadException: Could not load type 'NAudio.Wave.WaveStream' from assembly 'NAudio, Version=1.7.3.0, Culture=neutral, PublicKeyToken=null'.
Happens in Core_SK and it cascades into a ton of other errors. Bad detour?
I had to revert to older Core_SK.dll
git checkout 6e81c27f6a5a7423acdede210c1df5c725e0ef8f Mods/Core_SK/Assemblies/Core_SK.dll
-edit: Fixed in latest master.
there is something weird going on with the jerky. I wanted to build a floor in my kitchen and my constructor kept going back and forth between building the floor tiles and "taking jerky". The pawn would just go to the jerky do nothing and then come back to build 1 tile of floor. He would repeat this until the floor was done.
Quote from: Dudok22 on January 11, 2017, 02:00:06 PM
there is something weird going on with the jerky. I wanted to build a floor in my kitchen and my constructor kept going back and forth between building the floor tiles and "taking jerky". The pawn would just go to the jerky do nothing and then come back to build 1 tile of floor. He would repeat this until the floor was done.
You made a weapon/ammo assignation with no jerky. Have them have 1 or 2 and it'll work fine. It's an issue with CR assignations.
There is a bug about the cooler - you can build it without doing the research
And I don't really know how to use the fishing dock properly, as i can't assign anyone to fishing in the work tab (they fish anyway).
Is this a part of cooking/hauling/hunting or a bug ?
Quote from: Azzarrel on January 11, 2017, 02:53:29 PM
There is a bug about the cooler - you can build it without doing the research
And I don't really know how to use the fishing dock properly, as i can't assign anyone to fishing in the work tab (they fish anyway).
Is this a part of cooking/hauling/hunting or a bug ?
fishing is now part of the hunter
does the fishing skill still matter or is it just a leftover ?
Quote from: Azzarrel on January 11, 2017, 03:26:42 PM
does the fishing skill still matter or is it just a leftover ?
leftover. Fishing improves "shooting" now (as hunting skill, unavoidable for now.)
Also sorry everyone I have been very, very busy and have not had time to work on the mod (Don't worry Mod Author is doing very good job without my help), or play any Rimworld. As soon as I am able I will get back on project.
I hope in A16b Ludeon fix problem with CTD. I'll see they are still working on it
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.
I could propose a rebalance, but fishing for some opinions on it first...
owl build the bowl lamp it lasts 2 days per fueling for early game. others are useful when u dont have room or need a quick light
if u realy want a challenge my darkness is setup where nights where its raining its so dark u cant see anything outside
Quote from: Owlchemist on January 11, 2017, 04:36:54 PM
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.
I could propose a rebalance, but fishing for some opinions on it first...
The torches are not very useful, the lamp bowl is more useful as it provides heat and light still but is refuelable. But even the bowl lamp is not feasible past a couple of them. Kindling is easy to come by as the bushes have turned into grass tufts from don't starve and yield Kindling if harvested, but it and the new fueling system requires someone be on constant hauling duty. Animals can't haul to refuel and in the version of the pack I have, there are no hauling quadcopters either. The new fueling system is more annoying than fueling torches as any use of a building that uses the new fuel style consumes a whole unit of fuel and cools down for an hour (the building is unusable if it uses its last unit of fuel, so the timer is a cooldown until it eats more fuel, not an indicator of how long it can be used for). Burn rates with the old fuel style can be adjusted so 10 logs last 10 hours, 10 days, 10 weeks, however long you wish. The new one, seemingly not. Only more fuel added to the maximum. Glowstones obviously work just fine. The need for silver is a mild annoyance but currently, Glowstones are fire and forget, can be reinstalled as needed and veins actually yield usable amounts rather than 1 paltry stone I remember in my A14 version. Curiously for me, bowl lamps don't yield materials when deconstructed. As bowl lamps still currently use the regular fuel style which can be debugged to max fuel, lowering fuel consumption rates for those and maybe for torches as well.
Related topic, how many lamps do you have in your house that blind you with a 150w bulb? Or even a 80w bulb? I mean, fluorescent tubes I can buy right now off the interwebs use >20w. One wood-fired steam generator runs maybe 5-6 lights. I think the strongest bulbs I have in my place are 60w. That's 12 lights instead of 5.
Quote from: Goo Poni on January 11, 2017, 05:57:21 PM
Related topic, how many lamps do you have in your house that blind you with a 150w bulb? Or even a 80w bulb? I mean, fluorescent tubes I can buy right now off the interwebs use >20w. One wood-fired steam generator runs maybe 5-6 lights. I think the strongest bulbs I have in my place are 60w. That's 12 lights instead of 5.
If you want to get to it from realism point of view, fluorescent/led lamp is a high-tech product, so we'll need a component requirement for energy-saving lamps.
That aside, having a 150w lamp in communal areas is the most common solution - you can barely read with one 80w lamp unless its right next to you.
Assume that 1 tile in game = 1x1m area. now imagine using single 60w bulb over 4x4m or even 6x6m area.
Quote from: Owlchemist on January 11, 2017, 04:36:54 PM
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.
I could propose a rebalance, but fishing for some opinions on it first...
Without the seeds mod you can just plant a little bush patch (each bush gives you something like 6 kindling per week) sized to meet your needs. It's obscene to try and cut it by hand otherwise. They should probably make crafting it a lot more efficient.
Can someone tell me which mod added stats (increased cooking speed, tame chance and such) to items back in a14 modpack?
Quote from: awesowe on January 11, 2017, 11:29:49 PM
Can someone tell me which mod added stats (increased cooking speed, tame chance and such) to items back in a14 modpack?
Infused_CR is the modpack version otherwise you're looking for Infused. They add suffixes to pieces of equipment
Quote from: Zakhad on January 11, 2017, 11:35:16 PM
Infused_CR is the modpack version otherwise you're looking for Infused. They add suffixes to pieces of equipment
Cheers!
Quote from: Makko on January 11, 2017, 10:45:02 PM
Quote from: Owlchemist on January 11, 2017, 04:36:54 PM
Does anyone else feel like early tech lighting is too high maintenance to be worth it? Having to cut and refuel 10 kindling per light per day is a lot of manpower to invest, and manpower comes at a premium in the early game.
I could propose a rebalance, but fishing for some opinions on it first...
Without the seeds mod you can just plant a little bush patch (each bush gives you something like 6 kindling per week) sized to meet your needs. It's obscene to try and cut it by hand otherwise. They should probably make crafting it a lot more efficient.
I just use the manager in a localised area. never really have to worry about kindling again but it's a lot of work actually cutting and then going to each and every torch just to refuel them, albeit realistic, its very tedious.
I would suggest adding another mineable resource oil shale, which could quite easily be a modified coal vein but is used in oil lamps which would burn for a very long time.
is anyone else having these two problems:
1. ducting is not connecting properly and doesnt cycle from upper to lower
2. robots not spawning from the robot bases
Quote from: ramirez333 on January 11, 2017, 11:44:45 PM
is anyone else having these two problems:
1. ducting is not connecting properly and doesnt cycle from upper to lower
2. robots not spawning from the robot bases
for 1 i know redist heat has been updated that disabled the heating ducts due to some prolblem so probaly best to avid useing. if the mechs for them doon spawn make sure to have the dev console enabled get the error and post on git so can be fixed
Using a week old build:
-Cannot research advanced metalworking or nano metallurgy. They go in queue but never get worked on. Not sure if I'm missing something but I've researched almost everything previous and it doesn't queue anything else when I click it.
-Can't research Recreation Furniture III like above. Definitely have Microelectronics researched.
-Can't research Hospital II like above. Definitely have medicine.
-Grew Neutro Flowers but cannot put them into a stockpile since the Neutro Flower Petals are not an option there.
-Lots of food poisoning. I'm not sure why.
-Trouble with "Do until have X amount" jobs, they get paused for no apparent reason. Has occurred with electric sawmill\saw wood planks, Make Stone Blocks on electric machining (and I think hand machining but can't remember) and butcher table\make kibble. The amounts list me as having less than the requested(200/300/41- wood planks/kibble/Stone Blocks) yet it remains paused. I'm sure I have resources for job around.
-[Balance]Malaria is ridiculous; starts at high progression and low immunity.
-Comms Console issue previously reported
-Trade Tent disappearing and generally not being needed anyway
So, there was no answer to question: is it possible to turn off Cobat Realism mod from this pack and still play without errors? Or CR considered to be one of the core mods?
Quote from: legendary on January 12, 2017, 05:56:14 AM
So, there was no answer to question: is it possible to turn off Cobat Realism mod from this pack and still play without errors? Or CR considered to be one of the core mods?
Combat Realism is one of the two minimum required mods to play Hardcore SK. The other being Core_SK.
Quote from: Natas_Enasni on January 12, 2017, 05:55:17 AM
Using a week old build:
-Cannot research advanced metalworking or nano metallurgy. They go in queue but never get worked on. Not sure if I'm missing something but I've researched almost everything previous and it doesn't queue anything else when I click it.
-Can't research Recreation Furniture III like above. Definitely have Microelectronics researched.
-Can't research Hospital II like above. Definitely have medicine.
-Grew Neutro Flowers but cannot put them into a stockpile since the Neutro Flower Petals are not an option there.
-Lots of food poisoning. I'm not sure why.
-Trouble with "Do until have X amount" jobs, they get paused for no apparent reason. Has occurred with electric sawmill\saw wood planks, Make Stone Blocks on electric machining (and I think hand machining but can't remember) and butcher table\make kibble. The amounts list me as having less than the requested(200/300/41- wood planks/kibble/Stone Blocks) yet it remains paused. I'm sure I have resources for job around.
-[Balance]Malaria is ridiculous; starts at high progression and low immunity.
-Comms Console issue previously reported
-Trade Tent disappearing and generally not being needed anyway
Time for an update. I can answer some things though.
Research problems: those techs probably require a high-tech research bench. If you're using the standard one they won't be researched. In recent builds each research tells you which bench it requires on mouseover.
Food poisoning: can be anything from ingredients used (if you use weird things or rotten things) to chef skill. Each pawn has a chance to create a poisonous meal depending on their skill, so bad chefs will result in lots of food poisoning.
Do until X: Now bills have a minimum & maximum. If you say "Do until 300", but the minimum is 10, your colonists will process until you have 300 of the item then the bill will be paused until you have 10 or less.
The bills display 3 numbers: Min/Current/Max. E.g. 30/60/90 means you currently have 60, and will produce up to 90, then stop until less than 30.
Malaria: actually all diseases in this game are given to colonists at 0%/0% then allowed to rise for a while before it's detected and becomes treatable. If they rest often and have healthy organs or bionics you sometimes find they have higher immunity than severity when it's first detected.
I searched for a research option that would upgrade my research bench but couldn't find it. Guess ill look again tomorrow.
Quote from: Zakhad on January 11, 2017, 11:42:46 PM
I just use the manager in a localised area. never really have to worry about kindling again but it's a lot of work actually cutting and then going to each and every torch just to refuel them, albeit realistic, its very tedious.
I would suggest adding another mineable resource oil shale, which could quite easily be a modified coal vein but is used in oil lamps which would burn for a very long time.
As someone already say, use the bowl lamp is really really better. I think the torch only lasts for a day or something lower, the bowl lamp thingy lasts for 2 or 3 day's. I had in my session 10 Rooms with 3 of them had 2 bowl lamps, only one time in a couple of day's they refill them. For me in my opinion it's so little that i sometime forgot that they need refueling. :D
Also with the fuel system, i like it, its somewhat realistic. Think about the kitchen you lit the fire, cook something but what do you do then? Clearly if you do nothing with the fire it will burn till it have no burnable materials left. And for my part in the game, i have more problems to get something to cook as get more things to burn. ;D Useing the manager to get xxx wood and with the sawmillthingy an order to make xxx kindlings, and i never run out of firewood. :3
Quote from: sidfu on January 10, 2017, 02:45:24 PM
have the dev console open when u try to play as the asari and post the error it gives. for something major like that there is a error that comes with it
I had a corrupt download of hardcore_sk I think. A lot of weird stuff was happening. Re-downloaded it and used a new instance of Rimworld and it worked fine. Thanks for the dev console tip. I'm pretty new to Rimworld, didn't know about it. General game play question though, can you acquire seeds dynamically on the map or do you have to wait for traders to sell them? My favorite scenario is the crash landing where you start with little to nothing and I am thinking of starting a custom scenario where my pawns start with absolutely nothing.
Quote from: Crowblack on January 12, 2017, 09:37:13 AM
Quote from: sidfu on January 10, 2017, 02:45:24 PM
have the dev console open when u try to play as the asari and post the error it gives. for something major like that there is a error that comes with it
I had a corrupt download of hardcore_sk I think. A lot of weird stuff was happening. Re-downloaded it and used a new instance of Rimworld and it worked fine. Thanks for the dev console tip. I'm pretty new to Rimworld, didn't know about it. General game play question though, can you acquire seeds dynamically on the map or do you have to wait for traders to sell them? My favorite scenario is the crash landing where you start with little to nothing and I am thinking of starting a custom scenario where my pawns start with absolutely nothing.
I play a 1 colonist scenario with nothing all the time, it's a lot of fun. Although haven't done that with HCSK yet, should be quite a bit more challenging.
I've created a spreadsheet to help sort out what's what for HCSK's many weapons:
You can view it here (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/edit?usp=sharing)
You might ask why there's no damage column. This is because there's no simple answer to this. It's based on a number of variables that aren't easy to extrapolate from the XMLs. However, usually the higher market value guns perform better. (Bows aren't well represented for this).
Damage aside, one of the main reasons I made this was to help sort out what guns you want to manufacture and outfit everyone with, especially with regards to picking out the ammo types you plan on using.
Also there's a melee tab down at the bottom.
EDIT: oh yeah and I still need to add the futuristic weapons. I've never actually progressed far enough into an HCSK game to get there, though, lol.
Using this, personally I decided to go with making Beretta CX4 (rifle for my hunters/snipers), Scorpion EVO 3 (SMG for fighters), and the Sphinx AT 2000 (pistol for non-fighters). That all uses the same 9x19 para ammo.
question -> i cant research - it works perfectly 3 seasons from begin but now it dont works. i tried to build a new table, tried other ppl to research, tried this tried that. tried to research other things nothing works. someone had a idea?
Quote from: Gaiska on January 12, 2017, 12:14:20 PM
question -> i cant research - it works perfectly 3 seasons from begin but now it dont works. i tried to build a new table, tried other ppl to research, tried this tried that. tried to research other things nothing works. someone had a idea?
You need the advanced research table. It needs power.
Quote from: Crowblack on January 12, 2017, 09:37:13 AM...General game play question though, can you acquire seeds dynamically on the map or do you have to wait for traders to sell them?...
Yes you can. Only make sure you are cutting 100% ready to harvest plants and they'll drop seeds. My favorite starting one is the coconut tree. It drops wood if cut, drops coconuts if harvested. Grows in the wild. It also grows fast. You don't even need to research Agriculture I. Outclasses a lot of other trees.
Quote from: notfood on January 12, 2017, 12:44:26 PM
Quote from: Gaiska on January 12, 2017, 12:14:20 PM
question -> i cant research - it works perfectly 3 seasons from begin but now it dont works. i tried to build a new table, tried other ppl to research, tried this tried that. tried to research other things nothing works. someone had a idea?
You need the advanced research table. It needs power.
why do i need it now and before i can research without power without problem... why now?
I don't know. Post a screenshot? What're you trying to research?
ok i build the better research table and it works now. other question -> how i can produce reinforced concrete for the wind turbine? thanks
Quote from: Gaiska on January 12, 2017, 01:18:35 PM
ok i build the better research table and it works now. other question -> how i can produce reinforced concrete for the wind turbine? thanks
IIRC, that is at the machining table. (Same place as you do stonecutting) You combine concrete with metal to create the reinforced. Do make sure you have concrete up and running first. Believe that is made with rubble or sand (or both- been a while, lol)
I really dig this modpack - but I haven't got very far. Food is always a struggle with needing seeds to plant and the lack of refridgeration. Anyone have any getting started tips?
My tip for early survival is to quickly gear yourself up to harvest meat and make jerky, it lasts quite a while without refrigeration.
Bows and arrows are also essential as you will quickly run out of gun ammo doing the above.
Biomes without many animals are really tough, you could really use some cannibals in those lands.
Fishing may be your best bet for food most of the time early on, although you need to research a little to access it and it will likely need a worker full time as it's slow at low level - make sure to settle near some water to make use of this.
I also don't bother with light early on, although there's now a massive work speed penalty to benches (they drop to 50%) if a room isn't a nice temperature so torches and fires may be necessary from now on.
My first couple of lights have typically been rushed out when I'm hit by the darkness event lol
Does jerky need anything special except for meat?
Quote from: rekasa on January 12, 2017, 03:54:29 PM
Does jerky need anything special except for meat?
doesnt need anything special for those 2 foods just 10 meat per each piece
on cooked food at start roasted meat gives a bit more hunger filled than jerky.
so what u do is make enough roasted to last 2 days 1 for each colonisst per day and rest to into jerky.
make sure u also scan map for nodes of cold stones. u need 15 for cooler and 10 to fill for fuel. once filled it lasts season and half and auto cuts off when its winter. but no temp control
I noticed an alert when a wild animal started hunting a colonist. Which mod does that? It is a very welcome feature.
Quote from: Owlchemist on January 12, 2017, 11:48:27 AM
I've created a spreadsheet to help sort out what's what for HCSK's many weapons:
You can view it here (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/edit?usp=sharing)
You might ask why there's no damage column. This is because there's no simple answer to this. It's based on a number of variables that aren't easy to extrapolate from the XMLs. However, usually the higher market value guns perform better. (Bows aren't well represented for this).
Damage aside, one of the main reasons I made this was to help sort out what guns you want to manufacture and outfit everyone with, especially with regards to picking out the ammo types you plan on using.
Also there's a melee tab down at the bottom.
EDIT: oh yeah and I still need to add the futuristic weapons. I've never actually progressed far enough into an HCSK game to get there, though, lol.
Using this, personally I decided to go with making Beretta CX4 (rifle for my hunters/snipers), Scorpion EVO 3 (SMG for fighters), and the Sphinx AT 2000 (pistol for non-fighters). That all uses the same 9x19 para ammo.
An excellent table. For me, it's the PC-9 for a pistol-calibre rifle, the M4 for a carbine and the SCAR for an assault rifle, for reasons of accuracy and firepower. If you want to include damage, add a column for what ammo is used and then a new tab for the ammo types and their damages/penetration.
Since HCSK has more critters than vanilla, this would be a great mod for HCSK: http://steamcommunity.com/sharedfiles/filedetails/?id=840904991
Let's you make stitched leather out of "leftovers" taking up storage space.
The tailor's loom allows this already. You can tan leather. Any leather or combination of leather can be used and it has its own stats. The only annoying thing is that clothes made with tanned leather use completely random colours. The colour of tanned leather is a generic brown and it shows correctly when used for bedding.
Quote from: Goo Poni on January 12, 2017, 08:14:21 PM
The tailor's loom allows this already. You can tan leather. Any leather or combination of leather can be used and it has its own stats. The only annoying thing is that clothes made with tanned leather use completely random colours. The colour of tanned leather is a generic brown and it shows correctly when used for bedding.
Oh really? Good to know, thanks! I'll have to give the loom a closer look.
Quote from: Owlchemist on January 12, 2017, 08:26:58 PM
Quote from: Goo Poni on January 12, 2017, 08:14:21 PM
The tailor's loom allows this already. You can tan leather. Any leather or combination of leather can be used and it has its own stats. The only annoying thing is that clothes made with tanned leather use completely random colours. The colour of tanned leather is a generic brown and it shows correctly when used for bedding.
basicaly u use tanned hide to have more normalized armor/clothes and use specific leather for more specalized armor.
Oh really? Good to know, thanks! I'll have to give the loom a closer look.
Off the top of my head, the only leather I would exempt from being tanned is that of Raptors. But the defensive bonuses on tanned leather are otherwise still pretty good and a decent holdover until kevlar takes over for all clothes.
The HCSK Cheat Sheet (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/edit?usp=sharing) has been expanded to now include information about all the textiles, of which there are at least 74 of.
Alloys will come next!
I just want to say thank you to all the helpful people on this thread for giving advice on how to get this mod working properly and giving useful tips. It is much appreciated. I cannot envision myself going back to Vanilla anytime soon.
I was gonna say, metals should be up next but you got that covered. After that, clothes and ammo and then just about everything is covered. Might I recommend that instead of weapons showing a tier (which is only useful in raid logic, isn't it?), they should show which benches they can be built at. Primitive/smithy, tier two, weapon bench, tier three, advanced weapon bench, tier four, futuristic weapon bench. And maybe the same with clothes if you get to doing those. Additional useful info for clothes would be what covers what and more importantly, what layer it occupies. Nothing more frustrating than looking at the ridiculous number of clothes and determining a full outfit simply by trial and error.
I can make a medieval padded jacket and a medieval padded vest. You'd think one goes under the other, but no. Neither should be confused with a gambeson, which is the same thing as a padded jacket. But that counts as a t-shirt, not as a jacket so it fits under either. Again with oversaturation of items in this pack, getting duplicate items in there now.
EDIT: Huh, I just had the terminator event. My last A14 playthrough was with probably the first iteration of the a14 pack, Skynet were just raiders by another name. This new raid is annoying. SCARs vs bows and a couple scavenged rifles. It's a good thing I like setting the bill for ammo to a few stacks of it because a few stacks of it is what each of those things takes. Just had my terminator standing there behind some rock walls while everyone else just shoots magazine after magazine at them. Went through over 2000 thousand rounds of 5.56, 6 with rifles that carry 360 rounds on them. That is a ridiculous ammo sink. And they revive like zombies. Kay. Hopefully next time that event comes by, I'll just have 6 guys on autocannons instead of 6 guys in the open with rifles.
I'm getting an issue where the game instantly fires off an earthquake event every time I load a game.
Might be tied to the Cassandra storyteller, since I restarted several times and I always get an earthquake event soon after the "random pawn joins" event that happens early on.
Just wanted to report I'm also running into the corrupt save issue where saves become unloadable and game crashes to desktop for no obvious reason.
Happened on 2 of my games now, Anyone know a workaround? Cheers.
Since i updated to the version with the smooth wall fix (think it was the first with seeds please re-enabled), I never get the event to name my colony.
My current colony is 3 years old and was still known as "the new arrivals" until i changed to name by manually fireing the event.
I only have crash landing and a few hair mods enabled (would be really weird if hair mods break this) besides this modpack.
Quote from: Azzarrel on January 13, 2017, 06:37:42 AM
Since i updated to the version with the smooth wall fix (think it was the first with seeds please re-enabled), I never get the event to name my colony.
My current colony is 3 years old and was still known as "the new arrivals" until i changed to name by manually fireing the event.
I only have crash landing and a few hair mods enabled (would be really weird if hair mods break this) besides this modpack.
to the last 3 peolple go on get and get the current build all u sound like u around 3-4 builds behind current then come back if there still same issue.
also always remember dont copy past over existing files always do clean install olf modpack on a update
Quote from: Sjdeany on January 13, 2017, 05:34:55 AM
Just wanted to report I'm also running into the corrupt save issue where saves become unloadable and game crashes to desktop for no obvious reason.
Happened on 2 of my games now, Anyone know a workaround? Cheers.
This must be the quarry, i had broken save 5 times in a row until i read someone's report about this bug on github. Apparently saving with quarry creates very interestlingly broken save, wich loads just fine until you restart the game, and only then it starts saying "error loading a map", and CTD if you trying to load it with devmode active. Since i stopped build quarry, saves working fine for two days already. Editing save and deleting quarry in it also works as i've heard.
"Storage descriptions fix" give naming event for me. But I still do not see hospitality visitors (100k/ 1year/ Classic start / Cassandra)
Some minor issues with it
Building a "window" throw error instead of spawning it (but I found frames in random drop pod)
Exception in Tick (pawn=Irwin, job=FinishFrame A=Thing_WindowSpawner_Frame390060, CurToil=2): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.RoomQuery.RoomAt (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.GridsUtility.GetRoom (IntVec3 loc, Verse.Map map) [0x00000] in <filename unknown>:0
at SK.Building_Window.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
at AlienRace.GenSpawnAlien.SpawnModded (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
"Odin Hammer" (raiders bomb) have no stockpile configured and littering ground around
Hey I've tried the latest release on github with same issue, The first time I ran into this issue I did have a quarry but the second time and most recent I've not had a quarry.
Frustrating as i've been happily playing it for hours without any issue until my saves became corrupt.
Cheers
@zzz1000 there are some issues with visitors and raids its known and being looked at. people have reported after a year or 2 raids and visitors settle down to somewhat normal
@sjdeany did u read above quarry is currently bugged if u saved a game with it it corrupts the save. open the save with a save editor and remove it.
Yeah I read the Quarry was causing issues on github.
My First save is corrupt and had a quarry.
My second save is corrupt and has never had a quarry.
Sorry for confusion, Cheers.
i get a really weired bug... when i start a new game. my colonists wont do anything. i can assign there work like normal, but i cant even force them to pick something up or to cut a tree. after a few days i get a massage that all my colonists are dead, but they are all fine... dont know what to do. hope you can help me.
thanks!
@sjdeany that issue whould ahve been fixed for normal game without quarry. might want to do a full reinstall of game and mod pack with latest
@frostsword we need more info. turn on dev console and see if u getting errors. it sounds more like mod pack not installed correctly
Hey!
https://gist.github.com/ba9bc685af36733bc8f381d8ffccdc71
I got a red line in the log for your mod, i'm testing several mods and their compatibility to another mods.
Hope i can help with something. Still got 17 more mods to test it.
Quote from: lllMWNlll on January 13, 2017, 10:14:30 AM
Hey!
https://gist.github.com/ba9bc685af36733bc8f381d8ffccdc71
I got a red line in the log for your mod, i'm testing several mods and their compatibility to another mods.
Hope i can help with something. Still got 17 more mods to test it.
this is a pack of mods. when u adding other mods to it u have to make sure u get the load order right.
we need the error itself not the general log. ingame click on the error and we need the info it shows aat the bottom of dev console.
Quote from: sidfu on January 13, 2017, 10:23:56 AM
Quote from: lllMWNlll on January 13, 2017, 10:14:30 AM
Hey!
https://gist.github.com/ba9bc685af36733bc8f381d8ffccdc71
I got a red line in the log for your mod, i'm testing several mods and their compatibility to another mods.
Hope i can help with something. Still got 17 more mods to test it.
this is a pack of mods. when u adding other mods to it u have to make sure u get the load order right.
we need the error itself not the general log. ingame click on the error and we need the info it shows aat the bottom of dev console.
From your related mod, detailed:
Mod Hardcore-SK-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.16.1393</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator1EA:MoveNext()
Verse.<>c__Iterator1EA:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
I can say: The loading problem appears AFTER the quarry is placed.
Side note: The game will just throw you back onto the main game screen after failing to load. BUT if you have the "infobox" open/on auto open it will crash the game instead once the error is encountered.
I only run the modpack btw (downloaded it on the 11th)
Quote from: Darkfirephoenix on January 13, 2017, 10:37:41 AM
I can say: The loading problem appears AFTER the quarry is placed.
Side note: The game will just throw you back onto the main game screen after failing to load. BUT if you have the "infobox" open/on auto open it will crash the game instead once the error is encountered.
I'm not using quarry anymore, i just get this bug.
Quote from: sidfu on January 13, 2017, 10:01:26 AM
@frostsword we need more info. turn on dev console and see if u getting errors. it sounds more like mod pack not installed correctly
thanks! yeah was my fault. i put the xml file in another folder with the same name.
Quote from: BlackSmokeDMax on January 12, 2017, 01:47:06 PM
Quote from: Gaiska on January 12, 2017, 01:18:35 PM
ok i build the better research table and it works now. other question -> how i can produce reinforced concrete for the wind turbine? thanks
IIRC, that is at the machining table. (Same place as you do stonecutting) You combine concrete with metal to create the reinforced. Do make sure you have concrete up and running first. Believe that is made with rubble or sand (or both- been a while, lol)
thank you - that helped me very much.
What is the start order build for this mod? Sawmill and after that...?
Primitive machining table is a priority as without it you cannot make the blocks to build it.
Grill and slaughter bench thingy for making jerky so you don't starve.
Then I typically slaughter a lot of something to make some proper beds (muffalo if possible).
Low level forge next so you can make the tin to make the research bench (unless you can't see any tin to mine).
Then it opens up after that really.
Quote from: CreepyD on January 13, 2017, 11:48:16 AM
Primitive machining table is a priority as without it you cannot make the blocks to build it.
Grill and slaughter bench thingy for making jerky so you don't starve.
Then I typically slaughter a lot of something to make some proper beds (muffalo if possible).
Low level forge next so you can make the tin to make the research bench (unless you can't see any tin to mine).
Then it opens up after that really.
When you say Primitive Machining Table, you talk about the Sandstone/Granite Machining Table?
i love this mod :)
Quote from: Xbalanque on January 13, 2017, 11:37:02 AM
What is the start order build for this mod? Sawmill and after that...?
make machining table that made from stoneblock, because most workbench dont accept wood -_-
so where to get stone block? i tried dismantle existing stone wall but it took too long and only yield 3-4
then i found a 1x1 building named stone cairn , it yield 50+ each to make machining table
the mod lacks material-less crafting spot (with less workspeed) to make wood plank and stone block, like in gnomoria/DF. there should be a free workbench to make material for real workbench at the begining to make the flow more fluid, but it only affect the beginning because after machining table is made, it doesnt matter anymore
or... since primitive workbench like butcher table and machining table look like stone chunk, why not make the recipe include unprocessed stone chunk as material like stone arrow recipe
Some issues/notes I have seen playing:
1. No way to build the machining table without deconstructing existing walls/floors on map? (is this intentional? If so, seems a map with no buildings would possibly make the mod unplayable)
2. The newly integrated into A16 "Stonecutting Tweak" is not working in game. I assume this happens during overwriting the "Core" folder.
3. "Help" system missing. I assume this will be gone until CCL is back online?
4. Couldn't find the Plant Processing Table after researching it. This one is probably me being blind, but any tips on this would be welcome.
Probably more to come, first time playing HCSK since before the final release of HCSK for A14, so still remembering some stuff and likely figuring out some new stuff.
Quote from: BlackSmokeDMax on January 13, 2017, 12:29:46 PM
Some issues/notes I have seen playing:
1. No way to build the machining table without deconstructing existing walls/floors on map? (is this intentional? If so, seems a map with no buildings would possibly make the mod unplayable)
2. The newly integrated into A16 "Stonecutting Tweak" is not working in game. I assume this happens during overwriting the "Core" folder.
3. "Help" system missing. I assume this will be gone until CCL is back online?
4. Couldn't find the Plant Processing Table after researching it. This one is probably me being blind, but any tips on this would be welcome.
Probably more to come, first time playing HCSK since before the final release of HCSK for A14, so still remembering some stuff and likely figuring out some new stuff.
1. ther are structures called stone cairns they give 50 granitte each. normaly they around 10 or so around the map depending on size.
2.no idea
3. yep needs ccl(think the plan is to not hard link to ccl anymore so it dont keep mod from upgradeing)
4. its under processing tabs and for some reason it says food right next to where the stoves cat goes
Quote from: sidfu on January 13, 2017, 01:06:52 PM
Quote from: BlackSmokeDMax on January 13, 2017, 12:29:46 PM
Some issues/notes I have seen playing:
1. No way to build the machining table without deconstructing existing walls/floors on map? (is this intentional? If so, seems a map with no buildings would possibly make the mod unplayable)
2. The newly integrated into A16 "Stonecutting Tweak" is not working in game. I assume this happens during overwriting the "Core" folder.
3. "Help" system missing. I assume this will be gone until CCL is back online?
4. Couldn't find the Plant Processing Table after researching it. This one is probably me being blind, but any tips on this would be welcome.
Probably more to come, first time playing HCSK since before the final release of HCSK for A14, so still remembering some stuff and likely figuring out some new stuff.
1. ther are structures called stone cairns they give 50 granitte each. normaly they around 10 or so around the map depending on size.
2.no idea
3. yep needs ccl(think the plan is to not hard link to ccl anymore so it dont keep mod from upgradeing)
4. its under processing tabs and for some reason it says food right next to where the stoves cat goes
Thanks Sidfu!
On #1, are those Stone Cairns guaranteed even on say the Sea Ice and Ice Sheet biomes? Haven't noticed them yet, but probably just not near where I landed, bet I have them though, think I am on a Boreal forest right now.
How does one get Rubber?
Quote from: rekasa on January 13, 2017, 02:01:56 PM
How does one get Rubber?
there a tree u have to grow for rubber.
new update on git. ;D
Quote from: sidfu on January 13, 2017, 01:06:52 PM
Quote from: BlackSmokeDMax on January 13, 2017, 12:29:46 PM
Some issues/notes I have seen playing:
1. No way to build the machining table without deconstructing existing walls/floors on map? (is this intentional? If so, seems a map with no buildings would possibly make the mod unplayable)
2. The newly integrated into A16 "Stonecutting Tweak" is not working in game. I assume this happens during overwriting the "Core" folder.
3. "Help" system missing. I assume this will be gone until CCL is back online?
4. Couldn't find the Plant Processing Table after researching it. This one is probably me being blind, but any tips on this would be welcome.
Probably more to come, first time playing HCSK since before the final release of HCSK for A14, so still remembering some stuff and likely figuring out some new stuff.
1. ther are structures called stone cairns they give 50 granitte each. normaly they around 10 or so around the map depending on size.
2.no idea
3. yep needs ccl(think the plan is to not hard link to ccl anymore so it dont keep mod from upgradeing)
4. its under processing tabs and for some reason it says food right next to where the stoves cat goes
Got to thinking about your answer to #3 some more. Do you mean that the plan is to pull the detours/tricks/portions/etc from CCL that Hardcore and any mods needs directly into the Hardcore pack and just not install CCL at all in the future? Or does not hard linking mean something else?
Any idea why my colonists are just endlessly wandering around? even tho there's tons of stuff to do?
Quote from: Grizzly on January 13, 2017, 03:10:00 PM
Any idea why my colonists are just endlessly wandering around? even tho there's tons of stuff to do?
I have the exact same problem. I did a fresh install (even going as far as reinstalling Rimworld) and didn't touch the load order. My colonists will not do any tasks, no matter what. The problem has persisted through three new colonies. :-(
Quote from: Jerigord on January 13, 2017, 03:12:27 PM
Quote from: Grizzly on January 13, 2017, 03:10:00 PM
Any idea why my colonists are just endlessly wandering around? even tho there's tons of stuff to do?
I have the exact same problem. I did a fresh install (even going as far as reinstalling Rimworld) and didn't touch the load order. My colonists will not do any tasks, no matter what. The problem has persisted through three new colonies. :-(
i have no problems here and im on newest. are your mods enabled? even if u do full reinstall u have to delte the game folder in teh user files also for full reset.
to me sounds like u guys did 1 step wrong. u copy over the core folder(make sure make backupbefore so easy reinstall)
u guys need to open dev console in options and see if u got errors(for sure u do)
Quote from: sidfu on January 13, 2017, 03:19:10 PM
i have no problems here and im on newest. are your mods enabled? even if u do full reinstall u have to delte the game folder in teh user files also for full reset.
to me sounds like u guys did 1 step wrong. u copy over the core folder(make sure make backupbefore so easy reinstall)
u guys need to open dev console in options and see if u got errors(for sure u do)
Yes. Mods are enabled with no reordering done. I have deleted the game and all game folders, but I'll give that another shot.
I am definitely getting errors too. If they happen after this next reinstall, I'll post them.
Quote from: Jerigord on January 13, 2017, 03:30:06 PM
Quote from: sidfu on January 13, 2017, 03:19:10 PM
i have no problems here and im on newest. are your mods enabled? even if u do full reinstall u have to delte the game folder in teh user files also for full reset.
to me sounds like u guys did 1 step wrong. u copy over the core folder(make sure make backupbefore so easy reinstall)
u guys need to open dev console in options and see if u got errors(for sure u do)
Yes. Mods are enabled with no reordering done. I have deleted the game and all game folders, but I'll give that another shot.
I am definitely getting errors too. If they happen after this next reinstall, I'll post them.
i did reorder the mods like it said on the 1st page before even trying to start a new game
core
combat realism
core sk
Another full re-install appears to have worked. I'll try and put the complete process I followed here in case it helps someone else.
First off, I am running the Steam edition, so all instructions apply for it.
- Right click on Rimworld and select Delete Local Content.
- Go to your Steam folder for Rimworld (usually something like C:\Program Files (x86)\Steam\steamapps\common\Rimworld) and delete everything left in it
- Go to the AppData folder mentioned in the instructions and delete everything. Now you have a clean slate.
- From within Steam, reinstall Rimworld. Run the game once to re-create all the correct config files.
- Install the mod using the instructions on page one of this post.
NOTE - Within my AppData\LocalLow\Ludeon Studios folder, I actually had two folders after reinstalling: Rimworld and "Rimworld by Ludeon Studios". I don't know if this is an artifact of the steam version. In any case, the Config directory and the necessary XML file were actually in the "Rimworld by Ludeon Studios" directory. I replaced the XML in there and started up Rimworld. After that, it loaded all the mods automatically. It did produce a minor error about keybindings for F5, but I ignored it. Everything else loaded fine. My colonists are now off and chopping wood, not knowing how badly they're about to die.
I hope this helps someone else. Good luck!
fyi from a 14 to a16 they changed the name of the folder in user directores so that was probaly the issue u had.
@grizzly the mod folder has a config for that already ready to just drag and drop. u should only have to play with load order if u add a other mods. normally adding the mods at the lowest area should allow them to work fine long as they do do similar things the mod pack already does.
update
newest version has issue with no load button on main screen u can still load but start new then loading from in a game. issue posted on git.
Sunday evening (-5UTC) I will most likely have some free time. I can use teamviewer to help people out with some issues not related to red/yellow line errors. If it is honestly very urgent, please send me a message on these forums and I will try to help you resolve them in a timely fashion.
Quote from: Rhyssia on January 13, 2017, 06:02:41 PM
Sunday evening (-5UTC) I will most likely have some free time. I can use teamviewer to help people out with some issues not related to red/yellow line errors. If it is honestly very urgent, please send me a message on these forums and I will try to help you resolve them in a timely fashion.
most major issue right now is the load game on start menu is gone with last update. no errors its just gone. but if u start new game u can load your old save fine
Quote from: sidfu on January 13, 2017, 06:11:10 PM
Quote from: Rhyssia on January 13, 2017, 06:02:41 PM
Sunday evening (-5UTC) I will most likely have some free time. I can use teamviewer to help people out with some issues not related to red/yellow line errors. If it is honestly very urgent, please send me a message on these forums and I will try to help you resolve them in a timely fashion.
most major issue right now is the load game on start menu is gone with last update. no errors its just gone. but if u start new game u can load your old save fine
Sounds like Mods\Core\ will need to be redone
update fixed no load button issue
Why am I not able to select "permadeath" with randy?
Quote from: Danetta on January 13, 2017, 10:37:48 PM
Why am I not able to select "permadeath" with randy?
posts it on git. they might have missed something in the .dll dealing with it
My colonist got her arm bitten off by a tiger - I found Bionics in the research tree, but where are the more basic prosthetic research? I can't seem to see it in the tree.
Also, I guess I just instantly lost? It said the darkness is coming, and before I had a chance to light a torch, everyone got instantly killed.
That's kind of retarded.
Yeah, the Darkness event has very little buildup
It's only a real time minute before it starts. If you have hunters out there or don't already have lighting, the colony is basically forfeit. For that reason and because of the obnoxiously loud forced quotes from the narrator of Darkest Dungeon, I keep darkness disabled now.
Many of the modded events have been cut out for me. Red errors about not finding the incidents is fine by me. Mozzies and flies spawning "in the home area" without a jump to location prompt means I spend the next couple minutes trying to home in on the chittering (why do they chitter anyway?) only to find they spawned in an unused bedroom. Plunderers are supposed bounty hunters but it's just a manhunter pack of insects. That can go too. Earthquakes for random building damage. Nah. Razor rain so I can enjoy rebuilding all the solar arrays or other power buildings because Sky enjoys all buildings having about 50hp. Nah. I got nuclear fallout once without ever even building a nuclear power plant and having that melt down, which fucked the entire map and leaves it fucked. Even machines like hauling bots or centipedes die to radiation for some bizarre reason. Nah. Recently had the weather controller appear in a new A14 colony. Gonna wait to see if it does anything interesting. Sealed it up so it doesn't get shot because it has a paltry 1000hp and "stinks of mechanoids", so interacting with it will probably spawn some and they'll probably have lasers and blasters and destroy the controller by themselves with crap aim. So far all its done is summon brief thunderstorms.
Interact with weather controller, it's a fun chain.
Let me state that Darkness event needs to be tonned down a lot.
With that aside, light is cheap, and it's a great bonus +20% manipulation is huge, no reason not to have that stone torch from the get go and if you feel like exploiting, get the medical table light, cheap and infinite lightsource with no penalty... for now.
Great to see that this modpack is back for A16!
Just a few questions:
1. I like the new system of sorting similar buildings under the same button. However I seem to have a bit of a problem with it. For example, if I want to build a simple grill I can't find any way of seeing the resources needed for it. If I hover over it all I see is the building materials needed for the milling stone (which is at the bottom). Am I doing something wrong?
2. Are wood plank walls removed? I can't seem to find them.
Is there a way to fix the UI, its Clipping past my Monitor and i cant see or read all the options.
http://imgur.com/nFqH7F1
[attachment deleted by admin due to age]
Is it possible to change the fishing that the fish are not automated forbidden? That way we have to enable every single fish. ;D
Quote from: Kitsune on January 14, 2017, 07:18:21 AM
Is it possible to change the fishing that the fish are not automated forbidden? That way we have to enable every single fish. ;D
im not sure but if they dont have a bow or gun on dont think they will fish. also fish take time to restock so depending on their skill they may beat its refresh.
Quote from: Kitsune on January 14, 2017, 07:18:21 AM
Is it possible to change the fishing that the fish are not automated forbidden? That way we have to enable every single fish. ;D
that sounds like a bug to me. My fish are butchered down and cooked without any interaction from me.
Quote2. Are wood plank walls removed? I can't seem to find them.
I tried with godmode, but i couldn't find them, so i guess yes.
Is there btw any way to place normal soil. I've build my Settlement into a small Mountain (which is mostly gone by now) and i would like to turn the rock into farmable land, yet i can only place sand and some kind of enriched soils (which have to be placed at the normal soil)
Quote from: Azzarrel on January 14, 2017, 07:37:41 AM
Quote from: Kitsune on January 14, 2017, 07:18:21 AM
Is it possible to change the fishing that the fish are not automated forbidden? That way we have to enable every single fish. ;D
that sounds like a bug to me. My fish are butchered down and cooked without any interaction from me.
Quote2. Are wood plank walls removed? I can't seem to find them.
I tried with godmode, but i couldn't find them, so i guess yes.
Is there btw any way to place normal soil. I've build my Settlement into a small Mountain (which is mostly gone by now) and i would like to turn the rock into farmable land, yet i can only place sand and some kind of enriched soils (which have to be placed at the normal soil)
its done by placeing enriched soil. it will change it to that for farming. u get 25 compost for every body that is decomposted no matter the size. so u can throw rabbits in there and misqutores(ammount should still be same.it was nerfed to only allow bodies as before u coould do meat and get 1 compost per 1 meat)
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
my guy 3 versions ago would auto fish when there where fish there, but when fish gets to 0 he do other stuff. check that their are fish there. if ther are try disable it and see if for some reason the action is swaped.
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
Is the pier in a home zone?
Regarding the search: I think you should search for "Muffalo" instead. Alpha Muffalo are just male Muffalos. Also the "search" function searches for things containing what you typed in.
Quote from: sidfu on January 14, 2017, 08:37:54 AM
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
my guy 3 versions ago would auto fish when there where fish there, but when fish gets to 0 he do other stuff. check that their are fish there. if ther are try disable it and see if for some reason the action is swaped.
It seems you have read it wrong: Her guys fish BUT they don't haul the fish they catch
Quote from: Darkfirephoenix on January 14, 2017, 08:40:03 AM
Quote from: sidfu on January 14, 2017, 08:37:54 AM
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
my guy 3 versions ago would auto fish when there where fish there, but when fish gets to 0 he do other stuff. check that their are fish there. if ther are try disable it and see if for some reason the action is swaped.
It seems you have read it wrong: His guys fish BUT they don't haul the fish they catch
I prefer "her guy's". ;)
But for clear again. They fish fine and they deliver them to the stockpile but the moment they drop it down in the stockpile they get fordbiden. So i have to manualy unforbid them that my colonists can use them. :)
The same as if we kill an animal with an drafted colonist.
Quote from: Darkfirephoenix on January 14, 2017, 08:39:01 AM
Quote from: Kitsune on January 14, 2017, 08:21:20 AM
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that. :D
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa". :-\
Edit: No, even with a bow i get only forbiden fishy's from the pier. :'(
Is the pier in a home zone?
Regarding the search: I think you should search for "Muffalo" instead. Alpha Muffalo are just male Muffalos. Also the "search" function searches for things containing what you typed in.
I always wondered if Muffalos have male and female. Because of no gender description I thought Alpha's were just stronger versions.
Ok thats strange. I stoped the fishing pier because i needed the colonist for hunting, now i allowed the fishing again and now he delivers non-forbiden fishy's. o.O
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
How do I go about removing this darkness event from my game?
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Redownload, it's been fixed already.
Just wondering: has anyone come up with any clever uses with the advanced work tab's scheduling feature? I keep thinking about it but I'm not quite certain how I'd put it to good use...
Me neither...
And I don't know what to do with 9 priorities either. I'm so used to 4 being enough.
Right after I posted that I kinda got to thinking that maybe instead of a dedicated cleaner or hauler, I could just have a couple hours set aside for cleaning and hauling, right before everyone goes on their scheduled joy break at the end of the day. Hmmmm...!
Quote from: Owlchemist on January 14, 2017, 12:33:34 PM
Right after I posted that I kinda got to thinking that maybe instead of a dedicated cleaner or hauler, I could just have a couple hours set aside for cleaning and hauling, right before everyone goes on their scheduled joy break at the end of the day. Hmmmm...!
yep thats what u do. so instead of them doing 1 job till done they do this job for this long and such.
Quote from: notfood on January 14, 2017, 12:30:52 PM
Me neither...
And I don't know what to do with 9 priorities either. I'm so used to 4 being enough.
I end up using 1-5, and 9. I know I could be using 1-6, but I find it easy to have one click take me from nothing to the 9. This is usually a bit into the game, the 1-4 is certainly enough in early game. (Though again, think I probably use 1-3, and 9)
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Redownload, it's been fixed already.
Not being super familiar with GitHub, is there an easy way to tell if there has been an update to the modpack? The only way I know now is just looking at when the last update was made in the list. Does that actually mean that update was placed into the modpack that you would be downloading?
hmmm any git client will do, it'll show you when you need to update. Though it also downloads a lot of mb. We could use a version checker in game. I think HugsLib provides one, only need to add some to Core_SK.
Trying to play the endless darkness scenario with a friend but we both keep getting a world gen error so we cant even load into a world, on one occasion I started a classic and had 0 colonists but all the items were there.
I've tried disabling some mods related to generation, messed with world size, removed all "Scattered" and "starting" items but nothing seems to change the error.
Cant load up any other scenarios after a re-install either.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.CellFinder.RandomCell (Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.CellFinderLoose.TryGetRandomCellWith (System.Predicate`1 validator, Verse.Map map, Int32 maxTries, Verse.IntVec3& result) [0x00000] in <filename unknown>:0
at Verse.CellFinderLoose.RandomCellWith (System.Predicate`1 validator, Verse.Map map, Int32 maxTries) [0x00000] in <filename unknown>:0
at SK.Events.IncidentWorker_PermanentDarkess.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at SK.ScenPart_StartwithPermanentDarkness.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at RimWorld.Scenario.PostMapGenerate (Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.MapGenerator.GenerateMap (IntVec3 mapSize, Int32 tile, RimWorld.Planet.MapParent parent, System.Action`1 extraInitBeforeContentGen, Verse.MapGeneratorDef mapGenerator) [0x00000] in <filename unknown>:0
at Verse.Game.InitNewGame () [0x00000] in <filename unknown>:0
at Verse.Root_Play.<Start>m__737 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Edit: I can play classic but the 4 day darkness prep scenario is refusing to generate the world http://prntscr.com/dvmni5
27 days and not a single raid, thats a bug or something...?
I'm playing on mediocre difficulty
Quote from: Xbalanque on January 14, 2017, 02:01:59 PM
27 days and not a single raid, thats a bug or something...?
I'm playing on mediocre difficulty
On that difficulty I assume it may be normal, check the scenario to make sure you are not on one that has raids disabled. If you chose classic then give it more time
If world can't generate, pick another seed. There is a bug with the Hediffs being applied to world pawns making things wonky.
Quote from: notfood on January 14, 2017, 02:08:40 PM
If world can't generate, pick another seed. There is a bug with the Hediffs being applied to world pawns making things wonky.
The issue is me and my friend have generated 4 worlds each and the error wont stop, All mod added scenarios are reporting the same error it looks but vanilla scenarios work just fine
Edit: Actually, its just the darkness mod reporting it.
Edit2: Dont know if this helps but I went into classic and attempted to execute perm. darkness and it didn't do anything
Quote from: notfood on January 14, 2017, 01:43:20 PM
hmmm any git client will do, it'll show you when you need to update. Though it also downloads a lot of mb. We could use a version checker in game. I think HugsLib provides one, only need to add some to Core_SK.
Oh. Didn't even realize/think that there were clients for Git. I was just always looking via a web browser.
Has the devilstrand error been fixed yet? Every game I start is overrun with underground fauna by the end of summer and it really lags.
Quote from: GFireflyE on January 14, 2017, 03:18:38 PM
Has the devilstrand error been fixed yet? Every game I start is overrun with underground fauna by the end of summer and it really lags.
Yes, cavebiome removed and the flora that came with it.
Quote from: GFireflyE on January 14, 2017, 03:18:38 PM
Has the devilstrand error been fixed yet? Every game I start is overrun with underground fauna by the end of summer and it really lags.
its been removed. also the guy who made it has fixed it somewhat so we probaly see it again eventualy.
fyi yes git has a program to keep files from it updated but it can also corrupt the files when downloaded.
spend the time do it manuly and u always know if u messed up or not.
With git you know exactly what you get. Every file gets verified by hash and there is a history. If something borks your save, just return to old commit.
i always prefer manual. since i backup my whole mod folder before i install a new one so if something dont work that doesnt allow the game to load or such i can reinstall older and keep playing :P
Hey Guys,
Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but I cant find the option to actually build it on the ground to scan around. Pls help.
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,
Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.
update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git
ok for fishing u dont have to have a ranged weapon on.
Quote from: sidfu on January 14, 2017, 05:34:43 PM
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,
Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.
update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git
ok for fishing u dont have to have a ranged weapon on.
I probably shoudl have mentioned that im playing A14 version still. Cant find the option on the architecture tab to build the sonar. Can you tell where it should be? Even in god mode, i cant find it.
I just checked the git, and still appears not to have a solution? Is this fixable by messing with the def files? PLease help. I have been playing this one game for almost four real days now, and i notice that i can only find rare mineral deposits. So I set out to discover the sonar so it could help me find normal mineral deposits. Im affraid i will have to throw all the work i put in the colony in the trash. Please help.
Quote from: gustavoghe on January 14, 2017, 07:01:37 PM
Quote from: sidfu on January 14, 2017, 05:34:43 PM
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,
Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.
update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git
ok for fishing u dont have to have a ranged weapon on.
I probably shoudl have mentioned that im playing A14 version still. Cant find the option on the architecture tab to build the sonar. Can you tell where it should be? Even in god mode, i cant find it.
I just checked the git, and still appears not to have a solution? Is this fixable by messing with the def files? PLease help. I have been playing this one game for almost four real days now, and i notice that i can only find rare mineral deposits. So I set out to discover the sonar so it could help me find normal mineral deposits. Im affraid i will have to throw all the work i put in the colony in the trash. Please help.
the radar is built at a bench then deployed. u can go into the spawn items and find it.
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Tks, redownloading fixed the issue.
Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.
Quote from: Kadrush on January 14, 2017, 07:56:06 PM
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Tks, redownloading fixed the issue.
Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.
the help was part of CCL and the mod pack has been split away from CCl to so they dont have to wait for it to update
Quote from: sidfu on January 14, 2017, 08:23:18 PM
Quote from: Kadrush on January 14, 2017, 07:56:06 PM
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Tks, redownloading fixed the issue.
Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.
the help was part of CCL and the mod pack has been split away from CCl to so they dont have to wait for it to update
Tks, is there a wiki in the web for us to use in the meantime?
Quote from: Kadrush on January 14, 2017, 08:46:13 PM
Quote from: sidfu on January 14, 2017, 08:23:18 PM
Quote from: Kadrush on January 14, 2017, 07:56:06 PM
Quote from: notfood on January 14, 2017, 11:54:28 AM
Quote from: Kadrush on January 14, 2017, 10:58:05 AM
Guys, it is so nice the modpack is uploaded to a16, thanks for that.
But, i cant find the load button in the main menu to load my saves, i had to start a new colony and load from there.
Tks, redownloading fixed the issue.
Another question, where can i find the ingame help that it had on earlier versions? I mean, for example, now i want to make some ammo and the game said that i need carbon, on earlier versions i went to a kind of encyclopedia, typed carbon and found what i need (recipes it has, bench that makes it), i cant find it anymore.
Redownload, it's been fixed already.
the help was part of CCL and the mod pack has been split away from CCl to so they dont have to wait for it to update
Tks, is there a wiki in the web for us to use in the meantime?
Not that I know of, but you can search the game files which will tell you some relevant information a lot of the time.
Or you can ask on here
I recommend everyone to update to right now.
Big fixes for fueled buildings and an improved bugless quarry. Destroy your quarries if you have any. It's save compatible somewhat if you don't have quarries, you'll lose all your fuel it seems.
How do you handle the crashes due to memory shortage (or do have any at all)?
I play on a large map (largest) and a small planet (smallest), but whenever i raid someone, the game runs out of memory when switching to the new map.
I already tried to ask for help in the technical problems section, but I thought maybe someone here has already had the same problem and can share some wisdom with me.
will smaller maps help (because i really like playing on big maps)? Or is there any way to make newly generated maps (but your main colony) smaller in size? I don't think a 20x20 base has to occupy a 400x400 map.
The out of memory limit is btw caused by the game not my hardware (i have about 8 Gb RAM spare)
What's your video memory limit? Can you monitor when it happens?
I have 2 GB video RAM, 32 GB RAM and Rimworld crashes mostly somewhere around 3,6 GB RAM due to 'out of memory'
Rimworld is at 2,4 GB in the main menu and at 3,4 GB after loading the map (opening the world map boosts this over 3,6 GB, where it stops to increase)
Without ANY mods it only needs 0.4 GB in the main menu ... wow
Quote from: Azzarrel on January 14, 2017, 09:06:21 PM
How do you handle the crashes due to memory shortage (or do have any at all)?
I play on a large map (largest) and a small planet (smallest), but whenever i raid someone, the game runs out of memory when switching to the new map.
I already tried to ask for help in the technical problems section, but I thought maybe someone here has already had the same problem and can share some wisdom with me.
will smaller maps help (because i really like playing on big maps)? Or is there any way to make newly generated maps (but your main colony) smaller in size? I don't think a 20x20 base has to occupy a 400x400 map.
The out of memory limit is btw caused by the game not my hardware (i have about 8 Gb RAM spare)
the game is a 32bit so most it can use is around 3.3gb ram(iit will very per system around that when u crash).
for me start screen is around 1.6-1.8 ram after a hour its around 2.5gb ram and normaly stays.
what i do is play in window. u can try turning off music as some people that helps others it dont. for rimworld the biggest user of ram is the music/sound files.
this issue with ram isnt realy wholy the mod packs fault. alot of people have been haveing crashes and ram issues due to the map change.
my adivice.
play in window mode.
whatever u use to montior ram check every once in a while.
when ram gets to 3gig area restart game.
also want to point out for u 8gb is not much ram. most op systems use around 2-3 gb ram.
there a mod on forum called P-music it adds more music to rimworld but in my case useing it also sved me around 200mb of ram due to some fixes for music also included with it.
just to throw mud at u me i have 8gb 1080 Founders editon and 64gb ram 8)
Well, thanks for the fast advice.
I already know that this is also a vanilla issue, but since this madpack increases RAM consumption about 5x of vanilla, i thought I probably find the people most expierienced with these crashes here.
Will try to use P Music now.
and yea ... i know 8 Gb Ram isn't much, but most is used for countless Firefox and Chrome Tabs, because i ... kinda ... never close anything.
A16 version has a bug with Crash to Desktop with out of memory: https://ludeon.com/mantis/view.php?id=2782
This bug related to GRAM, not to RAM. So players with top videocards are less likely to receive CTD bug. Tests shows that players with really high-end videocards may not get a CTD ever.
And its still not solved. Seems will be fixed in A17. Try less attack other settlements, to prevent CTD!
All these crashing issues, I've never experienced.
Could it be because I use Linux?
since linux doesn't lower your video memory usage (according to my knowledge), I don't think it's related.
You probably just have a better video card. I still got a GTX 770 (~3 years old)
Could you give me some information on your system (Ram, video card, processor) and your Game settings (world size, map size)?
Playing RW under linux is still worth a try ;)
notfood playes on a 1 pixel map and has a 1 hecta ram and a .0001byte video card :o
Can anyone else not play the darkness scenario where you have 6 colonists? Trying everything and changing mods/settings around and I cant get the map to generate (I get the map where I can choose my landing spot but the "Playing field" refuses to generate so I just get a "Failed to generate map error.)
More poorly researched issues that have probably been reported from 1.5 week old build; can anyone give me an update on which are fixed in the latest build and if updating will bork my saves or not.
-Comm Console inoperable- fixed? Will it be fixed from a previous save (deconstruct and remake?)
-Trade Tent disappears on build- fixed?
-Advanced Mining unit disappears on build- fixed?
-neutro flower petals cannot be placed in stockpiles and do not register as owned (i placed a stockpile over them with "all" enabled and still couldn't create neutromine with them)- is this fixed?
-infrastructure II claims to include medium heaters/coolers, but they aren't there- fixed?
-Cannot find to build circuit breakers- fixed?
-Same for Colored lights- fixed?
-Medicine deteriorates if on a wooden pallet- I'm not sure if this is an issue with pallet or not but I had two bundles of medicine disappear and once I moved them from a pallet they didn't disappear again. They seem to be fine in the later Medicine Cabinet. I know they were degenerating because I watched the bar going down while they were on a pallet indoors. Also not sure if this was previously reported/fixed.
-antibiotics mislabeled as medicine drink on chemical lab
-previously reported issue with do x until you have x jobs was misreported- i'm literally a professional tester ladies and gentlemen
-units getting stuck interacting around containers (sometimes drop things back and forth/sometimes stand in a doorway right next to barrel... staring quietly at nothing, as if listening to voices you can't hear. sometimes i wonder about these ... pawns)- I believe this was reported and had something to do with gear in inventory; is this fixed on latest? Is there any steps to avoid this issue in the builds where it occurs?
-not sure if this is an issue with the base game or not but I cannot "rescue" neutral animals (sez no unowned beds). I wanted to capture a feral raptor and hatch it's egg.... does that even work?
I think that's it for technical things. As an aside, I have a bionic tail, how can I use this? Can i only put it on animals with tails or something? Can I put it on a human... I wanna put a tail on a human...
EDIT: On ammo craft station you have two options for 9x39 soviet ammo and both are standardt (sic); though I see "shock" ammo in options for loadout I cannot build that ammo.
You can probably just go into the recipe defs to change the Vintorez ammo to the appropriate variant. While at it, you can probably change the name to 9x39 SP-6 instead of "standart". The problem with picking up and dropping items is to do with CR. CR allows you to add food to people's loadouts. Unfortunately they still attempt to pick up food whether they have it in a load out or not and anyone with a defined loadout that doesn't contain food will get stuck in that loop. You can find food items if you search under the extra laggy infinity option to search for just about anything. The bionic tail is mostly likely for Orassans. Not particularly useful unless you have one of those wookies in the colony. For large animals, you need a generic sleeping spot, animal bed and maybe a pillow. The three interim sleeping spots you can build are only for things that are fox sized or smaller.
Quote from: Goo Poni on January 15, 2017, 03:07:24 AM
You can probably just go into the recipe defs to change the Vintorez ammo to the appropriate variant. While at it, you can probably change the name to 9x39 SP-6 instead of "standart". The problem with picking up and dropping items is to do with CR. CR allows you to add food to people's loadouts. Unfortunately they still attempt to pick up food whether they have it in a load out or not and anyone with a defined loadout that doesn't contain food will get stuck in that loop. You can find food items if you search under the extra laggy infinity option to search for just about anything. The bionic tail is mostly likely for Orassans. Not particularly useful unless you have one of those wookies in the colony. For large animals, you need a generic sleeping spot, animal bed and maybe a pillow. The three interim sleeping spots you can build are only for things that are fox sized or smaller.
thx for reply; I'm def capable of changing the defs myself after I google some info but I was just dropping info for thread.
as for the sleeping spot: I did have a bed that specifically mentioned being used for all animals, but I'll try again with the generic spot just in case.
also, how does updating affect saves? Is it feasible to continue a save from previous update or just a luck of the draw kinda scenario?
As a rule, going from alpha to alpha is a no. Not without major save file surgery. I believe there is a guide for going from A15 to A16 either here or on the subreddit. Tynan's general policy is no save file compatability between alphas. Sweeping changes like the world generation in A16 are easier without trying to ensure backwards compatability.
Now, an issue of my own. I'm playing the final A14 version while the A16 version is brought up to a playable state. Bought foxes early on in my colony, found out they're not big enough to rescue people. After several litters of kits, I traded them in for arctic wolves and kept the bonded foxes and kits. Discovered that wolves can't be sicced on people. Have about 30 wolves trained but only the foxes go hunting with their bondmate. Throwing 30 dogs at tribals was basically the point of getting them and they can't be told to do it, despite advanced intelligence and many now able to haul and rescue, let alone be let off the leash.
If someone make a bigger change, Can uploade the changelog?
@CsakasHUN its on git anytime a file is changed it is listed.
@natas u wont beable to use older save due to the world gen changes. anytime world gen changes u HAVE to start new game or u get world gen failures. almost all those issues have been fixed. if u find any issues report it on git not here.
think of the thread more of as general help and major issues and errors go on git so they can be fixed.
Quote from: CsakosHUN on January 15, 2017, 06:07:10 AM
If someone make a bigger change, Can uploade the changelog?
Github can be a lil' confusing to navigate. If you click history you can see the changes. Here you go: https://github.com/skyarkhangel/Hardcore-SK/commits/master/Mods
.Maybe I miss or broke something but "smelting weapons" on weapon crafting table seems do not work for me. I allow all and there definitely some weapons around but it say no materials
I remember I somehow disassembled weapons to various pieces in some version but I don't remember how I did it. What I need for it?
Hello,
Will you be incorporating QoL improvement mods such as "Hand me that brick", "I'm the Worker Now!", and "A World Without Hat"?
In case if anyone's not familiar with what the aforementioned mods do, they are listed as following:
1. Hand me that brick: Allows pawns to haul materials to construction sites without being tagged as construction. This enables the Construction pawns to construct without having the haul the materials themselves. (Very immersive and a time-saver if you ask me. It's inevitably a hardcore mod nerf, though)
2. I'm the Worker Now: Allows the player to override any unassigned pawns to do any assignments (within their acceptable traits). ex: if a pawn is not assigned to haul, as long as it doesn't have traits stopping it from doing so, the player can forcefully assign the pawn to haul something by right clicking on objects. (Reduces the redundancy of having to manually assign pawns to do hauling and un-assign them afterward)
3. A World Without Hat: The Pawn portraits will not show the headgear/helmet, while the in-action pawn remains unchanged (Helmet will show on real map, but disabled on the top portion of the selection screen). So far this also disables the "EdB Prepare Carefully" helmets from showing during prepare carefully windows.
Let us know, and thanks!
Just add them, they are compatible.
I use these additional mods in my pack:
Crate
Caerbannog
AWorldWithoutHat
QualityBuilder
MarvsClearTheStockpiles
MarvsPleaseHaulPerishables
OmniLocator
Miniaturisation
CrashLanding
Quote from: Goo Poni on January 15, 2017, 04:31:59 AMI'm playing the final A14 version while the A16 version is brought up to a playable state. Bought foxes early on in my colony, found out they're not big enough to rescue people. After several litters of kits, I traded them in for arctic wolves and kept the bonded foxes and kits. Discovered that wolves can't be sicced on people. Have about 30 wolves trained but only the foxes go hunting with their bondmate. Throwing 30 dogs at tribals was basically the point of getting them and they can't be told to do it, despite advanced intelligence and many now able to haul and rescue, let alone be let off the leash.
Just designate an animal area where you want to attack, assign all the wolves and watch the world burn.
Never done a chicken rush? It's amazingly effective to the point of being OP. Too tiny to shoot and hit, will permastun anything in their path.
So I've been playing A16 with yesterday's download of SK Hardcore. Just found out this morning that the 5+ hours that I saved last night will not load - gives me a "90% error message and cannot load" message.
Anyone else having problems with loading saved games?
Log?
Did anyone has the number for growing skill VS harvest failling possibility? In the current mod version for a16 if the harvest fails you loose the seed, meaning that very often i end up with fewer seeds than i sow, making the game very hard for me specially in the food front, forcing me to depend on jerky and hidro mushrooms. I mean, if i dont prepare carefully it ll be very unlikely that i ll have anyone capable of growing food from seeds without the risk of harvest failling and not being able to stockpile them. Also, it is very hard for the merchants that visit me to even sell seeds.
About hidro mushrooms, there is a small issue with the recipes related to them. Since they are not classified neither as basic food or ingredients, they are just useless.
looks like refueling needs more work. currently they will grab anything to try to refuel even if it has no burn unit. no error thou.
what do I do with other folders that are outside mods folder ?
Research tree, temp, language folders, HighRes, .gitignore, ect.
where do they go ?
Quote from: GFireflyE on January 15, 2017, 12:35:33 PM
So I've been playing A16 with yesterday's download of SK Hardcore. Just found out this morning that the 5+ hours that I saved last night will not load - gives me a "90% error message and cannot load" message.
Anyone else having problems with loading saved games?
Happened to me too. Where do I find the log?
Quote from: NemesisN on January 15, 2017, 04:19:11 PM
what do I do with other folders that are outside mods folder ?
Research tree, temp, language folders, HighRes, .gitignore, ect.
where do they go ?
not needed they just extra.
@anyone if u haveing issues loading look in your save file and if u had built or started building the quarry delte it out of the save should allow loading.
Quote from: sidfu on January 15, 2017, 04:23:08 PM
Quote from: NemesisN on January 15, 2017, 04:19:11 PM
what do I do with other folders that are outside mods folder ?
Research tree, temp, language folders, HighRes, .gitignore, ect.
where do they go ?
not needed they just extra.
@anyone if u haveing issues loading look in your save file and if u had built or started building the quarry delte it out of the save should allow loading.
how do I add those extra things tho ? where do I put them to work ?
Quote from: rekasa on January 15, 2017, 04:19:33 PM
Quote from: GFireflyE on January 15, 2017, 12:35:33 PM
So I've been playing A16 with yesterday's download of SK Hardcore. Just found out this morning that the 5+ hours that I saved last night will not load - gives me a "90% error message and cannot load" message.
Anyone else having problems with loading saved games?
Happened to me too. Where do I find the log?
This happened to me when I closed the program before it completely saved; but has not occurred since then, even though I've been playing my colony over a week.
EDIT: Nemesis I was wondering same thing; those are all extras you can ignore.
Quote from: NemesisN on January 15, 2017, 04:30:07 PM
Quote from: sidfu on January 15, 2017, 04:23:08 PM
Quote from: NemesisN on January 15, 2017, 04:19:11 PM
what do I do with other folders that are outside mods folder ?
Research tree, temp, language folders, HighRes, .gitignore, ect.
where do they go ?
not needed they just extra.
@anyone if u haveing issues loading look in your save file and if u had built or started building the quarry delte it out of the save should allow loading.
how do I add those extra things tho ? where do I put them to work ?
they just translations and work in progress stuff. the high res textures can be used thou they go in the
RimWorld\Mods\Core_SK\Textures\Terrain
other stuff u can delte u dont need or want to try to use
Quote from: GFireflyE on January 15, 2017, 12:35:33 PM
So I've been playing A16 with yesterday's download of SK Hardcore. Just found out this morning that the 5+ hours that I saved last night will not load - gives me a "90% error message and cannot load" message.
Anyone else having problems with loading saved games?
I got hit by this same problem too last night :(
Afaik it's not an error with HCSK but rather the game itself struggling with out of memory errors. Having a look through my log, I could see it too.
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 14904.
Total: 292.662323 ms (FindLiveObjects: 0.466628 ms CreateObjectMapping: 0.611755 ms MarkObjects: 291.546417 ms DeleteObjects: 0.036657 ms)
Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.174533 ms
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 3212098107.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 3212098107.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 3212098107.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 3212098107.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 3212098107!
Could not allocate memory: System out of memory!
Trying to allocate: 3212098107B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:177 in
Memory overview
[ ALLOC_DEFAULT ] used: 218870246B | peak: 0B | reserved: 231441426B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 2097152B
[ ALLOC_GFX ] used: 260160440B | peak: 0B | reserved: 299269884B
[ ALLOC_CACHEOBJECTS ] used: 1048B | peak: 0B | reserved: 2097152B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 4390912B
Could not allocate memory: System out of memory!
Trying to allocate: 3212098107B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:177 in
Memory overview
::PSA::
Until otherwise noted I would like to advise everyone not to play with map sizes over 250x250. (300x300 with GTX 970). As the OOM/MAF error seems to be tied to available memory of the Graphics Card (This is of course speculation.)
If you have 12 gb ram or greater of system memory and 6 gb or more of Graphics Card memory then it would be possible to play on map sizes greater than 300x300.
If you have 8 gb or less of system memory, and/or less than 4 gb of Graphics Card memory I would suggest map sizes ranging from 200x200 to 250x250 and one main colony and one caravan at a time.
Hello all, I'm new to the modpack and have a few questions..
How does the research work? Sometimes my pawns won't research a tech if it requires "Technology" or "Power", which you already start with. I think I'm missing something.. Any pointers?
Thanks
Edit: Figured it out, had to upgrade my research bench.
Where do you get sulfur? Coal and Nitre is easy, but I have no idea where to get sulfur. :(
Quote from: rekasa on January 16, 2017, 12:45:34 AM
Where do you get sulfur? Coal and Nitre is easy, but I have no idea where to get sulfur. :(
It's made from iron ore at the ammo crafting station.
Quote from: Owlchemist on January 16, 2017, 12:50:16 AM
Quote from: rekasa on January 16, 2017, 12:45:34 AM
Where do you get sulfur? Coal and Nitre is easy, but I have no idea where to get sulfur. :(
It's made from iron ore at the ammo crafting station.
Huh, didn't expect it to be there. Thanks!
I noticed something strange in the latest version. Sometimes all positive and some negative moodlets just dissapears for a bit of a second, that usually happens when colonist working on something, hauling recources to the bench for example. It causes very short, almost unnoticeable periods of bad mood, which quite often triggers mental break state. Maybe its an engine bug, but that never happened in previous releases of the mod.
I noticed it just because i usually start with customly created naked bum with exellent traits, who even theoretically cannot get minor break no matter what happens to him, and in the latest version he got one once, allright, then he got another one, and another one and i start watching why it is happening and noticed this.
Can i build droids (mechanical defense) o they have been eliminated?
They do not appear in the search tree
Quote 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?
Quote from: v2k890 on January 16, 2017, 06:09:02 AM
I noticed something strange in the latest version. Sometimes all positive and some negative moodlets just dissapears for a bit of a second, that usually happens when colonist working on something, hauling recources to the bench for example. It causes very short, almost unnoticeable periods of bad mood, which quite often triggers mental break state. Maybe its an engine bug, but that never happened in previous releases of the mod.
I noticed it just because i usually start with customly created naked bum with exellent traits, who even theoretically cannot get minor break no matter what happens to him, and in the latest version he got one once, allright, then he got another one, and another one and i start watching why it is happening and noticed this.
when u go inside to outside due to large size of pack that happens.
Quote from: Kenji on January 16, 2017, 09:27:02 AM
Quote 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?
Not sure about the others, but I'd put Quality Builder and Miniaturisation towards the end of your list as you'd want them to affect as many other items as possible.
I could be wrong but I think it does depend on which version of Miniaturisation you are using as well. Not sure if Hwfanatics version of the mod dynamically lets you minify other furniture added by mods, but I believe the version released by Notfood in the Miniaturisation Overloaded thread does do this.
I try to put all the mods last. That order I posted them, that's the order in my mod load after every HardcoreSK mod.
And Miniaturisation Overloaded has a module for HardcoreSK.
Has anyone had the issue where they prepare a game, choose a location and people just... don't initially arrive? I'm talking about your initial colonists. No starting supplies, no pawns. Just a map empty of people.
(http://i.imgur.com/nxPcPeu.png)
Quote from: rekasa on January 16, 2017, 02:16:02 PM
Has anyone had the issue where they prepare a game, choose a location and people just... don't initially arrive? I'm talking about your initial colonists. No starting supplies, no pawns. Just a map empty of people.
I've also had the same problem. It turned out that I made a mistake during installation process.
After reinstallation it started to work.
Quote from: Lookbehind on January 16, 2017, 03:16:09 PM
Quote from: rekasa on January 16, 2017, 02:16:02 PM
Has anyone had the issue where they prepare a game, choose a location and people just... don't initially arrive? I'm talking about your initial colonists. No starting supplies, no pawns. Just a map empty of people.
I've also had the same problem. It turned out that I made a mistake during installation process.
After reinstallation it started to work.
I just reinstalled, no change. :(
EDIT: Hmm, it seems like the single mod I added, QualityBuilder is causing it to happen. Anyone know why?
Quote from: rekasa on January 16, 2017, 03:41:25 PM
Quote from: Lookbehind on January 16, 2017, 03:16:09 PM
Quote from: rekasa on January 16, 2017, 02:16:02 PM
Has anyone had the issue where they prepare a game, choose a location and people just... don't initially arrive? I'm talking about your initial colonists. No starting supplies, no pawns. Just a map empty of people.
I've also had the same problem. It turned out that I made a mistake during installation process.
After reinstallation it started to work.
I just reinstalled, no change. :(
EDIT: Hmm, it seems like the single mod I added, QualityBuilder is causing it to happen. Anyone know why?
yeah quality builder will do that. there no real reason to use it. u may beable to load it after u sstart your game but not sure if it will cause other random joins to not join u would have to try it.
Quote from: sidfu on January 16, 2017, 04:22:03 PM
Quote from: rekasa on January 16, 2017, 03:41:25 PM
Quote from: Lookbehind on January 16, 2017, 03:16:09 PM
Quote from: rekasa on January 16, 2017, 02:16:02 PM
Has anyone had the issue where they prepare a game, choose a location and people just... don't initially arrive? I'm talking about your initial colonists. No starting supplies, no pawns. Just a map empty of people.
I've also had the same problem. It turned out that I made a mistake during installation process.
After reinstallation it started to work.
I just reinstalled, no change. :(
EDIT: Hmm, it seems like the single mod I added, QualityBuilder is causing it to happen. Anyone know why?
yeah quality builder will do that. there no real reason to use it. u may beable to load it after u sstart your game but not sure if it will cause other random joins to not join u would have to try it.
I liked the idea of setting the minimum quality threshhold on furniture.
Yeah, some bug in quality builder can cause your pawns not to spawn, they can spawn only if they land in pods. We reported it to mod owner but ???
Just add it after you start.
Quote from: sidfu on January 14, 2017, 07:42:08 PM
Quote from: gustavoghe on January 14, 2017, 07:01:37 PM
Quote from: sidfu on January 14, 2017, 05:34:43 PM
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,
Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.
update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git
ok for fishing u dont have to have a ranged weapon on.
I probably shoudl have mentioned that im playing A14 version still. Cant find the option on the architecture tab to build the sonar. Can you tell where it should be? Even in god mode, i cant find it.
I just checked the git, and still appears not to have a solution? Is this fixable by messing with the def files? PLease help. I have been playing this one game for almost four real days now, and i notice that i can only find rare mineral deposits. So I set out to discover the sonar so it could help me find normal mineral deposits. Im affraid i will have to throw all the work i put in the colony in the trash. Please help.
the radar is built at a bench then deployed. u can go into the spawn items and find it.
Hi can you please tell me what bench?
Which mod is it that adds the craters/crater event? I keep seeing screenshots with them in it, and people say that it's from Hardcore SK. Is there any option for that specific portion as a standalone, or would that be possible?
I swear I prefer mechanoid raids than asari raids. I get more colonists downed by lightning than in a firefight vs mechs!!
is the raids/traders/visitors not spawning bug in the A16 version fixed yet? coudnt find anything on the github about it.
Quote from: adelexi on January 17, 2017, 12:40:45 AM
is the raids/traders/visitors not spawning bug in the A16 version fixed yet? coudnt find anything on the github about it.
It seems pretty fixed. I was getting visitors every few days.
Though year 1 was raid-free, I think that was just a roll of the dice. Year 2 was very raidy for me.
Still looking for a fix on the darkness scenario
And a new bug that is bugging me where the "Harvest failed" text will not disappear and just float around
https://gyazo.com/1c5de52be129570402d01e8a6c0a4182
I moved my map up and saw over 1000 "harvest failed" Text lines floating around and causing some lag. :|
The text disappears when it hits a mountain/wall but re-appears on the other side seconds later like the "fog of war" can hide it.
I think floating text is fixed already, at least it stop doing it for me lot of updates ago.
Do not understand what is wrong with darkness.
What is new for me in recent updates is mechanoids running loose at the start, like WtF. Something wrong with mapgenerator.
Hi, I think there's a bug with the plunderers event, wherein antis and gnawlers spawn instead of human raiders. This has been around since the A14 version
Quote from: notfood on January 14, 2017, 09:58:23 PM
All these crashing issues, I've never experienced.
Could it be because I use Linux?
as astonishing as it is, linux really fixes the ctd issue.
I installed ubuntu on a stick, installed rimworld and this modpack, started on a large world (100%) - which sometimes already causes crashes during loading - and a larg map (400x400), then i formed a caravan and attacked a few settlements - not a single ctd.
In Windows the game would've crashed at least once due to out of memory or heap maps during this time O.o
Guess i'll do a clean install for ubuntu now and play RimWorld from there in the future^^
one of my colonist is died - im sad as hell *wääääääääääääääääääh* i cant make a grave because is cant ... lol. now i freeze it so he cant rot. is there a way in this modpack to ... in future. that he come back? maybe if i research all medical stuff to reanimate him? or do i have to accept his dead :((((((
Quote from: Gaiska on January 17, 2017, 12:04:48 PM
one of my colonist is died - im sad as hell *wääääääääääääääääääh* i cant make a grave because is cant ... lol. now i freeze it so he cant rot. is there a way in this modpack to ... in future. that he come back? maybe if i research all medical stuff to reanimate him? or do i have to accept his dead :((((((
Dead is dead, no refunds or reanimation. You could turn him into food though OR material for new body parts given enough research
Quote from: Darkfirephoenix on January 17, 2017, 12:30:01 PM
Quote from: Gaiska on January 17, 2017, 12:04:48 PM
one of my colonist is died - im sad as hell *wääääääääääääääääääh* i cant make a grave because is cant ... lol. now i freeze it so he cant rot. is there a way in this modpack to ... in future. that he come back? maybe if i research all medical stuff to reanimate him? or do i have to accept his dead :((((((
Dead is dead, no refunds or reanimation. You could turn him into food though OR material for new body parts given enough research
keep him frozen and later u can make a sarcoficus like a pharo and it counts as a art object and others will come and cry/visit it for joy.
Is the game supposed to combo event with phoebe chillax as the storyteller? Today i got in 2 days 4 cases of malaria (out of 8 ), insectoid infestation and a raid. Had to reload the game, after that i had a similar combo.
3 other things:
1-How can i make mushroom tincture (cant find the right basin, only the tech)
2-I gave medicine (the red one) to all my 4 malaria colonists and treated them with a high lvl medic, all 4 died around 60 immunity, do not know what have i done wrong.
3-I would like to ask for a suggestion for weapon to bring down with in a prepared carefull restart (along with the kind of ammo it uses). I tried the 400 pts pistol, but the ammo is expensive (0.6 per bullet).
Quote from: Kadrush on January 17, 2017, 01:11:13 PM
Is the game supposed to combo event with phoebe chillax as the storyteller? Today i got in 2 days 4 cases of malaria (out of 8 ), insectoid infestation and a raid. Had to reload the game, after that i had a similar combo.
3 other things:
1-How can i make mushroom tincture (cant find the right basin, only the tech)
2-I gave medicine (the red one) to all my 4 malaria colonists and treated them with a high lvl medic, all 4 died around 60 immunity, do not know what have i done wrong.
3-I would like to ask for a suggestion for weapon to bring down with in a prepared carefull restart (along with the kind of ammo it uses). I tried the 400 pts pistol, but the ammo is expensive (0.6 per bullet).
I would also like to know what i'm doing wrong with malaria. It seems insanely deadly even with regular (red) medicine treatment.
Yeah I was struggle with it too.
Maybe it is coincidence but for me to build floors in the rooms and keep it clean is greatly reduce disease chance (some flu instead of mass deadly epidemias)
With plague medical bed is maybe can save. Only way so far I see to deal with malaria is good beds and lot of antibiotics, it will save you. Otherwise you can start to dig graves right away after discovery, destroed blood filtration pervent any immunity.
Med box, I don't know maybe with very high treat quality result it will do something, but by itself it looks like it do nothing with disease. Horse doze of antibiotics is only relaible way to deal with them(it have sense, but I think there must be at least some aspirin in this red box)
I think treating must reduce severity ticker speed, otherwise I don't see what is point of it(it do nothing) in case of some diseases.
I struggled with Malaria too, sidfu hinted that good beds are a must have to heal.
So whenever I see a megasloth, it means good medical bed! No more deadly malaria.
Quote from: killermen962 on January 17, 2017, 05:38:53 AM
And a new bug that is bugging me where the "Harvest failed" text will not disappear and just float around
https://gyazo.com/1c5de52be129570402d01e8a6c0a4182
It may be my fault. I'll check, it's supposed to live for 5 seconds.
any diease even flue can kill if u dont let them rest enough.
to survive a diesease do this
1. clean room
2. bed with +110% immunity gain(mediccal treatment means nothing to diseases)
3.for anything but flu they should spend 100% of their time in a med bed.
4. dont miss their treatment time. even if u have to wake a guy up have them treated when they need to.
5.keep the room warm but not hot.
ive never had to use medicein on normal diseases but a few times that the disease started off higher severity vs the immunty gain than usual
let me give u a example of a 1 day differnce witwh a med bed
had 2 guys catch flu 1 broke enroute to bed and spent 1 days wandering other got to rest 100% time in 110% medbed.
the one that lost a day in medbed was at 93% immuny gain vs immunity 100% that the one who didnt miss a day in medbed.
Quote from: notfood on January 17, 2017, 02:53:22 PM
It may be my fault. I'll check, it's supposed to live for 5 seconds.
I suppose this is why I stop to see this floating text issue, because I disabled seeds.
(It is nice mechanics but at practice it just disable farming for me, and lack of it is too serious handicap )
Sorry if this seems like a really stupid issue but it's kind of got me stuck (I'm a novice when it comes to mod installation)
My issue is that, using (what appears to me to be) the latest version of the pack on github, I can't actually use the modpack. Loading the game has all of the mods with the indicator that they are for an out of date version of Rimworld. Enabling them simply prevents me from starting a game. The debug console is full of errors on loading, including one to do with objects that keeps increasing in the amount of times the error has occured. The only thing I can think of is that I'm simply not using the up to date version, as Rimworld is telling me, but I can't find what could be the correct version. I am fairly certain I am installing it correctly, as I am following the instructions, but I can't be certain.
I know I've been pretty vague, I'd give the details of the errorlog but I've just done a clean install and I don't have time right now to try it all again.
If anyone thinks they might be able to help then I would be happy to give as much detail as is required, any screenshots or whatever is needed.
Quote from: zzz1000 on January 17, 2017, 03:11:58 PM
Quote from: notfood on January 17, 2017, 02:53:22 PM
It may be my fault. I'll check, it's supposed to live for 5 seconds.
I suppose this is why I stop to see this floating text issue, because I disabled seeds.
(It is nice mechanics but at practice it just disable farming for me, and lack of it is too serious handicap )
its not realy hard. only thing to remember is to make sure to have outside farms with a wall around them to keep animals from eating the plants and to have animal zones to not cover farms.
trajan get the pack from the clone/download button
PSA: the HCSK Cheat Sheet (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/) now has ammo and material information for your viewing pleasure.
Quote from: sidfu on January 17, 2017, 03:47:24 PM
its not realy hard.
It disable farming for me not because to manage seeds is too hard but because at practice I just do not have seeds for what I need in the first place. It's harder but less handy and remove important for me capabilities.
Quote from: Owlchemist on January 17, 2017, 03:53:52 PM
PSA: the HCSK Cheat Sheet (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/) now has ammo and material information for your viewing pleasure.
Realy nice. Thanks
I use the seeds mods as well but I usually never have any seeds left by year 3. The problem is the seeds deteriorate real fast (they only have 10HP). Seems if they sow and a day goes by where I didn't notice the seeds were lying around on the ground, they'll likely deteriorate before either I have a chance to force the order to haul them to safety, or the pawns catch up on their mile-long haul queue and get to it.
Personally I prefer how it was in the A14 version, where only crops required seeds but native flora didn't, like trees, bushes and grass.
Does anyone know all the "layers" that can go on people?
There's such a huge amount of clothing that I don't know if, for instance, people can wear a hauberk over a t-shirt, and also wear gloves and boots and a scarf.
Quote from: rekasa on January 17, 2017, 04:28:30 PM
Does anyone know all the "layers" that can go on people?
There's such a huge amount of clothing that I don't know if, for instance, people can wear a hauberk over a t-shirt, and also wear gloves and boots and a scarf.
Off the top of my head: feet, legs, lower torso (shirts), mid torso (vests), upper torso (jackets), gloves, hats, eye wear (full helms use both head slots though), belt, backpack.
A few versions back there seemed to be multiple layers on feet and legs too (like socks below shoes) but I don't think that's the case anymore.
with seeds i normaly have a building close to growing area where they stored. they just have to have a roof over them not be inside or refirgirated.
only realy important thing to do is make sure when they planting they dont leave seeds out. thats probaly where u loseing all your seeds.
usualy say u plant 30 crops u will get around 40 seeds back depending on their harvest skill.
good rule of thumb i follow is for seeds always have double what u want to plant, any extra u can sell.
Quote from: sidfu on January 17, 2017, 04:49:49 PM
only realy important thing to do is make sure when they planting they dont leave seeds out. thats probaly where u loseing all your seeds.
Yeah that's basically all I was saying. They're leaving the seeds out because after I have them do the last planting for the year, I disable sowing so they don't stupidly plant seeds again when there's only 1 day left in the growing season.
It doesn't help that the field is usually always cluttered with garbage because the pawns keep going back to cut away any plants that approach the perimeter, so it's easier to not notice there's crop seeds lying around.
Quote from: Owlchemist on January 17, 2017, 05:22:58 PM
Quote from: sidfu on January 17, 2017, 04:49:49 PM
only realy important thing to do is make sure when they planting they dont leave seeds out. thats probaly where u loseing all your seeds.
Yeah that's basically all I was saying. They're leaving the seeds out because after I have them do the last planting for the year, I disable sowing so they don't stupidly plant seeds again when there's only 1 day left in the growing season.
It doesn't help that the field is usually always cluttered with garbage because the pawns keep going back to cut away any plants that approach the perimeter, so it's easier to not notice there's crop seeds lying around.
well one thing i do is the guy who does all my research i have him as hauler for secondary. i have him research 1 day and when he finish hault next. well its important i do that as the map im on only has 20 growing days and even in mid falll the temps can get to -10F. u probaly have to micro manage your seeds a bit. after a while like me its second nature that if i see them planting i make sure to check and have them haul back seeds.
Where is the SK encyclopedia that were in research tab ? I really need it to understand how things works!!
Quote from: tornado02 on January 17, 2017, 06:38:21 PM
Where is the SK encyclopedia that were in research tab ? I really need it to understand how things works!!
I wish they added that back in too - it's awfully confusing to learn.
Random wrong text - on the Snow Wall, it says that it is flammable, though it's flammability is 0.
Quote from: rekasa on January 17, 2017, 06:53:23 PM
Quote from: tornado02 on January 17, 2017, 06:38:21 PM
Where is the SK encyclopedia that were in research tab ? I really need it to understand how things works!!
Random wrong text - on the Snow Wall, it says that it is flammable, though it's flammability is 0.
Got it, thanks. Keep 'em coming :)
Quote from: Owlchemist on January 17, 2017, 03:53:52 PM
PSA: the HCSK Cheat Sheet (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/) now has ammo and material information for your viewing pleasure.
Dude, this is awsome! CLAP CLAP CLAP!
Guys,
In a scale from 1 to 5, 1 beeing: Version A16 SKHC still too buggy, and 5 beeing: A16 is working perfectly, what yould you grade the latest gihtub version?
In order to manage seeds I am using the plant basin to extract extra seeds since the first harvest. I create a bill with a minimum amount of seeds that i want, i use the harvest to extract seeds and if i cross this limit what is left can be used for food, in other cases, i just hunt for meat. I spent 2 years raising my seed bank for potatoes, now i can produce with seeds to spare in case of a blight. On the corn, cotton and bamboo front i am still raising my seed levels for 3 years in a roll.
I still sugest a small raise in the seed chance just to avoid spending so many years just to create a seed bank.
I've noticed a few wierd things, wonder if anyone has encountered the same.
1) There were already a pile of mechanoids wandering around outside an opened ancient ruin as soon as I spawned my map. That was scary.
2) I don't seem to be getting any visitors at all. None. I made a nice guest room and everything, but noone is showing up, it's been a year. :(
Quote from: rekasa on January 17, 2017, 08:30:08 PM
I've noticed a few wierd things, wonder if anyone has encountered the same.
1) There were already a pile of mechanoids wandering around outside an opened ancient ruin as soon as I spawned my map. That was scary.
2) I don't seem to be getting any visitors at all. None. I made a nice guest room and everything, but noone is showing up, it's been a year. :(
1.) probably something to do with the mapgen mod, a few other people have reported this too. You can disable that for now, it's an optional module.
2.) I'm curious about something.... take a look at which factions like you most (the ones that would likely visit), and then look at the world map and check and see if any of them are settled sort of near your colony.
Seed deterioration at 2 per day with 10 hp, you had 5 days to pick up those seeds. You need more haulers it seems. Anyhow, I increased seeds hp to 15 and deterioration is at 1/day. 15 days should be enough?
About the chances, your yield increases with skill because your pawn fails less. 7-10 in harvest should keep your seeds from diminishing.
I fixed the mote, for some reason it had a life of 350 seconds instead of 3.5 seconds.
Pushed an update.
Quote from: Owlchemist on January 17, 2017, 08:39:26 PM
Quote from: rekasa on January 17, 2017, 08:30:08 PM
I've noticed a few wierd things, wonder if anyone has encountered the same.
1) There were already a pile of mechanoids wandering around outside an opened ancient ruin as soon as I spawned my map. That was scary.
2) I don't seem to be getting any visitors at all. None. I made a nice guest room and everything, but noone is showing up, it's been a year. :(
1.) probably something to do with the mapgen mod, a few other people have reported this too. You can disable that for now, it's an optional module.
2.) I'm curious about something.... take a look at which factions like you most (the ones that would likely visit), and then look at the world map and check and see if any of them are settled sort of near your colony.
There's these two people that like me the best, I have had I think 2 exotic good traders, a weapon trader and a slaver from them all together, but no guests.
(http://i.imgur.com/0O5ncdF.png)
The two people that are near me are Ntla (the purple) and Pan-Global Amalgamaation of Souteastern Inarearelia, the orange.
(http://i.imgur.com/Mq8oahF.png)
Here's their relation with me and each other.
(http://i.imgur.com/Lz3qOHj.png)
Another thing - I never got the message to pop up to name my colony or faction after a year. Strange, huh?
Quote from: notfood on January 17, 2017, 08:49:06 PM
Seed deterioration at 2 per day with 10 hp, you had 5 days to pick up those seeds. You need more haulers it seems. Anyhow, I increased seeds hp to 15 and deterioration is at 1/day. 15 days should be enough?
About the chances, your yield increases with skill because your pawn fails less. 7-10 in harvest should keep your seeds from diminishing.
I fixed the mote, for some reason it had a life of 350 seconds instead of 3.5 seconds.
Pushed an update.
I don't think that's how that works. At least not in test. For example I created some potato seeds in god mod and sat back and watched it decay for 24 hours - midnight to midnight - on a clear spring day, no adverse weather. And it dropped down to 5/10HP.
Afaik rain will make it decay faster, so in my rainy season, it wouldn't be a stretch for it to be destroyed in just 1 rainy day.
Is it normal for all the people around you to hate you, d'you know, Owlchemist?
Oh, another thing - That big explosive that some raids have, Odin's Hammer, I can't seem to ever put it in a stockpile. Even if I allow everything with the checkbox, it says no storage space is configured to hold it.
Quote from: rekasa on January 17, 2017, 09:05:26 PM
Is it normal for all the people around you to hate you, d'you know, Owlchemist?
Oh, another thing - That big explosive that some raids have, Odin's Hammer, I can't seem to ever put it in a stockpile. Even if I allow everything with the checkbox, it says no storage space is configured to hold it.
Yes, Rimworlds aren't known for being conducive to friendliness :P I got lots of guests in my last game but my nearby neighbors were in the green. I don't know if that matters though, still trying to figure that out (why I asked).
As for Odin Hammer, it was already fixed. Check out the change list: https://github.com/skyarkhangel/Hardcore-SK/commits/master/Mods
Ahh! Good on the odin fix, i'll redownload. Is there a way to boost relationship with people that dislike you so they start sending guests?
Quote from: rekasa on January 17, 2017, 09:30:52 PM
Ahh! Good on the odin fix, i'll redownload. Is there a way to boost relationship with people that dislike you so they start sending guests?
Capture any downed raiders, patch them up for the doctoring experience and them go. +15 per release. I'll usually at least do this with low-tech enemies because they're not really worth my time to have as enemies. I don't want your crappy gear!
Aside from that, you can build the communication console which lets you talk to them directly and bribe them with silver.
Quote from: Owlchemist on January 17, 2017, 09:00:13 PM
I don't think that's how that works. At least not in test. For example I created some potato seeds in god mod and sat back and watched it decay for 24 hours - midnight to midnight - on a clear spring day, no adverse weather. And it dropped down to 5/10HP.
Afaik rain will make it decay faster, so in my rainy season, it wouldn't be a stretch for it to be destroyed in just 1 rainy day.
Decay in RimWorld acts more like a chance of taking damage, sometime they won't decay at all, sometimes they will take several hits. Depends on many factors.
What's a good way to start off with electricity infrastructure? The cost of things like solar panels are large. Is it better to stick with like, combustion generators into batteries or something?
I always go into combustion then coal plant first. The clean generators demand a lot of resources, big issue for early game.
Quote from: notfood on January 17, 2017, 09:43:36 PM
Decay in RimWorld acts more like a chance of taking damage, sometime they won't decay at all, sometimes they will take several hits. Depends on many factors.
Interesting! That piqued my interest, so I started up a test world to get some numbers. I made 20 stacks of seeds and ran the clock for a day. The average hit points remaining was 8.05 / 10. So, right on point with the original setting of 2. One stack got as low as 4/10.
Quote from: rekasa on January 17, 2017, 09:47:15 PM
What's a good way to start off with electricity infrastructure? The cost of things like solar panels are large. Is it better to stick with like, combustion generators into batteries or something?
Personally I build a few wind turbines first, then try and skip the first steam generator (wood fuel) with coal generator, which I'll eventually replace with fuel generators setup near the oil drill (one oil extractor can fuel 3 in my experience).
Solar isn't worth it until you got a pretty solid production line moving with plenty of manpower.
Quote from: Danetta on January 13, 2017, 10:37:48 PM
Why am I not able to select "permadeath" with randy?
did you fix this ?
Does anyone know if mixed species will romance one another? Never seen it happen yet. Just wondering for the sake of bedroom planning!
Everything appears to be working fine but I cannot smelt weapons always says materials are unavailable despite there being materials, Tried rebuilding the station, reloading game and messing around with the allow/quality sliders.
Appreciate any help.
Interesting modpack. I'll give it a run after I'm done with my playthrough.
Just curious how the modpack comes to be. Seeing the list of mods and clicking the mod's thread randomly, it seems many of the mods aren't updated to A16. Does the author updates the mods to A16 manually?
Also some of the mods have a target version of 0.16.1392 while mine is 0.16.1393. Is this okay, or is there an updated version of this modpack?
Hey guys!
Great mod, I really enjoy it, despite the flaws and the mod being in alpha state.
My biggest problem is that when I start a lost tribe scenario, I can only make Jerky and Roasted Meat. My colonists set to haul cannot really haul them, so they just bounce back and forth between two tiles.
Any ideas what could be wrong?
I already reinstalled the game and the modpack, and there are no other mods enabled.
Cheers!
I can't load saves anymore because of infinite loading, and everytime I exit Rimworld it saves then it does a black screen. Anyone?
How do i make a mobile mineral sonar? I make a mineral mobile sonar module but there are no way further to make a whole sonar. There are a two mineral mobile sonar module prescriptions on electronics workbench what is weird.
Quote from: glasst1ger on January 18, 2017, 09:46:20 AM
Hey guys!
Great mod, I really enjoy it, despite the flaws and the mod being in alpha state.
My biggest problem is that when I start a lost tribe scenario, I can only make Jerky and Roasted Meat. My colonists set to haul cannot really haul them, so they just bounce back and forth between two tiles.
Any ideas what could be wrong?
I already reinstalled the game and the modpack, and there are no other mods enabled.
Cheers!
Sounds like bad mod order.
Quote from: coldcell on January 18, 2017, 07:15:29 AM
Interesting modpack. I'll give it a run after I'm done with my playthrough.
Just curious how the modpack comes to be. Seeing the list of mods and clicking the mod's thread randomly, it seems many of the mods aren't updated to A16. Does the author updates the mods to A16 manually?
Also some of the mods have a target version of 0.16.1392 while mine is 0.16.1393. Is this okay, or is there an updated version of this modpack?
You too.
Quote from: tornado02 on January 18, 2017, 10:21:13 AM
I can't load saves anymore because of infinite loading, and everytime I exit Rimworld it saves then it does a black screen. Anyone?
You three. You all three installed it wrong, you have to copy ModsConfig.xml and replace the one in RimWorld's. Read the install instructions again.
I did copy and overwrite the ModsConfig file, and made no modifications to it in the menu. The modpack is probably the latest version from github as of writing this message.
can't haul or can't grab it? Did you assign a loadout? You have to add the jerky as well when you do.
You probably forgot to tick allow fresh food in the stockpile.
Quote from: glasst1ger on January 18, 2017, 10:56:26 AM
I did copy and overwrite the ModsConfig file, and made no modifications to it in the menu. The modpack is probably the latest version from github as of writing this message.
Same for me, been following this modpack since long time, first time game has problems to load, and I dunno how to get logs from this
mmm- I thought you were getting black screen on game loading.
You'll have to get the log.
Hi ! Thansk for this looking awesome pack but... Yes just looking because I didn't manage to make it work, even if I follow step by step the instal instructions. At the start of the game it pop me a screen with a bunch of XML errors. I suppose it may comes from the missing custom config.xml you put in the archive, but I did copy it int he config directory of the locallow folder. I manage to customize the next play, but when loading to the map it planet map and play the music in the background whitout nothing else...
I'm a bit confuse and come here to find some help ^^
Quote from: glasst1ger on January 18, 2017, 10:56:26 AM
I did copy and overwrite the ModsConfig file, and made no modifications to it in the menu. The modpack is probably the latest version from github as of writing this message.
When copying the mods into the rimworld/mods folder did you make sure to allow overwriting of the existing stock core folder?
Is it better to report issues on the github, or here?
Also, malaria seems like a death sentence. I have someone that got malaria, and for the whole duration they were resting in bed and getting regular (red) meds by a skill 8 doctor, but they still died. There doesn't seem to be anything to do that helps.
Quote from: UneTarte on January 18, 2017, 11:34:11 AM
Hi ! Thansk for this looking awesome pack but... Yes just looking because I didn't manage to make it work, even if I follow step by step the instal instructions. At the start of the game it pop me a screen with a bunch of XML errors. I suppose it may comes from the missing custom config.xml you put in the archive, but I did copy it int he config directory of the locallow folder. I manage to customize the next play, but when loading to the map it planet map and play the music in the background whitout nothing else...
I'm a bit confuse and come here to find some help ^^
Try a different seed. Some hard to find bugged Heddiff is causing issues on map generation.
Quote from: rekasa on January 18, 2017, 11:43:53 AM
Is it better to report issues on the github, or here?
Also, malaria seems like a death sentence. I have someone that got malaria, and for the whole duration they were resting in bed and getting regular (red) meds by a skill 8 doctor, but they still died. There doesn't seem to be anything to do that helps.
It appears that medicine is no good at all for malaria, only any bed with +120 % healing rate. It could be the cheapest as long as it has a high recovery rate.
Best animal to hunt is megasloth for their 125% healing boost fur.
I think something broken, most likely in the base game. There still ways to deal with it despite that but I think it do not work as intended. Game insist we must tend disease(flu, malaria, plague) probably spending expensive medicine but it do nothing with this diseases.
Tending is needed for parasites but it's just count, meds are irelevant, but they still try to use them. Strange design.
QuoteBest animal to hunt is megasloth for their 125% healing boost fur
Did you personally has someone recently survived malaria by just sloth bed alone?
Quote from: zzz1000 on January 18, 2017, 12:24:13 PM
I think something broken, most likely in the base game. There still ways to deal with it despite that but I think it do not work as intended. Game insist we must tend disease(flu, malaria, plague) probably spending expensive medicine but it do nothing with this diseases.
Tending is needed for parasites but it's just count, meds are irelevant, but they still try to use them. Strange design.
Apparently there is a big surgery balance incoming for A17 according to some reddit posts Tynan made. So hopefully he'll be looking at all medical issues as he is balancing that.
on flue and malareia medicine does nothing but on the nano machine infesteations it shortens the time it lasts.
now just so u know nanomachine infections cant last up to like 9000 ticks according to the wiki
QuoteQuoteBest animal to hunt is megasloth for their 125% healing boost fur
Did you personally has someone recently survived malaria by just sloth bed alone?
yes, no meds, only treatment. Rest at priority 1 and wake up doctor for treatment.
Hi ! I tried different seed but the result is the same, I got that kind of sreen
Also the XML errors at the start of the menu kinda bug me, it's like as follow :
XML error: <ticksBeforeStartFadeout>15</ticksBeforeStartFadeout> doesn't correspond to any field in type MoteProperties.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
and thanks for the help !
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That's strange, it's like you are loading older version into A16.
I don't know why because the game is an A16 and I get the modpack from the link in the front page
That's not surprising, the download on this is not obvious if you're not reading carefully, you need to click the github link, which I understand it seems like you're going for "dev builds" but you're getting the actual version. The download link goes to an old version.
Cunningly the maker of this pack put a download button to deceive people that aren't reading carefully.
hey, I can't use hauler and cleaner robot stations. the start button "M" does nothing. I was trying to to use only misc mods and its working fine but not with this compilation. Also was trying to disable some mods from this pack but it gets messy. could anybody please check for a fix? thanx in advance.
Quote from: sherrif on January 18, 2017, 01:55:14 PM
That's not surprising, the download on this is not obvious if you're not reading carefully, you need to click the github link, which I understand it seems like you're going for "dev builds" but you're getting the actual version. The download link goes to an old version.
I actually download the modpack from the right link ( https://github.com/skyarkhangel/Hardcore-SK), mods are all green in the game mod manager, but still I have XML errors at the entrance of the game,a nd the weird blueish screen when lauching a new game...
Can you get the log about those errors? Pastebin it.
Quote from: UneTarte on January 18, 2017, 02:53:05 PM
Quote from: sherrif on January 18, 2017, 01:55:14 PM
That's not surprising, the download on this is not obvious if you're not reading carefully, you need to click the github link, which I understand it seems like you're going for "dev builds" but you're getting the actual version. The download link goes to an old version.
I actually download the modpack from the right link ( https://github.com/skyarkhangel/Hardcore-SK), mods are all green in the game mod manager, but still I have XML errors at the entrance of the game,a nd the weird blueish screen when lauching a new game...
Are your mods loaded in the right order?
Having the same problem than UneTarte.
Here's my log
https://gist.github.com/e66b3758dbcb6b7e352e7b0481db7989
Did you delete Core mod folder before installing HardcoreSK?
Quote from: notfood on January 18, 2017, 05:31:52 PM
Did you delete Core mod folder before installing HardcoreSK?
No, it has to be removed???
Also I didn't load the mods in the right order so I'm trying to do it now.
No, don't delete core. You just overwrite it with HCSK.
...*but* if you're upgrading HCSK to a newer version, just to be safe you might want to delete it and then put in a fresh new copy (or restore from backup).
Quote from: tornado02 on January 18, 2017, 10:21:13 AM
I can't load saves anymore because of infinite loading, and everytime I exit Rimworld it saves then it does a black screen. Anyone?
This is happening to a lot of us, myself included. Look back a few pages. Memory problems... it's a vanilla problem but this mod amplifies it. Try playing on a smaller map size.
the things u find when checking mods https://ludeon.com/forums/index.php?topic=28747.0
those people with xml errors its almost 100% true its not installed right.
for those that keep haveing issues do this.
1. unsub to all mods for rimworld in workshop.
2. uninstalll game. also manualy go in and delte the main game folder and the main settings folder for game in user data.
3. reinstall game. dont instsall any mods yet.
4. start game set your settings and such so game can regen the settings folder comptely.
5. make a backup of the core folder.
6. install the hardcore pack and OVERWRITE the core folder.
7. now u can start and play and resub to your workshop mods
I don't know if I can continue on this mod its really kinda fill up with bugs-
Anyone had such a problem ? ;c
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Quote from: Robloxsina66 on January 18, 2017, 09:43:03 PM
I don't know if I can continue on this mod its really kinda fill up with bugs-
1. u not helping by not giving any info on he bugs.
2. go back to 1
3. do 1 and 2 again.
if u post your bugs on either git or here(git prefered) u get help. the most common bug most people have is that they fail to install correctly or useing a old version that a bug has already been fixed on.
@zipqun explosin bug has been reported on git it probaly be fixed next update.
so now i cant play or fix it myself? my save is now corrupted ? my 25 h : (
Quote from: zipqun on January 18, 2017, 11:33:51 PM
so now i cant play or fix it myself? my save is now corrupted ? my 25 h : (
if u built the quarry on your save that could be the issue. u should be able to open save in a text editor and edit it out.
more than likely since its a 25hour save changes to the mod pack are not compatible with your save now. remember before update the mod pack backup your mod folder incase changes make it incompatible with your save.
no, its not quarry, i had the problem with loading saves so just didnt build it. ;
Quote from: zipqun on January 19, 2017, 12:28:16 AM
no, its not quarry, i had the problem with loading saves so just didnt build it. ;
probaly updates to the mod pack did it then. what u can do is use turn on dev console and cheat yourself to around where u where on a new map. just remember always backup your mod folder before u updated as never know when a update can break our save.
If you have git you can go to the point where your save worked and stay there.
Alternatively, edit your save and remove the explosions.
well how i can edit my saves? cuz my oldest save already have that bug ; those bugs so annoying ;c
btw about the subspace burst transponder only for me its dint work when i burst it ? on A14 its work perfectly or now is only some small % to burst a ship ?
http://rimworldwiki.com/wiki/Save_file
Just open it with a text editor, it's xml. You can get rid of most save bugs if you know what to delete.
Quote from: zipqun on January 19, 2017, 01:23:49 AM
well how i can edit my saves? cuz my oldest save already have that bug ; those bugs so annoying ;c
btw about the subspace burst transponder only for me its dint work when i burst it ? on A14 its work perfectly or now is only some small % to burst a ship ?
the sbt was fixed 2 days ago so u need to update
fuck ; if i update i can play with my old saves?
Quote from: zipqun on January 19, 2017, 01:55:53 AM
fuck ; if i update i can play with my old saves?
Usually, yeah. Sometimes no, though, especially if things were removed from the mod. The longer its been since you last updated, the less likely it'll be compatible.
ok, i understand :) thanks guys, i edited that save and it's work perfect now : ))
Does anyone else feel the "brightly lit" buff is unnecessary? Especially if you're aiming for a truly hardcore experience. I think the darkness debuff makes sense, but I'd question if I'd perform better than my 100% just because I can see what I'm doing (especially a substantial 20% better).
I would just assume 100% performance is simply based on ideal, lit conditions already.
Quote from: Owlchemist on January 19, 2017, 02:11:52 AM
Does anyone else feel the "brightly lit" buff is unnecessary? Especially if you're aiming for a truly hardcore experience. I think the darkness debuff makes sense, but I'd question if I'd perform better than my 100% just because I can see what I'm doing (especially a substantial 20% better).
I would just assume 100% performance is simply based on ideal, lit conditions already.
think it more of a psychological issue. most humans naturally work better in bright room than dim room but long tiime working in a bright room has its own psychological draw backs.
tbh someone needs to make a compete psychological mod not a part mod like most are
I've run into a problem with the world map. The attached image shows my colony site at the hex on the coast with the yellow outline. My colony icon is not visible, the UI has disappeared, and no sites can be clicked when on that side of the world. The dev console lists the following error happening every tick:
Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].TryGetValue (System.String key, UnityEngine.Texture2D& value) [0x00000] in <filename unknown>:0
at Verse.ModContentHolder`1[UnityEngine.Texture2D].Get (System.String path) [0x00000] in <filename unknown>:0
at Verse.ContentFinder`1[UnityEngine.Texture2D].Get (System.String itemPath, Boolean reportFailure) [0x00000] in <filename unknown>:0
at Verse.MaterialPool.MatFrom (System.String texPath, UnityEngine.Shader shader, Color color) [0x00000] in <filename unknown>:0
at RimWorld.Planet.FactionBase.get_Material () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldLayer_WorldObjects.Regenerate () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldLayer.Render () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldRenderer.DrawWorldLayers () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
at Verse.Game.Update () [0x00000] in <filename unknown>:0
at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
Scrolling nearer to the equator stops the error, shows the UI, and allows selection, but as my colony is in the affected area I can't actually use the world map for much of anything.
I'm playing using the Asari Republic scenario should that affect things. Any ideas?
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Quote from: sidfu on January 18, 2017, 06:16:51 PM
those people with xml errors its almost 100% true its not installed right.
for those that keep haveing issues do this.
1. unsub to all mods for rimworld in workshop.
2. uninstalll game. also manualy go in and delte the main game folder and the main settings folder for game in user data.
3. reinstall game. dont instsall any mods yet.
4. start game set your settings and such so game can regen the settings folder comptely.
5. make a backup of the core folder.
6. install the hardcore pack and OVERWRITE the core folder.
7. now u can start and play and resub to your workshop mods
thanks sidfu it seems the game work fine now :)
There is a bug wherein animal beds do not fit muffalos or megasloths even though the description states that they will fit any sized animal
Edit: Champigions cant be grown in fungiponics basins, and shimmershrooms cant be used to cook mushroom based recipes
Wanted to ask, is it enough(for an mod update) to delete the mod folder. Putting an original core in the mod folder that the main game folder is nearly fresh and install now the mod over it? (the mod data in appdata, too of course)
Or is it alway's better to deinstall the whole game, delete everything and reinstall the game and after that the mod?
Because, sure i love the activity but sometimes the mod gets updatet a couple times a day and everytime deleting everything and reinstall everything is not really fluffy. ;D
Quote from: Kitsune on January 19, 2017, 10:34:16 AM
Wanted to ask, is it enough(for an mod update) to delete the mod folder. Putting an original core in the mod folder that the main game folder is nearly fresh and install now the mod over it? (the mod data in appdata, too of course)
Or is it alway's better to deinstall the whole game, delete everything and reinstall the game and after that the mod?
Because, sure i love the activity but sometimes the mod gets updatet a couple times a day and everytime deleting everything and reinstall everything is not really fluffy. ;D
Most of the time you can just overwrite if you're doing small updates, but it pays to read the change notes. If things were removed, then you're better off wiping and starting over. (you don't have to reinstall the whole game though. Just keep a backup of vanilla core somewhere for quick restore).
Quote from: Iridescent on January 19, 2017, 06:52:18 AM
There is a bug wherein animal beds do not fit muffalos or megasloths even though the description states that they will fit any sized animal
A fix is pending, thanks.
Quote from: Owlchemist on January 19, 2017, 10:40:01 AM
Quote from: Kitsune on January 19, 2017, 10:34:16 AM
Wanted to ask, is it enough(for an mod update) to delete the mod folder. Putting an original core in the mod folder that the main game folder is nearly fresh and install now the mod over it? (the mod data in appdata, too of course)
Or is it alway's better to deinstall the whole game, delete everything and reinstall the game and after that the mod?
Because, sure i love the activity but sometimes the mod gets updatet a couple times a day and everytime deleting everything and reinstall everything is not really fluffy. ;D
Most of the time you can just overwrite if you're doing small updates, but it pays to read the change notes. If things were removed, then you're better off wiping and starting over. (you don't have to reinstall the whole game though. Just keep a backup of vanilla core somewhere for quick restore).
Quote from: Iridescent on January 19, 2017, 06:52:18 AM
There is a bug wherein animal beds do not fit muffalos or megasloths even though the description states that they will fit any sized animal
A fix is pending, thanks.
well what i put is for those who are haveing constant problems.
well i recommend every time u update anyway to redo the mod folder at min.
this is what i recommmend doing anytime there a update(this is a already modded game that works doing a update)
1. backup your mod folder that has all the mods
2.delte anything in mods folder
3. restore the orginal core folder back into mods
4. now install updated mod pack and other mods u use.
reason its good to do it this way is
1. allows u if there a major bug to keep playing since u can restore older files.
2. keep u from haveing mod issues normaly
so now i have concrete made with the mixer. how i can reinforce this concrete? what table i need ? thank you
Quote from: Gaiska on January 19, 2017, 01:48:07 PM
so now i have concrete made with the mixer. how i can reinforce this concrete? what table i need ? thank you
I *think* the same table that you cut stone, and make the rubble and sand.
I can't seem to store neutro flower petals, when I looked at the stockpile menu i couldn't find the item to allow it, pressing allow all did nothing aswell
Quote from: Sentry on January 19, 2017, 03:09:00 PM
I can't seem to store neutro flower petals, when I looked at the stockpile menu i couldn't find the item to allow it, pressing allow all did nothing aswell
Did you try typing in the search bar in the stockpile config window? Storage search should find that for you pretty easy.. gonna play right now, so I'll take a look as well. So, possibly brb.
edit: I'm not finding it either. The only petals I am finding are Rainbow Petals.
Fresh install and getting this error on game load:
Could not find a type sk.designator_deconstructpowerconduit
Log here: https://gist.github.com/e980fb228d13c438396e8362f39c4d19 (https://gist.github.com/e980fb228d13c438396e8362f39c4d19)
Any suggestions? Playable with this error?
Is anyone having trouble with autosave intervals set to less than 1 day (like 0.5 days)? I been testing it out and watching it, and it still only saves every 24 hours. Not sure if that's an HCSK bug or vanilla...
Which Mod Effects the Melee System with things like evasion and charge ? (it could just be a weapon mod as i remember having a spear like weapon , made out of beta ploy?)
(sorry if really vague , still at work )
Is there a way to reduce the number of other factions and their settlements?
For an undeveloped, wild Rimworld, the planet is pretty heavily populated.
I cant seem to smelt down weapons at the weapon crafting benches, i have everything allowed and plenty of weapons lying around but it keeps saying that materials are needed. Guns are also missing from the smelt down weapons menu. Also, i cant click on or select wooden hydroponics boxes (Error shown in the attachment)
[attachment deleted by admin due to age]
Quote from: Iridescent on January 20, 2017, 08:43:10 AM
I cant seem to smelt down weapons at the weapon crafting benches, i have everything allowed and plenty of weapons lying around but it keeps saying that materials are needed. Guns are also missing from the smelt down weapons menu. Also, i cant click on or select wooden hydroponics boxes (Error shown in the attachment)
the SS dont show the error as u forgot to click on the error.
Sorry my bad, i got this
Tried to SetFactionDirect on Agrarian1212022 which cannot have a faction.
Verse.Log:Error(String)
Verse.Thing:SetFactionDirect(Faction)
RimWorld.Frame:CompleteConstruction(Pawn)
RimWorld.<MakeNewToils>c__IteratorE:<>m__36()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
As well as this
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_RevealSecret:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Is there any way to fix CR-related bug with colonists instantly dropping picked up(to eat later) food? It occurs with all kinds of cooked food from HSK. Logs show nothing when its happening.
Edit: nevermind, i didn't know you could select food via infinity icon in loadout. Would be nice to have separate section for food in addition to ranged>melee>ammo to make it less confusing.
Edit2: would be nice to make it possible to prevent pawns from taking food with them, they eat it at away from diner room all the time.
Hey, i update the build with the latest github every other day, and yesterdays build seems to have added another speed to the gameplay, there is now 4 speeds, much like the CCL mod i believe, the 4th speed being the "dev speed".
It seems however that the 3rd and 4th speed are exactly the same, i dont see any apparent change, it also feels like the game is alot faster than what its supposed to be.
How can i delete this 4th speed and revert the gameplay speed to its original state, is this part of an .xml? because its causing fps drops and lags that werent there before.
Anyhelp would be appreciated. Thanks!
Edit: So i figured out looking at debuglogs that the core_sk has the "smart speed" mod by AlcoholV or some modification of it, somewhere in there, is there anyway at all to easily remove it? it is seriously bugging me out.
I getting error when i select animals tab in add resource prepare carefully mod
Can you fix this?
[attachment deleted by admin due to age]
There appears to be a typo in the Wooly Horse entries as I'm getting an error and big pink squares moving on my map.
<texPath>Things/Pawn/Animal/Horse/WoolyHorse/WoolyHorse</texPath>
Should probably be:
<texPath>Things/Pawn/Animal/WoolyHorse/WoolyHorse</texPath>
Also tundra creature related: Just got some wooly rhinohide and found myself puzzled by its rather low insulation factor of 90%. Is this as intended?
If i deactivate skynet submod will it break the mod? I feel that it just do not blend into the game
Quote from: Kadrush on January 20, 2017, 04:49:30 PM
If i deactivate skynet submod will it break the mod? I feel that it just do not blend into the game
Should not break mod.
When the Zombies mod is updated will it be incorporated back in? I personally loved the zombies.
I'm really confused - I just downloaded the mod.
I did the thing you told me -
1) copied the modconfig
2) Copied the mods of the "hardcore SK master" folder in my mod folder.
But then - What do i do with the other things in that folder? There are still some other folders in there...
When I leave that "hardcore SK master" folder in my mod folders, I get this:
(http://i.imgur.com/8PfxlWL.png)
Is it a problem? Or what else should I do with the remaining files in that folder?
I have a problem. I get the error "Can't do taming job full inventory". I don't have any loadouts assigned and whenever I drop anything from them they just pick it back up.
Another issues is when I tell a pawn to take half of the arrows they just take all of them.
Any help? thanks.
Use a loadout to define how many arrows that should carry. And add some item of food to the loadout as well. As for the taming, they need enough carrying capacity to hold 6 generic units of meat or similar. Most if not all clothes provide more carrying capacity in terms of bulk than they use.
EDIT: Wrote a long rant about underwhelming Mass Effect weapons and useless mech ammo. Instead of that rant, can I suggest getting rid of "plasma" and "blaster" ammo, making a plasma variant of ammo for the 6mm cartridge which otherwise doesn't see use outside of the charge rifle, splicing together the code to make the idea of a battery pack/capacitor a thing, changing Mass Effect weapons to use these new battery packs (in universe, their only limit is how many heatsinks a user can carry) and giving a use to inferno cannons shells so they're more than just legal tender like basically all mech/plasma/laser ammunition is given the ridiculous quantities dropped by mechs.
Quote from: c0r3 on January 21, 2017, 06:43:43 AM
I have a problem. I get the error "Can't do taming job full inventory". I don't have any loadouts assigned and whenever I drop anything from them they just pick it back up.
That error is confusing, yes. It's because the tamer is picking up the wrong type of food (they probably don't know any better). Have them manually pick up some food that the target animal wants. You might want to do this anyway because sometimes tamers use premium food when ordinary hay will do.
Glass windows aren't working, the pawn builds them but as he finishes construction they vanish and you lose the resources. Trying to build them with godmode in devtools gives me the error ''Object reference not set to an instance of an object''.
Quote from: Nomsayinbrah on January 21, 2017, 06:13:07 AM
I'm really confused - I just downloaded the mod.
I did the thing you told me -
1) copied the modconfig
2) Copied the mods of the "hardcore SK master" folder in my mod folder.
But then - What do i do with the other things in that folder? There are still some other folders in there...
When I leave that "hardcore SK master" folder in my mod folders, I get this:
-snipped image-
Is it a problem? Or what else should I do with the remaining files in that folder?
Just copy the mods folder over, all that other stuff is currently place holder.
Your mods folder should look like...
rimworld\mods\core ... \core_SK ... etc
The textures, temp, and the like do not need copied over.
Fresh install and getting this error on game load:
Could not find a type sk.designator_deconstructpowerconduit
Log here: https://gist.github.com/e980fb228d13c438396e8362f39c4d19 (https://gist.github.com/e980fb228d13c438396e8362f39c4d19)
Is it playable with this error? Any advice to fix appreciated.
How do u make compound paste? I cantant find the recipe
Trade is the only way to get seeds if i start without anything or are there other way's? :D
No trader have seeds i can use so far.(skill level to low) :o
@conor update that was fixed a week ago
@kitsune yep mosst seeds are trader, but if u ccan get the food for them u can make the seeds with the seeds bench.
mosst plants u can grow drop seeds when harvvessted but for strawberry/rashberry bush.
normaly the seeds bench gives u 5 seeds for 25 of that plant oce u researched its growning u can use the bench to get their seeds.
Quote from: Iridescent on January 21, 2017, 09:55:34 AM
How do u make compound paste? I cantant find the recipe
Tailor's Loom, if I remember correctly. Scrapped clothes yield so much of it over time that by the time I get to using it to make my own super armour from ferrotitanium and kevlar, I have enough for outfitting the colony.
Quote from: Kitsune on January 21, 2017, 11:06:08 AM
Trade is the only way to get seeds if i start without anything or are there other way's? :D
No trader have seeds i can use so far.(skill level to low) :o
Harvest anything in your area. Everything that can be planted can drop seeds. Coconut is the best right now.
Wait, they can? I almost never bother with harvesting because wildfire will exterminate all foliage in a matter of weeks. Only algae seems to be of any use. Always in water, long lasting, spreads like crazy until ponds are clogged and it counts for veg so I can actually produce something other than jerky/roast for years until I get hydro built and actually have seeds from traders to put in the hydro.
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?
Where can I find a current list of mods in this pack?
Quote from: Gunblast on January 21, 2017, 04:02:02 PM
Where can I find a current list of mods in this pack?
<li>Core</li>
<li>ZhentarFix</li>
<li>HugsLib</li>
<li>RW_ResearchTree</li>
<li>CombatRealism</li>
<li>Core_SK</li>
<li>SeedsPlease_SK</li>
<li>EdBPrepareCarefully</li>
<li>Skynet_SK</li>
<li>Breakdowns</li>
<li>kNumbers</li>
<li>Moody</li>
<li>RelationsTab</li>
<li>RW_AreaUnlocker</li>
<li>RW_EnhancedTabs</li>
<li>RW_Manager</li>
<li>RW_MedicalInfo</li>
<li>WorkTab</li>
<li>Hospitality</li>
<li>RumoursAndDeception</li>
<li>Rim Disorders</li>
<li>Camp</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_MapGenerator</li>
<li>Miscellaneous_MapGenerator_FactionBase</li>
<li>Miscellaneous_BeeAndHoney</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_Robots</li>
<li>RT_Fuse</li>
<li>RedistHeat</li>
<li>RT_QuantumStorage</li>
<li>Infused_CR</li>
<li>RT_SolarFlareShield</li>
<li>ICanFixIt</li>
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.
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.
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?
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: 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
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.
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 ?
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)
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.
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.
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.
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.
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
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.
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]
Is the temp mod in the Github directory "The Walking Dead" safe to play with?
Quote from: UneTarte on January 22, 2017, 08:07:58 AM
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"...
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?
Quote from: BlackSmokeDMax on January 22, 2017, 09:27:30 AM
Quote from: UneTarte on January 22, 2017, 08:07:58 AM
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"...
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?
That's what I was thinking. I sent him a PM asking for the save file.
Quote from: BlackSmokeDMax on January 22, 2017, 09:27:30 AM
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?
yes, there is some path with no doors, I didn't understand that I must close with a door to make the "inside" effective...
Thanks for the hint !
alos another question, is there a way to make an functionnal barn for animals ? I don't like to see all my chicken wandering everyhwhere...
Quote from: UneTarte on January 22, 2017, 09:36:32 AM
Quote from: BlackSmokeDMax on January 22, 2017, 09:27:30 AM
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?
yes, there is some path with no doors, I didn't understand that I must close with a door to make the "inside" effective...
Thanks for the hint !
alos another question, is there a way to make an functionnal barn for animals ? I don't like to see all my chicken wandering everyhwhere...
Use Zone/Area : Expand Allowed Area : Animal Area 1
Then Animal tabs at bottom to restrict animals to Animal Area 1
Thanks ! I never imagined that chicken are smart enought to understand to stay in there area :D
Quote from: Kadrush on January 22, 2017, 07:44:29 AM
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.
any disease/infection starts at random ammount. basicaly they had teh disease before u discovered it thats how the game works.
real life equivelent would be someones who is a carrier for a disease then developing the disease.
when misquitos and flys and such bite each bite has a chance of giveing u a disease.
once again here is whats best to do to deal with diseases.
1. first thing to do on any map is to locate animals with higher than 100% immuny gain leather.
2. even if its 101% thats still better than hay bed use it.
3. any diseas can kill if u dont have pawn rest enough. rule of thumb u dont need medicine for disease unless it is major before 50% immunity gain.
4.cleaninnes of room effects immunity gain.
following those simple rules in 340 hours of hardcore mod pack play on steam ive had no one die of normal diseases like malarea. i had had them die to infections.
Hi, I've got a bug which makes the mod unplayable. When I press the research tab I get something like this:
https://i.imgur.com/TkKhReS.jpg
I can't even scroll down so some of the researches just aren't getable for me. Why is it so?
@BadKull you've installed it wrong. You need to copy the ModsConfig.xml and replace your current one in %userprofile%\appdata\locallow\ludeon studios\rimworld by ludeon studios\config.
As a couple said before in this thread the neutro flower petals arent storeable, is there a way to add them to the stockpile?
Any general pointers where i should add them would be greatly appreciated!
Quote from: adelexi on January 22, 2017, 06:06:27 PM
As a couple said before in this thread the neutro flower petals arent storeable, is there a way to add them to the stockpile?
Any general pointers where i should add them would be greatly appreciated!
\Mods\Core_SK\Defs\ThingDefs_Resources\Items_Resource_Crops.xml
Missing <thingCategories>
Add
<thingCategories>
<li>PlantMatter</li>
</thingCategories>
between
</statBases>
and
<comps>
Quote from: Rhyssia on January 22, 2017, 06:16:26 PM
Quote from: adelexi on January 22, 2017, 06:06:27 PM
As a couple said before in this thread the neutro flower petals arent storeable, is there a way to add them to the stockpile?
Any general pointers where i should add them would be greatly appreciated!
\Mods\Core_SK\Defs\ThingDefs_Resources\Items_Resource_Crops.xml
Missing <thingCategories>
Add
<thingCategories>
<li>PlantMatter</li>
</thingCategories>
between
</statBases>
and
<comps>
Thankyou!
Quote from: Rhyssia on January 22, 2017, 07:31:41 AM
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
There are two storytellers.xml, one on core and another on core_sk, which one should i change?
Quote from: Kadrush on January 22, 2017, 06:41:30 PM
Quote from: Rhyssia on January 22, 2017, 07:31:41 AM
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
There are two storytellers.xml, one on core and another on core_sk, which one should i change?
Cassandra/Pheobe/Randy
RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xmlOther two
RimWorld\Mods\Core_SK\Defs\StorytellerDefs\storytellers.xml
Is "Mad Skills", the skill degradation remover mod, compatible with this modpack?
Losing skill levels is something that always annoyed the hell out of me with Rimworld. There's a good tiered option, in the mod, where you'll lose exp but not the level. Seems like a nice balance.
Quote from: silverskin on January 22, 2017, 07:36:18 PM
Is "Mad Skills", the skill degradation remover mod, compatible with this modpack?
Losing skill levels is something that always annoyed the hell out of me with Rimworld. There's a good tiered option, in the mod, where you'll lose exp but not the level. Seems like a nice balance.
Im not sure if it would fit well inside this modpack (since the goal is to increase difficulty). But I understand your frustration. I would advise adding it last to mod load order to minimize conflicts.
Also, shameless plug. I have created a discord server to discuss the Hardcore SK mod which you can find here...
Hardcore SK Modpack (https://discord.gg/FMPRSKr)
(Requires a validated Discord account)
I just got a very odd bug, my colonists started to starve even with 4000 potatoes in stock, they were not cooking (says "need materials" for simple meals) and they wouldnt picked the potatoes, when i tried to feed a sick colonist the message said "no food" I am using a mod version of around a week ago, so sorry to report if already fixed.
I rolled back autosaves until 1 hour ago and it seems to be working fine now, not sure if it ll continue that way, if this bug is repeatable or triggered somehow.
edit: oh, and i was playing without skynet mod, but a raided spammed with a skynet cloak.
Quote from: Kadrush on January 22, 2017, 09:02:45 PM
I just got a very odd bug, my colonists started to starve even with 4000 potatoes in stock, they were not cooking (says "need materials" for simple meals) and they wouldnt picked the potatoes, when i tried to feed a sick colonist the message said "no food" I am using a mod version of around a week ago, so sorry to report if already fixed.
I rolled back autosaves until 1 hour ago and it seems to be working fine now, not sure if it ll continue that way, if this bug is repeatable or triggered somehow.
edit: oh, and i was playing without skynet mod, but a raided spammed with a skynet cloak.
Could be fixed in newer version
Skynet cloak is added with Core_SK. Skynet mod is mostly for faction/event.
Quote from: Rhyssia on January 22, 2017, 07:13:19 AM
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.
Yeah, I did that anyway. I was just suggesting tweaks to the modpack, but thanks anyway I guess.
On an unrelated note, the Tiberium mod seems like it'd be pretty cool to have in Hardcore SK, maybe for later stages in the game, I dunno. Possibly tweaked to fit in.
I know this might sound stupid, but are you also using the medical accessories stuff and not just the medical bed. I know a few of them give a few extra points of immunity gain other doctoring bonus. And outside of just normal treatments , you have antibiotics , I think fruit drinks as well give increase blood filtration which in turn help immunity gain speed. There might even be a few other items that can give little mini-boosts to your well-being.
Sometimes , it can be good to build a barracks just because then you don't have to build many 'bed accessories' for each room. I would make it a really large room , big enough so you can put tables and rec room stuff. Might end up with a wonder of the world that way hehe.
Quote from: Tuney on January 22, 2017, 09:59:02 PM
I know this might sound stupid, but are you also using the medical accessories stuff and not just the medical bed. I know a few of them give a few extra points of immunity gain other doctoring bonus. And outside of just normal treatments , you have antibiotics , I think fruit drinks as well give increase blood filtration which in turn help immunity gain speed. There might even be a few other items that can give little mini-boosts to your well-being.
Sometimes , it can be good to build a barracks just because then you don't have to build many 'bed accessories' for each room. I would make it a really large room , big enough so you can put tables and rec room stuff. Might end up with a wonder of the world that way hehe.
if u mean me nope i havent gotten med bed area yet in a16 due to the memory leak messing up saves.
diseases are easy and hard. easy that if u have the stuff they np but hard that if they slip your mind it can be deadly.
Hey there!
I've been using this modpack for a few days, and I must say it's amazing (even if a bit overwhelming at first)!
One thing I dislike, and I don't know if it is a bug or if a mod in particular is responsible, is the usage of components in some recipes, mainly primitive ones. Three components to build a piece of wooden fence? Really? Why? Oo
Any idea on this?
Thanks
Components was removed from fences recently. And "components" are more simple thing in SK than in the base game. Think about them as more like bolts and buttons not transistors.
i currently get a lot of these errors:
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
seems to be related with CR.
Can other mods adding weapons cause this? (I don't have any of these weapons on the map atm, tho)
Quote from: zzz1000 on January 23, 2017, 04:42:33 AM
Components was removed from fences recently. And "components" are more simple thing in SK than in the base game. Think about them as more like bolts and buttons not transistors.
More simple in what way ? Cheaper to obtain ? What about tribesmen, which what type of "table" can they get extra components?
In my game, I deconstructed some shipwrecks, but is there another way ?
I managed to cheese the terminator event with the heavy machine gun you get in crashlanded and a sleeping animal, sometime later the terminator that joined my colony changed their backstories from "..." to urchin/osteologist. Also I agree they need less ridiculous amounts of health.
Also crashlanded needs the falling ship parts to be spread out more, I've had the main ship chunk fall on the smaller pods many times and leave me weaponless.
More simple in the logic in the head way, why simple things require them - because they are simple things.
And to obtain they are is not so rare, I'm not some MLG power gamer, but there usualy enough on the map and from crashes for essential things, and craft table is aviable from the start, so you can start coin these bolts as you need after you put smelter. But I will never spend them on a fences. I just build a wall if I realy need to. I usualy have more problems with textiles. Electronic components is another story.
What savages do I have no idea, never started with them. So I do not know what is aviable for them.
As i seen the fences are actually more useless or other sayed "decorations" because i seen that a deer and muffalow and even my colonists are "hopping" over them, slow but they are not an "defense" for your plants anymore. :-\ I just build palisades with a door and i'm fine. ;D
Quote from: Kitsune on January 23, 2017, 09:52:11 AM
As i seen the fences are actually more useless or other sayed "decorations" because i seen that a deer and muffalow and even my colonists are "hopping" over them, slow but they are not an "defense" for your plants anymore. :-\ I just build palisades with a door and i'm fine. ;D
had to realize this the hard way.
Thought my crops were save after building a fence, but a few days later, they were all gone :/
I suppose this because for gameplay reasons you can't have things you can shoot through but cant move. But I suppose because of high move cost it can be used to keep colonist from shortcuts through lawn, so yea, it more like curb or decorative fence(like waist-high) rather than real barrier.
wouldn't it be possible to make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.
Quote from: Azzarrel on January 23, 2017, 11:21:13 AM
wouldn't it be possible to make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.
I prefer palisades to isolate crops from wildlife, as it being able to jump over fences, it need some balance, but i am pretty sure that a rabbit can pass under one.
A question, how does the Asari lightning thing works? I cant figure that out, sometimes i got hit if i wound/kill one, sometimes dont.
Quote from: Azzarrel on January 23, 2017, 11:21:13 AM
make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.
Better to make opposite than :D
From gameplay perspective and because wildlife more often better in hoping than hoomans.
And make insectoids to be able to crawl over a walls if room have no roof/roof holes :)
Quote from: Kadrush on January 23, 2017, 12:50:07 PM
Quote from: Azzarrel on January 23, 2017, 11:21:13 AM
wouldn't it be possible to make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.
I prefer palisades to isolate crops from wildlife, as it being able to jump over fences, it need some balance, but i am pretty sure that a rabbit can pass under one.
A question, how does the Asari lightning thing works? I cant figure that out, sometimes i got hit if i wound/kill one, sometimes dont.
Asari seem to retaliate automatically with it at random when struck. Zeon, the super duper mech, reuses the attack but far more liberally. This was the result of me clicking on Zeon /three times/ with the kill command (http://i.imgur.com/G2bvNvt.jpg).
As for fences, I'd recommend you guys going into the defs and changing them from PassThroughOnly to Impassable. So they actually work in doing their job to "keep those pesky critters away from your crops" as the agricultural research mistakenly implies. They're just parapets but crap otherwise, and parapets already make little sense.
Fences aren't impassable, but they do have a very high path cost, so pawns are encouraged to walk around them.
As for me, my solution is growing my fields alongside of the dining hall's kitchen. My chef, armed with his kitchen knife (which provides a +30% cooking bonus), is quick to walk out the side door and give any small critters a good stabbing if they wander in, only to haul them back into the kitchen afterwards ;)
the palasides are a good alteranative as they will alsol prevent grass seeds from getting into your planting area during fall when u stop planting so no more gardeners haveing to stop for 1 grass growth all time
I'm getting a weird problem with the power switches. If I build one in a game then save and quit, I will never be able to load that game again. Ever. It will glitch out and won't load. There's no problem while the game is running, it's just that it'll never load back up if I quit.
Anyone else have this problem? Anyone built any working power switches and find they can still save, quit and reload that game?
Quote from: silverskin on January 23, 2017, 02:45:33 PM
I'm getting a weird problem with the power switches. If I build one in a game then save and quit, I will never be able to load that game again. Ever. It will glitch out and won't load. There's no problem while the game is running, it's just that it'll never load back up if I quit.
Anyone else have this problem? Anyone built any working power switches and find they can still save, quit and reload that game?
open the save in a text editor and find the switch and comment it oout and then see if u can load that save. if u can then its the switch if its still unloadable might be the memory glitch base game is haveing.
Quote from: sidfu on January 23, 2017, 02:55:13 PM
open the save in a text editor and find the switch and comment it oout and then see if u can load that save. if u can then its the switch if its still unloadable might be the memory glitch base game is haveing.
Good idea. I gave it a try and now it loads just fine. So the problem is, indeed, that switch. I certainly won't build any of those then.
Thanks, sidfu.
I thought I lost one of my other colonies when it wouldn't load and I had no alternate saves for it. Now I can recover that one, too. Definitely the power switch that broke the save.
What the issue with "window"? It do not work since "jewel" first release but still not fixed. Maybe to remove it than
I have 2 saves about 10 minutes apart from each other. 1 works and 1 (and the ones after that) crash on loading assets at 90%.
What would be the best way of figuring out what i did/build in those 10 minutes so it doesnt happen again and i can report it?
Edit: It doesnt seem to give me a crash log in RimWorldWin_data, the crash is just Rimworld.exe has stopped working.
Edit2: I started up the one that worked. mined some limestone deposits and build some walls then saved. restarted game after that and the same problem with crashing at assets 90%. Im at a loss now what causes it.
Quote from: adelexi on January 23, 2017, 04:15:32 PM
I have 2 saves about 10 minutes apart from each other. 1 works and 1 (and the ones after that) crash on loading assets at 90%.
What would be the best way of figuring out what i did/build in those 10 minutes so it doesnt happen again and i can report it?
Edit: It doesnt seem to give me a crash log in RimWorldWin_data, the crash is just Rimworld.exe has stopped working.
Edit2: I started up the one that worked. mined some limestone deposits and build some walls then saved. restarted game after that and the same problem with crashing at assets 90%. Im at a loss now what causes it.
might be out of memory crash. run game in window and see what ram is as u load them.
Quote from: sidfu on January 23, 2017, 05:41:04 PM
Quote from: adelexi on January 23, 2017, 04:15:32 PM
I have 2 saves about 10 minutes apart from each other. 1 works and 1 (and the ones after that) crash on loading assets at 90%.
What would be the best way of figuring out what i did/build in those 10 minutes so it doesnt happen again and i can report it?
Edit: It doesnt seem to give me a crash log in RimWorldWin_data, the crash is just Rimworld.exe has stopped working.
Edit2: I started up the one that worked. mined some limestone deposits and build some walls then saved. restarted game after that and the same problem with crashing at assets 90%. Im at a loss now what causes it.
might be out of memory crash. run game in window and see what ram is as u load them.
if it was due to out of memory, he should get a proper error/crash report.
Had the same problem when updating to the newest version (I made a clean install). Neihter my old nor my new savegame would load once saved.
Reinstalling the whole game and then starting a new colonly finally fixed the problem for me :/
do errors mention " verse.verbtracker.get " ?
Is anyone experiencing weather issues with the current test version? i just got 10 days of winter without snow, all clear, something seems to be broken as the map where i am usually has blizzards and all the hard winter stuff.
Quote from: Kadrush on January 23, 2017, 06:18:14 PM
Is anyone experiencing weather issues with the current test version? i just got 10 days of winter without snow, all clear, something seems to be broken as the map where i am usually has blizzards and all the hard winter stuff.
No recent code changes to weather. if issue still there in a separate game, or others report then I can look into it.
Quote from: sidfu on January 23, 2017, 05:41:04 PM
Quote from: adelexi on January 23, 2017, 04:15:32 PM
Snip-
might be out of memory crash. run game in window and see what ram is as u load them.
My totall ram usage is at 32% when loading the save
Quote from: Rhyssia on January 23, 2017, 06:17:40 PM
do errors mention " verse.verbtracker.get " ?
Not that i see, just says application error and the standard things you see in a error log.
First thought it was something i build or did but since i only mined a bit and build a couple walls and it didnt load after that anymore i dont get it.
Thanks for the help both of you
Hello guys.
Rhyssia, I do have lots of " verse.verbtracker.get " in output log
My game crashes almost every time i try to load it.
Any tip or hint how to solve it?
Hey there!
Does anybody else has a problem with cheese? When I make some, it has 2 different spoilage dates: one pretty long (I don't remember exactly, let's say at least a season) which seems realistic, but also a very shot one (a few days).
Obviously it spoils after a few days, which ruins what cheese is good for...
Quote from: RitsukaD on January 23, 2017, 09:02:01 PM
Hello guys.
Rhyssia, I do have lots of " verse.verbtracker.get " in output log
My game crashes almost every time i try to load it.
Any tip or hint how to solve it?
Um... you would need to check save game for any duplicate verb assignments. It is very tedious task.
got the same problem as adelexi now ... again
the save throws an error when trying to load it (was fine yesterday evening before i went to bed)
and yet again CR seems to be related to it, like i reported a few pages before:
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
as well as a lots of these (for all different types of weapon ThingDefs):
Could not load reference to Verse.ThingDef named Gun_RSCarbine
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticGenericMethod(Type, Type, String, Object[])
Verse.ScribeExtractor:DefFromNodeUnsafe(XmlNode)
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookHashSet(HashSet`1&, Boolean, String, LookMode)
Verse.Scribe_Collections:LookHashSet(HashSet`1&, String, LookMode)
Verse.ThingFilter:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(ThingFilter&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(ThingFilter&, String, Object[])
HaulingHysteresis.StorageSettings_Enhanced:ExposeData(StorageSettings)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(StorageSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(StorageSettings&, String, Object[])
RimWorld.Zone_Stockpile:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.ZoneManager:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(ZoneManager&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(ZoneManager&, String, Object[])
Verse.Map:ExposeComponents()
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__734()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__731()
I also had one of those load game failures. In my case it produced the following three errors:
Exception in SetupToils (pawn=Feenix812395, job=DrawEnergyFromFire A=Thing_Fire812598): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.ToilFailConditions.FailOnDespawnedOrNull[Toil] (Verse.AI.Toil f, TargetIndex ind) [0x00000] in <filename unknown>:0
at SK.JobDriver_DrawEnergyFromFire+<MakeNewToils>d__0.MoveNext () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.JobDriver:ExposeData()
Verse.PostLoadInitter:DoAllPostLoadInits()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Pawn_JobTracker.CleanupCurrentJob (JobCondition condition, Boolean releaseReservations, Boolean cancelBusyStancesSoft) [0x00000] in <filename unknown>:0
at Verse.AI.Pawn_JobTracker.EndCurrentJob (JobCondition condition, Boolean startNewJob) [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.EndJobWith (JobCondition condition) [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.ExposeData () [0x00000] in <filename unknown>:0
at Verse.PostLoadInitter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Deleting the Feenix from the save allowed the game to load. Note that this was using yesterday's version, so I don't have the latest "Replace CR job" change I can now see on github. So if that fixes it, ignore this report.
A good portion of the time when using the reclaim fabric option on damaged clothing I get the following error:
Spawned thing with 0 stackCount: Component849530
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
SK.Detour_GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action`2)
Verse.AI.<FinishRecipeAndStartStoringProduct>c__AnonStorey419:<>m__674()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey418:<>m__66F()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Appears to be a lack of 0 size stack check somewhere.
The mine extractor when it runs out produces the following error:
Tried to spawn ExtractorDebris849086 in a null map.
Verse.Log:Error(String)
AlienRace.GenSpawnAlien:SpawnModded(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenSpawn:Spawn(ThingDef, IntVec3, Map)
SK.CompLifespanDebris:TickDown(Int32)
SK.CompLifespanDebris:CompTick()
Verse.ThingWithComps:Tick()
SK.Building_Extractor:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Hope that helps.
Never leave the forums for a week, spent 30 minutes reading last 20 or so pages of posts just to catch up T_T
Also awesome mod suggestion to be included in hardcore SK, the long overdue pawns teaching mechanic.
http://steamcommunity.com/sharedfiles/filedetails/?id=848250236
Quote from: ganlhi on January 24, 2017, 01:47:42 AM
Hey there!
Does anybody else has a problem with cheese? When I make some, it has 2 different spoilage dates: one pretty long (I don't remember exactly, let's say at least a season) which seems realistic, but also a very shot one (a few days).
Obviously it spoils after a few days, which ruins what cheese is good for...
I made a issue/request about it ages ago but it got put on the sidelines :/
https://github.com/skyarkhangel/Hardcore-SK/issues/414
do u think errors like
Could not resolve reference to object with loadID Thing_Human435 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
Verse.Log:Warning(String)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefResolver:NextResolvedRef()
Verse.Scribe_References:LookReference(Pawn&, String, Boolean)
Fluffy_Tabs.PawnPrioritiesTracker:ExposeData()
Verse.CrossRefResolver:ResolveAllCrossReferences()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
and
Thing-needing designation (Haulprioritymisc target=null) had no thing target. Removing...
Verse.Log:Error(String)
Verse.DesignationManager:ExposeData()
Verse.PostLoadInitter:DoAllPostLoadInits()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
might be causeing the bad saves people getting. tbh ive only had one save get corrupted but i notied that since the issue with deep saved stuff messages pooping up people have been talking about corrupt saves more.
no idea in all honesy if it is a cause or sympton.
So, I didn't find my problen in FAQ and, lets be hones, 332 pages are too much to browse.
I have no raids. I play as Randy on rough difficulty, and in about 2 weeks I hadn't a single raid. I am playing A16 (writing it in case there is no A16 compitability yet). In console, if I try to "cheat" a raid, it says that no faction could spawn. Help in solving this problem would be much appreciated.
I think I'm getting that "null map" error, too.
I've had the "wanderer joins" event happen a couple of times but no-one spawns. When I check debug it says "Tried to spawn John in a null map".
I can't make repair kits. bill recipe doesn't exist in neither the electric or normal smithy
can't make sniper component. bill recipe doesn't exist.
How many of these bugs are around? It's so hard to know what stuff is missing when there's 1839547 new things in the game
Quote from: CruelBanana on January 24, 2017, 03:35:38 PM
So, I didn't find my problen in FAQ and, lets be hones, 332 pages are too much to browse.
I have no raids. I play as Randy on rough difficulty, and in about 2 weeks I hadn't a single raid. I am playing A16 (writing it in case there is no A16 compitability yet). In console, if I try to "cheat" a raid, it says that no faction could spawn. Help in solving this problem would be much appreciated.
Here's my history graph after ~4 years using Cassandra on intense (although I'm pretty sure I've had more than 8 raids? Maybe my memory is a bit off, or something's bugged) (http://i.imgur.com/lR0PN35.png)
Seems raids are quite rare for some reason. The first games I played I got no raid in over a year I think.
I play on rough cassandra and in almost all of my dozens a16HSK runs it super calm until you hit about 80k wealth. Than it escalates quickly.
QuoteI can't make repair kits. bill recipe doesn't exist in neither the electric or normal smithy
You can. At assembling workbench
Do not know about snipers, it some advanced weapons I suppose
Quote(although I'm pretty sure I've had more than 8 raids?
I think it do not register some assaults as history raids. I noticed that too/
I played it once, Loaded it up the next day, And i get this. http://prntscr.com/dzwpb4
Anybody able to help me?
I really love this modpack.
Well, I tried some things and maybe got a lead. I launched raids withh choosing faction ("execute raid with"), and it worked with everything but 2 factions: "Abomination" and "Darkness". I was thinking, maybe it tries to execute a raid but because of these two it gets an error and aborts. I would try removing these two if knew the mod for them.
There is no place configured to store sleeping bags
Quote from: CruelBanana on January 24, 2017, 05:59:42 PM
Well, I tried some things and maybe got a lead. I launched raids withh choosing faction ("execute raid with"), and it worked with everything but 2 factions: "Abomination" and "Darkness". I was thinking, maybe it tries to execute a raid but because of these two it gets an error and aborts. I would try removing these two if knew the mod for them.
They are special factions, it work as inteneded and it do not try to spawn them. (well abomination event do not work but it's different story)
You have no raid because it can't cerate so piss poor group what can be worth botherng about you.
Quote from: Ceanox on January 24, 2017, 05:07:21 PM
I played it once, Loaded it up the next day, And i get this. http://prntscr.com/dzwpb4
Anybody able to help me?
I really love this modpack.
Need lots more info:
Scenario
Storyteller
Difficulty
Turn on Dev Mode.... Errors?
Quote from: Tig2 on January 24, 2017, 06:26:08 PM
There is no place configured to store sleeping bags
Noted
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
Does this mod has posibility to hunt with melee weapon?
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.
Quote from: notfood on January 24, 2017, 08:08:13 PM
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.
Thanks!
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)
You can see in commits at github what exactly files was changed and what exactly changes are. Sometimes commits have notes on reasoning. Github is cool/
https://github.com/skyarkhangel/Hardcore-SK/commits/master
Is there way to somehow industrialise(speedup) sand\clay collection ?
By the way redistheat(coolers and such) stuff is one tier shifted (according to description)
Infrastructure II says it allow to build things but you need Infrastructure III to unlock them, same for infrastructure III description. If you understand what I mean.
Need to change description or prerequisites.
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.
Anyone having trouble using the stargate to bring in new colonists? After using it, saving and quitting, the savegame will no longer load. It'll hit an error say it failed loading.
The dev log after the failure is in the attachment.
I can clear up the "verb" problem but it still sticks there.
[attachment deleted by admin due to age]
Is there any clue why all my savegames become corrupted after restarting the PC ?
Quote from: silverskin on January 25, 2017, 08:03:00 AM
Anyone having trouble using the stargate to bring in new colonists? After using it, saving and quitting, the savegame will no longer load. It'll hit an error say it failed loading.
The dev log after the failure is in the attachment.
I can clear up the "verb" problem but it still sticks there.
I think i read here or on the discord that using pawns with the stargate will kill your save. but using the stargate for items works just fine.
Quote from: silverskin on January 25, 2017, 08:03:00 AM
Anyone having trouble using the stargate to bring in new colonists? After using it, saving and quitting, the savegame will no longer load. It'll hit an error say it failed loading.
The dev log after the failure is in the attachment.
I can clear up the "verb" problem but it still sticks there.
Can you try removing Fluffy's Colonists tab, then load, save. Then enable it again?
Quick question, is there anyway to get rid of radiation?
Quote from: adelexi on January 25, 2017, 10:18:00 AM
Quote from: silverskin on January 25, 2017, 08:03:00 AM
Anyone having trouble using the stargate to bring in new colonists? After using it, saving and quitting, the savegame will no longer load. It'll hit an error say it failed loading.
The dev log after the failure is in the attachment.
I can clear up the "verb" problem but it still sticks there.
I think i read here or on the discord that using pawns with the stargate will kill your save. but using the stargate for items works just fine.
Putting Pawns through Stargate will remove their relations (it clears brother/sister/mother/father/lover). Also it causes verb error. I would follow Nofood's suggestion and if error persists let me know here or on Discord.
Quote from: Iridescent on January 25, 2017, 11:54:32 AM
Quick question, is there anyway to get rid of radiation?
It very slowly depletes over time. As per real life once you have it you either survive or die depending on how much of it is inside of you, and/or if you took some form of anti radiation to absorb the particulars. There are real life treatments to stabilise it e.g. to make it non life threatening but, I'm no expert and/or not sure how much of it has been translated to end game, I rarely get to end game, too many updates.
I'm not sure there is any form of anti radiation meds in game to prevent it, but there is clothing like hazmat suits when working with uranium / radiation events and if I remember correctly there's chances of getting bad mental disability/disorders e.g. dementia if you go past the serious state. (The last time that happened to me was in alpha 14 though)
!!Attention!!
I'm going to be spending this weekend going over the research tree the best that I can.
I need any bug you find to be either Private Messaged to me or put in Discord in the channel "research_bug_dump".
Quote from: notfood on January 25, 2017, 11:25:35 AM
Can you try removing Fluffy's Colonists tab, then load, save. Then enable it again?
I disabled every fluffy mod, with the exception of the "fluffy breakdowns" which I figured couldn't have any impact on pawns. The game actually loaded. I've saved it, reactivated all the mods in the proper order and reloaded the game. It loaded up alright. Now I'll just have to keep an eye out for any long-term damage.
Thanks, lads. You've saved my colony.
Edit/Update: I buggered it up by disabling all the fluffy mods. I think taking off that manager mod just sent it into a loop of constantly checking every pawn for the managing skill. The game was getting all confused and slowing down, and also glitching out every time the work tab was opened or individual pawns skill sheets checked.
So, after a bit of mucking about, I found I can just disable the "work tab" mods and it loads up and works just fine.
I hope that helps anyone else with the same issue.
Why are some my bills paused???
I have 300 kindling and i designed to 500, so they should work untill i have 500. But it say its paused and i cant make them work on it???
Quote from: zoranjoza on January 25, 2017, 07:03:41 PM
Why are some my bills paused???
I have 300 kindling and i designed to 500, so they should work untill i have 500. But it say its paused and i cant make them work on it???
What do you have set for a lower limit? It probably made over 500, then your pawns used it down to current level. But you haven't reached the low limit that triggers job to restart. Prob just adjust that lower number up higher.
Quote from: zoranjoza on January 25, 2017, 07:03:41 PM
Why are some my bills paused???
I have 300 kindling and i designed to 500, so they should work untill i have 500. But it say its paused and i cant make them work on it???
It'll craft until it reaches 500 then it'll remain paused until it reaches the designated minimal threshold you set which seems to be 300,
See the screenshot and where it says minstock once you reach your maximum output it'll remain paused, until it goes below that level. Changing that value to 0 would prevent it from ever being paused, but whenever it dips below 500 e.g. 499 that operation will be carry out by any pawn to return it to 500 or 500+. The benefit of having a minstock value is that you don't keep on having your pawn constantly making kindling until your stocks reach the minimal acceptable level you desire, it allows you to focus on other crafting jobs.
[attachment deleted by admin due to age]
Again i have some problem i think...
I have designed place to plant haygrass. Plant haygrass, allow sowing.
But they only clear "field" and dont plant anything. When little grass or tree start growing they immediately cut it.
Now i have nothing on my "empty" field.
Any help?
Quote from: zoranjoza on January 25, 2017, 09:52:34 PM
Again i have some problem i think...
I have designed place to plant haygrass. Plant haygrass, allow sowing.
But they only clear "field" and dont plant anything. When little grass or tree start growing they immediately cut it.
Now i have nothing on my "empty" field.
Any help?
Believe with this modpack you need seeds for everything. No seeds, no sowing! Perhaps I'm wrong and haygrass is an exception, in which case I'm sure someone will correct me.
Quote from: Zakhad on January 25, 2017, 05:27:49 PM
Quote from: Iridescent on January 25, 2017, 11:54:32 AM
Quick question, is there anyway to get rid of radiation?
It very slowly depletes over time. As per real life once you have it you either survive or die depending on how much of it is inside of you, and/or if you took some form of anti radiation to absorb the particulars. There are real life treatments to stabilise it e.g. to make it non life threatening but, I'm no expert and/or not sure how much of it has been translated to end game, I rarely get to end game, too many updates.
I'm not sure there is any form of anti radiation meds in game to prevent it, but there is clothing like hazmat suits when working with uranium / radiation events and if I remember correctly there's chances of getting bad mental disability/disorders e.g. dementia if you go past the serious state. (The last time that happened to me was in alpha 14 though)
Thanks!
Quote from: BlackSmokeDMax on January 25, 2017, 10:05:07 PM
Quote from: zoranjoza on January 25, 2017, 09:52:34 PM
Again i have some problem i think...
I have designed place to plant haygrass. Plant haygrass, allow sowing.
But they only clear "field" and dont plant anything. When little grass or tree start growing they immediately cut it.
Now i have nothing on my "empty" field.
Any help?
Believe with this modpack you need seeds for everything. No seeds, no sowing! Perhaps I'm wrong and haygrass is an exception, in which case I'm sure someone will correct me.
As BlacksmokeDmax stated but I will add a little bit to it.
Grass and haygrass both produce haygrass, but grass is not technically haygrass so it doesn't produce haygrass seeds, but there is a early game workaround. You can extract the haygrass seeds from the said grass haygrass at the plant processing bench which is only 100 research from agriculture.
I seem to be running into some problems with my pawns. No errors are shown but they are standing around an awful lot. Drafting and un-drafting does not change anything as they return to standing. Forced priority also fail to achieve anything. Behaviour only stops when pawn need rest and food. Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
Quote from: entity on January 26, 2017, 03:20:56 AM
Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
Are they are cat-people? If so need to make this be feature.
Anyway I played about forty or so hours with it and do not know what you talking about, so I suppose it's not something very common.
Quote from: entity on January 26, 2017, 03:20:56 AM
I seem to be running into some problems with my pawns. No errors are shown but they are standing around an awful lot. Drafting and un-drafting does not change anything as they return to standing. Forced priority also fail to achieve anything. Behaviour only stops when pawn need rest and food. Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
Sure it's not CR? If you don't have food in someone's loadout but their loadout is defined and they're not using the "anything" then they freak out, picking up random food that they're not allowed to due to the loadout. They can sometimes get stuck doing this so quickly that they trigger the "10 jobs in 10 ticks" error which makes them stand still for a second or so before trying to find something to do. Not sure why this error has appeared, it wasn't in A14 but the current workaround in adding food to the loadout and suffering the fact that they will be unhappy with eating away from a table.
Quote from: entity on January 26, 2017, 03:20:56 AM
I seem to be running into some problems with my pawns. No errors are shown but they are standing around an awful lot. Drafting and un-drafting does not change anything as they return to standing. Forced priority also fail to achieve anything. Behaviour only stops when pawn need rest and food. Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
From what I see on github there was an update yesterday about food packing causing some kind of loop. Perhaps this could be related to your issue?
Otherwise I've seen a looping behaviour when crafting an item causes the ingredients to be placed within the catchment area of a quantum stockpile. The ingredient is gathered, placed, picked up by the stockpile, then gathered by the pawn again in a loop. In this case it can be stopped manually though, so doesn't match your description.
Food loop is happens only if using custom loadouts. And very specific. (loadouts are less essential now so I'm lazy to use them)
Food hoarding(and related bad moods) happens even without loadouts (reason of loops and need to include food in loaduts to satisfy hoarding need )
Food hoarding was disabled recenly(and this nice).
Did anyone try using the Call of Cthulhu cults mod together with this modpack? I'm courious if it will conflict with the modpack.
Quote from: entity on January 26, 2017, 03:20:56 AM
I seem to be running into some problems with my pawns. No errors are shown but they are standing around an awful lot. Drafting and un-drafting does not change anything as they return to standing. Forced priority also fail to achieve anything. Behaviour only stops when pawn need rest and food. Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
The error seems to be related to picking things up. I have updated to the latest version. Some of the items on the floor are causing a loop. Making pawn stand around and do nothing.
https://gist.github.com/a6fafbbf9422786d86d5e2dfc7bc6164 is a link to a pawn prioritized on building floor but will not pick up plank. There are more logs should anyone wants it.
You defently have a problem but I doubt it's because SK on it's own do not work(SK do not spam such messages).
Hello,
My colonist always have "Unhappy nudity"
How to remove that? I mean why arent they taking cloth automatic? I have set them to anything and i have some dead riders that i strip and got their cloth. But they wont take automatic??Nudity goes away only if i order them to put shirt etc...
I'm getting this bug. My colonist has made jerky and he dont know where to put it, he is stuck, walking i meter up 1 meter down near stockpile..
[color=yellow]Getting random element from empty collection.[/color]
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_RevealSecret:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
[color=red]Could not reserve Thing_MealJerky814551 for Miñoca doing job HaulToCell A=Thing_MealJerky814551 B=(144, 0, 165)(curToil=1) for maxPawns 1.Existing reserver: Breixo doing job Ingest A=Thing_MealJerky814551(curToil=4)[/color]
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.<Reserve>c__AnonStorey465:<>m__6CE()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote from: zoranjoza on January 26, 2017, 09:43:06 AM
Hello,
My colonist always have "Unhappy nudity"
How to remove that? I mean why arent they taking cloth automatic? I have set them to anything and i have some dead riders that i strip and got their cloth. But they wont take automatic??Nudity goes away only if i order them to put shirt etc...
This is not SK specific but it happens when they pick shirt but can't find any pants(for girls other way around is work too). Some clothes wear on whole body(liky starting orange suts and tribal furs, they do not need pants but do not fit if you already pick shirt )
If they walk pantsless even in shirt hat and coat they still feel insecure. If appropriate clothes are available but they do not pick them then maybe you mess up outfit settings somehow
good evening :) new problem - since yesterday 2 of my colonists stopped work and stay on the status "wait". there are enough work to do in queue so that should not be the problem. the other 2 colonists work without problems. i can click them and give commands to work on sawmill - but after that they get on the status wait again. pls help
thanks
Hello i have an issue, the game does not let me start a new game. its only happen when i put the mod i do the steps for modding this mod over and over again and it do the same please help
@Gaiska
If your using the latest version check and make sure your bills for stuff have their minimum stock allowance set to max. That should stop your colonists from being idle while there is work to do and material available.
anyone getting errors related tol nova race?
the 2 errors im getting. even did full reinstall and still getting them
Could not resolve cross-reference to Verse.ThingDef named Nova
Verse.Log:Error(String)
Verse.LoaderHelper:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.CrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String)
Verse.XmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Is it possible to remove Mountain Roofs?. I have dig up in mountain and now i want to make some place so sunlight can pass...
well i have problem with plants, there is a chance 100% to have 1 seed from 1 plant, and 10% to chave additional one, i had full farm of potatos, after some days i have only half i didnt get it O.o
my second question is how to get mint plant, cuz i had mint seeds, but when i check every things + i have all researches for plants, and i couldnt find them -.-
+ why i cant remelting weapons ?
Quote from: zipqun on January 27, 2017, 01:57:07 AM
well i have problem with plants, there is a chance 100% to have 1 seed from 1 plant, and 10% to chave additional one, i had full farm of potatos, after some days i have only half i didnt get it O.o
my second question is how to get mint plant, cuz i had mint seeds, but when i check every things + i have all researches for plants, and i couldnt find them -.-
+ why i cant remelting weapons ?
to get extra seeds u have to use the seed bench to process 25 of them into 5 seeds.
not sure about mint but if i remember right its one of the ccan only grow in hydroponic plants.
smelting weapons is broken right now they know about it.
I have a question/problem, I have the Hi-tech Research bench but my researcher doesn't use it nor can I have them selected and Right click it to show the "you cant force them to research" so i have the simple next to the the Hi-tech but she still uses the Simple, Reason?
Quote from: sidfu on January 27, 2017, 03:36:11 AM
Quote from: zipqun on January 27, 2017, 01:57:07 AM
well i have problem with plants, there is a chance 100% to have 1 seed from 1 plant, and 10% to chave additional one, i had full farm of potatos, after some days i have only half i didnt get it O.o
my second question is how to get mint plant, cuz i had mint seeds, but when i check every things + i have all researches for plants, and i couldnt find them -.-
+ why i cant remelting weapons ?
to get extra seeds u have to use the seed bench to process 25 of them into 5 seeds.
not sure about mint but if i remember right its one of the ccan only grow in hydroponic plants.
smelting weapons is broken right now they know about it.
i know how to get extra seeds i had to use it, but when i have 110% to extra seed that should be more and more plants after 30 days, not less and less, sry my english suck dick, but i think u understand me.
Quote from: zipqun on January 27, 2017, 04:28:50 AM
Quote from: sidfu on January 27, 2017, 03:36:11 AM
Quote from: zipqun on January 27, 2017, 01:57:07 AM
well i have problem with plants, there is a chance 100% to have 1 seed from 1 plant, and 10% to chave additional one, i had full farm of potatos, after some days i have only half i didnt get it O.o
my second question is how to get mint plant, cuz i had mint seeds, but when i check every things + i have all researches for plants, and i couldnt find them -.-
+ why i cant remelting weapons ?
to get extra seeds u have to use the seed bench to process 25 of them into 5 seeds.
not sure about mint but if i remember right its one of the ccan only grow in hydroponic plants.
smelting weapons is broken right now they know about it.
i know how to get extra seeds i had to use it, but when i have 110% to extra seed that should be more and more plants after 30 days, not less and less, sry my english suck dick, but i think u understand me.
u have 100% chance based around the harvest skill of the pawn. so a level 1 grow will probaly be a 50/50 fail to harvest rate.
if they fail to harvest u get no plants or seeds.
the chance to get extra seeds is same. its not u have 110% chance but 10% chance based on grow skill. if u want to see it in action chop alolt of trees and see how often they fail or get extra seeds
lol i didnt know that, thanks mate! there should be more info in game how to calculate it.
do i need seeds to tillage belzubub ?
Quote from: zipqun on January 27, 2017, 05:01:50 AM
lol i didnt know that, thanks mate! there should be more info in game how to calculate it.
do i need seeds to tillage belzubub ?
think u have to buy those but far as i know u ahve to keep those plants cool or they start fires think it was. been a while since i grew them so cant remember
Quote from: Shade255 on January 27, 2017, 04:24:49 AM
I have a question/problem, I have the Hi-tech Research bench but my researcher doesn't use it nor can I have them selected and Right click it to show the "you cant force them to research" so i have the simple next to the the Hi-tech but she still uses the Simple, Reason?
Depends on your research. If u need a simple only your research use the simple only.
Some bugs(?):
My colonists can equipd EMP-nats but if they want to throw them u see only the "aiming-circle" and no nats are flying.
If i extract the wwaether controll core my savegame become corrupted and i must use an old one.
The "basic" mine have no worn out timer and no power consumption marker.
Why do the caveshrooms dont count as vegetables? I have more then 1000 in my fridge but can´t cook better meals?
I missed the conveyor belt mod. Some plans to insert it?
Quote from: sidfu on January 26, 2017, 05:04:29 PM
anyone getting errors related tol nova race?
Hey sidfu, you may have already figured this out but here it is anyway...
<li>Nova</li>
should be changed to
<li>Alien_Nova</li>
There are 2 occurrences in Miscellaneous_Core\Defs\RecipeDefs\BrainPal_Recipes_Surgery.xml
And 1 in Rim Disorders\Defs\RecipeDefs\RecipesCounselling.xml
Changing these got rid of the red errors at startup for me. And changing the race and corpse names in my save file got it to load. I still have errors about some kinds of meat and leather, and I have both a "Research" tab and a "Research Tree" tab at the bottom of the screen. I don't know if these errors would affect a new colony...
Also thanks to everyone who helps out here, RW is almost unplayable without HCSK for me!
Quote from: Soulcube on January 27, 2017, 06:35:11 AM
Quote from: Shade255 on January 27, 2017, 04:24:49 AM
I have a question/problem, I have the Hi-tech Research bench but my researcher doesn't use it nor can I have them selected and Right click it to show the "you cant force them to research" so i have the simple next to the the Hi-tech but she still uses the Simple, Reason?
Depends on your research. If u need a simple only your research use the simple only.
Some bugs(?):
My colonists can equipd EMP-nats but if they want to throw them u see only the "aiming-circle" and no nats are flying.
If i extract the wwaether controll core my savegame become corrupted and i must use an old one.
The "basic" mine have no worn out timer and no power consumption marker.
Why do the caveshrooms dont count as vegetables? I have more then 1000 in my fridge but can´t cook better meals?
I missed the conveyor belt mod. Some plans to insert it?
to fix that save open it in save editor and edit out the item thats corrupting it.
mushrooms dont realy need to be a vegetable they have a few of their own meals u usse in unless even those they dont count in.
my advice on the mushrooms dont worry about it as mushrooms one of the few foods that can be eatin raw and give a mood buff not debuff.
@fledermaus thanks missed those 2 files and the just recently put back in the stock tree for mod pack.
ill be in disqus also under same name :P
Quote from: MrSamsa on January 26, 2017, 03:30:00 PM
@Gaiska
If your using the latest version check and make sure your bills for stuff have their minimum stock allowance set to max. That should stop your colonists from being idle while there is work to do and material available.
pls tell me where i can check that. i dont understand it ;(
thanks
When you go to the 'Details' of a bill, there's the usual slider and buttons on the left for things like +10 +25 +250 etc..
Below that at the bottom is a second slider, that's the minimum stock amount..
Example you set the max number you want to store at 100 and the minimum at 50.
They will at first create 100, but then the bill will pause until it drops to 50 left.
Only then will they proceed to make some again.
What Gaiska suggests is to put the minimum at 100 also in my example, so as soon as some is used, it's replaced.
Sometimes you might not want this to happen so they use other benches instead.
Quote from: sidfu on January 27, 2017, 12:22:05 PM
to fix that save open it in save editor and edit out the item thats corrupting it.
mushrooms dont realy need to be a vegetable they have a few of their own meals u usse in unless even those they dont count in.
my advice on the mushrooms dont worry about it as mushrooms one of the few foods that can be eatin raw and give a mood buff not debuff.
@fledermaus thanks missed those 2 files and the just recently put back in the stock tree for mod pack.
ill be in disqus also under same name :P
thx
I mean u can us raw mushrooms for ur meals but not the caveone.its a little bit illogical ( but yes its not so hard)
Other thing: Is it possible to add a worn out timer to the fungiponics basin?
Other question: U can cook with abomination-flesh but u cant butcher them?Did i miss something because i never found it.
Quote from: Soulcube on January 27, 2017, 01:31:20 PM
Quote from: sidfu on January 27, 2017, 12:22:05 PM
to fix that save open it in save editor and edit out the item thats corrupting it.
mushrooms dont realy need to be a vegetable they have a few of their own meals u usse in unless even those they dont count in.
my advice on the mushrooms dont worry about it as mushrooms one of the few foods that can be eatin raw and give a mood buff not debuff.
@fledermaus thanks missed those 2 files and the just recently put back in the stock tree for mod pack.
ill be in disqus also under same name :P
thx
I mean u can us raw mushrooms for ur meals but not the caveone.its a little bit illogical ( but yes its not so hard)
Other thing: Is it possible to add a worn out timer to the fungiponics basin?
Other question: U can cook with abomination-flesh but u cant butcher them?Did i miss something because i never found it.
the abomination thing was a nerf as before u could put raw meat in the compoistor to get the item to make the 150% fertilty ground so was op. when u could put meat in u would get 1 fertilizer per 1 meat and a abomination gives 150 meat. they probaly got over zealous and removed to much.
Quote from: fledermaus on January 27, 2017, 09:18:00 AM
Quote from: sidfu on January 26, 2017, 05:04:29 PM
anyone getting errors related tol nova race?
Hey sidfu, you may have already figured this out but here it is anyway...
<li>Nova</li>
should be changed to
<li>Alien_Nova</li>
There are 2 occurrences in Miscellaneous_Core\Defs\RecipeDefs\BrainPal_Recipes_Surgery.xml
And 1 in Rim Disorders\Defs\RecipeDefs\RecipesCounselling.xml
Changing these got rid of the red errors at startup for me. And changing the race and corpse names in my save file got it to load. I still have errors about some kinds of meat and leather, and I have both a "Research" tab and a "Research Tree" tab at the bottom of the screen. I don't know if these errors would affect a new colony...
Also thanks to everyone who helps out here, RW is almost unplayable without HCSK for me!
Thank YOU SO MUCH! (That cuts out extra work for me.)
Wait, where did the help button go?
Quote from: ThomasCro on January 27, 2017, 03:58:08 PM
Wait, where did the help button go?
help button was from CCL and ccl was taking forever to update so the pack split from useing CCL so no help button anymore
Quote from: sidfu on January 27, 2017, 04:08:56 PM
Quote from: ThomasCro on January 27, 2017, 03:58:08 PM
Wait, where did the help button go?
help button was from CCL and ccl was taking forever to update so the pack split from useing CCL so no help button anymore
Where will I figure out anything anymore? Is there a hc sk wiki?
Quote
Where will I figure out anything anymore? Is there a hc sk wiki?
Owlchemist made a nice ''cheat'' sheet which has a lot of helpfull info: https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/edit#gid=0
And you can always join their discord and ask/report things there: https://discord.gg/FMPRSKr
im in discord rigth now if u need any help.
A few things i would like to point about the current mechanics of this awesome modpack
1- The mending system is quite unbalanced, it costs me 10 cloth to make 5 repair kits and around 50 repair kits to fully repair a parka, meaning that i spend 100 cloth to repair a 75 leather parka (not to mention the component costs of the repair kits).
2-Untrained animals eat anything that the game considers as food, including vodka and antibiotics, not sure if intended but alcoholic puppies are quite hilarious.
3-About weapon craft benchs, I cant dismount weapons for parts with the second weapon craft bench, parts cost way to much, meaning that weapon crafting is rare in my games. Not sure if it is possible with the last one, but they need a lot of late game stuff to be built giving you a hard time on defenses.
4-Turrets seems way to OP right now, a few 7.62 machine guns and a single grenade launcher and i dont have to worry about raiders anymore (unless they drop inside the base). About that the game lags a lot with the impact of those grenades.
5- I suggest adding small amount of plastic to crash parts that you found around the map (or to traders), it ll help a lot in early game, specially in getting a sun lamp for those deadly biomes.
6- Traders do not trade ammo.
A few other things:
1-If you grab a piece of furniture and pick to your inventory, like turrets or a simple grill, the pawn ll not drop them unless assigned for any inventory config that dont use that item. Seems to be a bug, and a complicated one as sometimes caravan pawn place stuff on their inventory instead of the pack animal. Also it complicate when you try to create machine gun teams with the pawns to take the fight to the enemy (pick the dismounted machine gun turret and building it close to the siege).
2-Sieges seems to be broken, they just hang around and dont build the turrets, i guess they lack resources to do so.
3-Sleeping bags are not considered a piece of furniture, cant pick them due to the inventory bug stated above and cant place them on the stockpile zones.
Quote from: Soulcube on January 27, 2017, 01:31:20 PM
Quote from: sidfu on January 27, 2017, 12:22:05 PM
to fix that save open it in save editor and edit out the item thats corrupting it.
mushrooms dont realy need to be a vegetable they have a few of their own meals u usse in unless even those they dont count in.
my advice on the mushrooms dont worry about it as mushrooms one of the few foods that can be eatin raw and give a mood buff not debuff.
@fledermaus thanks missed those 2 files and the just recently put back in the stock tree for mod pack.
ill be in disqus also under same name :P
thx
I mean u can us raw mushrooms for ur meals but not the caveone.its a little bit illogical ( but yes its not so hard)
Other thing: Is it possible to add a worn out timer to the fungiponics basin?
Other question: U can cook with abomination-flesh but u cant butcher them?Did i miss something because i never found it.
i dont get it. can someone explain me what to do? 2 of my colonist are on status "standing"... enough work to do and materials. dont know why
Quote from: Kadrush on January 28, 2017, 05:07:35 AM
A few things i would like to point about the current mechanics of this awesome modpack
1- The mending system is quite unbalanced, it costs me 10 cloth to make 5 repair kits and around 50 repair kits to fully repair a parka, meaning that i spend 100 cloth to repair a 75 leather parka (not to mention the component costs of the repair kits).
2-Untrained animals eat anything that the game considers as food, including vodka and antibiotics, not sure if intended but alcoholic puppies are quite hilarious.
3-About weapon craft benchs, I cant dismount weapons for parts with the second weapon craft bench, parts cost way to much, meaning that weapon crafting is rare in my games. Not sure if it is possible with the last one, but they need a lot of late game stuff to be built giving you a hard time on defenses.
4-Turrets seems way to OP right now, a few 7.62 machine guns and a single grenade launcher and i dont have to worry about raiders anymore (unless they drop inside the base). About that the game lags a lot with the impact of those grenades.
5- I suggest adding small amount of plastic to crash parts that you found around the map (or to traders), it ll help a lot in early game, specially in getting a sun lamp for those deadly biomes.
6- Traders do not trade ammo.
A few other things:
1-If you grab a piece of furniture and pick to your inventory, like turrets or a simple grill, the pawn ll not drop them unless assigned for any inventory config that dont use that item. Seems to be a bug, and a complicated one as sometimes caravan pawn place stuff on their inventory instead of the pack animal. Also it complicate when you try to create machine gun teams with the pawns to take the fight to the enemy (pick the dismounted machine gun turret and building it close to the siege).
2-Sieges seems to be broken, they just hang around and dont build the turrets, i guess they lack resources to do so.
3-Sleeping bags are not considered a piece of furniture, cant pick them due to the inventory bug stated above and cant place them on the stockpile zones.
1. they plan to do a balance pass once all the major things are fixed.
2.animals eating anything is a stock issue not SK issue.
3.its a known bug that weapons cant currenty be deconed.
4. turrents not op its jusst that combat system is more realistic. the lag from explosions is due to a repeating error meaning u useing a old version as thats been fixed.
1. for inventory its known if u set up a assignment and u force try to put stuff in it can cause issues.
2. on seiges take SS with dev console open and put on git what u see so they know what to look for.
3.far as i know the sleeping bags and tents whre designed to be put in caravan inventory not personall backpack. those 2 inventorys are comptely differnt.
@Gaiska check the dev console. sounds like u got a constant repeating error.
and i dont see the window of details in bills. its gone lol.
Quote from: sidfu on January 28, 2017, 11:36:46 AM
Quote from: Kadrush on January 28, 2017, 05:07:35 AM
A few things i would like to point about the current mechanics of this awesome modpack
1- The mending system is quite unbalanced, it costs me 10 cloth to make 5 repair kits and around 50 repair kits to fully repair a parka, meaning that i spend 100 cloth to repair a 75 leather parka (not to mention the component costs of the repair kits).
2-Untrained animals eat anything that the game considers as food, including vodka and antibiotics, not sure if intended but alcoholic puppies are quite hilarious.
3-About weapon craft benchs, I cant dismount weapons for parts with the second weapon craft bench, parts cost way to much, meaning that weapon crafting is rare in my games. Not sure if it is possible with the last one, but they need a lot of late game stuff to be built giving you a hard time on defenses.
4-Turrets seems way to OP right now, a few 7.62 machine guns and a single grenade launcher and i dont have to worry about raiders anymore (unless they drop inside the base). About that the game lags a lot with the impact of those grenades.
5- I suggest adding small amount of plastic to crash parts that you found around the map (or to traders), it ll help a lot in early game, specially in getting a sun lamp for those deadly biomes.
6- Traders do not trade ammo.
A few other things:
1-If you grab a piece of furniture and pick to your inventory, like turrets or a simple grill, the pawn ll not drop them unless assigned for any inventory config that dont use that item. Seems to be a bug, and a complicated one as sometimes caravan pawn place stuff on their inventory instead of the pack animal. Also it complicate when you try to create machine gun teams with the pawns to take the fight to the enemy (pick the dismounted machine gun turret and building it close to the siege).
2-Sieges seems to be broken, they just hang around and dont build the turrets, i guess they lack resources to do so.
3-Sleeping bags are not considered a piece of furniture, cant pick them due to the inventory bug stated above and cant place them on the stockpile zones.
1. they plan to do a balance pass once all the major things are fixed.
2.animals eating anything is a stock issue not SK issue.
3.its a known bug that weapons cant currenty be deconed.
4. turrents not op its jusst that combat system is more realistic. the lag from explosions is due to a repeating error meaning u useing a old version as thats been fixed.
1. for inventory its known if u set up a assignment and u force try to put stuff in it can cause issues.
2. on seiges take SS with dev console open and put on git what u see so they know what to look for.
3.far as i know the sleeping bags and tents whre designed to be put in caravan inventory not personall backpack. those 2 inventorys are comptely differnt.
@Gaiska check the dev console. sounds like u got a constant repeating error.
The inventory issue is, they can take furniture normaly, they pick button show up, they just cant drop them. Furniture (steel grills, sleeping bags, tents) were not meant to be inventory stuff?
About sleeping bags, what i meant was that there is no way to place it in a stockpile like you can do with dismounted beds and other pieces of furniture (tents do and both came with the same mod)
Next siege i ll do so, but i can guarantee that they are missing cloth for the sandbags, a drop pod left some cloth around a siege area (i didnt bothered to pick it up), the first thing the siegers made were to make a run for it and pick the cloth to make the sandbags.
Yeah, i usually wait around a week before downloading a new test version for the mod.
Tks for the reply
So I've been having more of a proper playthrough. So far, it's going pretty well, i've managed to get over a lot of the issues I've been experiencing.
But there is one thing. Potatoes right now, you get a yield of around 5-7 per harvest, but it costs 25 potato seeds for 5 seeds. You see very little, if any gain from potatoes. Maybe there's a way to make this better that I'm missing, but I think it'd be worth lowering the cost to around 10 potatoes, or at least 15.
Quote from: Gaiska on January 28, 2017, 11:43:38 AM
and i dont see the window of details in bills. its gone lol.
im getting angry and make new game. so the problem is gone:)
Hey,Can you try fixing loading save game after recruiting terminator in skynet mod
because i tried to force recruit in dev mod but the save game wont load
http://pastebin.com/tS0t0uLq
Im having issues with hunting and shooting muffalo, its an issue with combat realism and im not sure how to fix it, it just doesnt hurt muffalo at all
Quote from: ElvenMusic on January 29, 2017, 01:35:15 PM
http://pastebin.com/tS0t0uLq
Im having issues with hunting and shooting muffalo, its an issue with combat realism and im not sure how to fix it, it just doesnt hurt muffalo at all
i ccant tell from the error but see what they doing when it does the error. to me looks like they looking for ammo. try haveing a min of 50 ammo in inventory or if u have a assignmet for their weapons try removeing the assignment
Everytime i shoot the muffalo, when it would likely have hit, this error pops up, my colonist has about 300 clips on him
(Problem Resolved)
I killed thousand of muffalos so it's unlikely something HSK specific. Maybe you mess up load order or installed something additional that rewrite muffalos
Is it just me, or does this mod ~considerably~ reduce the frequency of several events, like raids and trading caravans? If I'm right, is there a way to adjust or deactive this?
Quote from: Reviire on January 29, 2017, 12:51:29 AM
So I've been having more of a proper playthrough. So far, it's going pretty well, i've managed to get over a lot of the issues I've been experiencing.
But there is one thing. Potatoes right now, you get a yield of around 5-7 per harvest, but it costs 25 potato seeds for 5 seeds. You see very little, if any gain from potatoes. Maybe there's a way to make this better that I'm missing, but I think it'd be worth lowering the cost to around 10 potatoes, or at least 15.
Will look into on balance
Quote from: ElvenMusic on January 29, 2017, 01:35:15 PM
http://pastebin.com/tS0t0uLq
Im having issues with hunting and shooting muffalo, its an issue with combat realism and im not sure how to fix it, it just doesnt hurt muffalo at all
Maybe load order error?
Quote from: Yck on January 29, 2017, 04:44:58 PM
Is it just me, or does this mod ~considerably~ reduce the frequency of several events, like raids and trading caravans? If I'm right, is there a way to adjust or deactive this?
It adjusts wealth base. So once you get more stuff, it'll start happening.
Using latest github, but vanilla guns like the survival rifle don't require ammo. Any idea what's up?
Quote from: Gunblast on January 29, 2017, 07:24:11 PM
Using latest github, but vanilla guns like the survival rifle don't require ammo. Any idea what's up?
sounds like u didnt install right. typicaly when something like that happens it means u didnt copy over the core folder or your loadorder is wrong. check thosse then see if it fixes.
Quote from: Rhyssia on January 29, 2017, 05:55:25 PM
Quote from: Reviire on January 29, 2017, 12:51:29 AM
So I've been having more of a proper playthrough. So far, it's going pretty well, i've managed to get over a lot of the issues I've been experiencing.
But there is one thing. Potatoes right now, you get a yield of around 5-7 per harvest, but it costs 25 potato seeds for 5 seeds. You see very little, if any gain from potatoes. Maybe there's a way to make this better that I'm missing, but I think it'd be worth lowering the cost to around 10 potatoes, or at least 15.
Will look into on balance
Quote from: ElvenMusic on January 29, 2017, 01:35:15 PM
http://pastebin.com/tS0t0uLq
Im having issues with hunting and shooting muffalo, its an issue with combat realism and im not sure how to fix it, it just doesnt hurt muffalo at all
Maybe load order error?
Quote from: Yck on January 29, 2017, 04:44:58 PM
Is it just me, or does this mod ~considerably~ reduce the frequency of several events, like raids and trading caravans? If I'm right, is there a way to adjust or deactive this?
It adjusts wealth base. So once you get more stuff, it'll start happening.
Rhysia, for me Potatoes are balanced, all you need to do it to use high lvl growers to harvest them and keep a bill on the plants table with a nice limit of seeds. Every harvest I have surplus to eat and for seeds. In one game i ended up stockpilling 10k of potatoes (temperate biome, 30 days, 3 sunlamps) until an electrical fire burned them all = no vodka this winter.
What I would consider for balance are glowbulbs, they yield few and are usefull mainly for the post roast and mushrooms bill, which demands only 2 of them per recipe. The fish / glowbulbs combo makes me hunt on Boreal biome only for leathers, even during winter. 0.85 nutrition for 7 ingredients, in early game, is quite OP.
Yea, last run I enabled seeds so I can't grow any plans(and two years later still can't) but I found these plump helmets glow bulbs and tried fungoponics - and it's supercool. They not need light, grow like crazy, very nutritios, do not die from occasional cold, no need to care about harvest and have stock for a winter as with potato. One basin with some algae, fishing and occasional hunting and six people do not need care about food. I then put two basins with sweet pods(or how they called), they are more touchy but people love them. I still hope to maybe have some cloth plants one day but other then that do not see why bother with big inconvenient fields.
And I have tons of (useless(these bushes) or redundant) seeds, I wish some way to conveniently destroy some because it bother my ocd.
And about ocd, thanks for finally fixing weapon disassembly. I'm very grateful
When i chopp wood i try to forbid all seeds from the trees and let the wild do the job do getting rid of them. Also, by not hauling the seeds I need less time to haul the wood logs and can focus on other stuff.
Well this is sort of what i do, but I do not like bags lying around and they are already brought some. So I just make some small "critical" stockpiles in the open but it take time to rot away. Not really problem just inconvenience.
What is most easy way to acquire some ulatrasolid alloys( what ultrasolid/components of it is more common ), aside from mechanids disasembly?
Quote from: Kadrush on January 30, 2017, 09:45:28 AM
When i chopp wood i try to forbid all seeds from the trees and let the wild do the job do getting rid of them. Also, by not hauling the seeds I need less time to haul the wood logs and can focus on other stuff.
Rather than forbidding the seeds, just make sure none of your stockpiles accept those types of seeds. Now, your haulers won't touch them!
if u using newest version i changed the spawn for fruit trees and the berry plants that sk adds so now they more consistent spawn. right now we need info on which ones u think are to common.
btw u should be able to burn extra seeds in the campfire/kilin
I thought people might like to hear this story I just had..
So an Arms supplier in town, milling around just outside. I traded with them, sold a bunch of leather and bought some gloves.
+1000 silver up and some decent armour, I was happy.
Suddenly, boom! There's an explosion right into the middle of them (almost hit my guy) - a boomalope!
I had forgotten there was an event going on where all animals on the map were being killed haha.
All their pack animals shortly follow suit, dropping a crap tonne of goods.
This included a 7k pobedite Tsurugi doing 51 dmg per 1.53s.
4 weapon crates valued at around 10k.
Various armour and other goodies.
And when the 3 guys that lived finally left there was no penalty from them for people dying! :D
(Bare in mind I'm fairly early in this game, I've only researched 3 things and had 1 bow!)
here a quick fix only for those who updated in past 12 hours to fix sowing of the berrys. it be pushed to git once finish some more updates
this goes in the RimWorld\Mods\Core_SK\Defs\ThingDefs_Plants
The Github latest releases seems to be fudged. I just get server error.
Also ... Orbital trade beacon messed up? I built it but it dosen't tell you when ships are in orbit ... only when they leave and they cannot be contacted before hand.
np downloading it here. so u onlly get a message they leave but no arrival message coorrect?
Yeah only theirs.
I am also having a problem taming muffalos. My colonists go and get salt then just ignore the muff. They also cannot be reissued the order to tame.
Quote from: Jahsus on January 30, 2017, 06:16:05 PM
Yeah only theirs.
I am also having a problem taming muffalos. My colonists go and get salt then just ignore the muff. They also cannot be reissued the order to tame.
they shouldnt be useing salt for anything its just a material now. whens the last time u updated?
Like a few weeks. But like I said the github won't let me get the latest release. When I click the releases tab it just says server error :(
Quote from: Jahsus on January 30, 2017, 06:35:52 PM
Like a few weeks. But like I said the github won't let me get the latest release. When I click the releases tab it just says server error :(
keep trying git there been a ton of changes since then u probaly 100% will need a new game. alot of bugs been fixed. also if u want to traing always try to use kibble as it works on all animals and has no exprationo date so make 50 then u can have your tamer carry 25 and dont weight much. how much they use is based on the animal size
Does this modpack offer any way to remove ore veins, steam geysers or the oil thingys. I have a few in the middle of my house and i just want to get rid of them.
later u can get a vent to use a steam for heating. oil and mineral veins eventualy run out of stuff once u build the oil and mineral mines(they use to not sure on newest thou)
it's more about 'not being able to finish a wall' on certain positions, or floor etc.
Since a few of my pawns ignited themselves in my coal plant, Vents are already included in my safety protocol ^
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.
Hey, first thanks for making this, looks like an awesome mod compilation, unfortunately I can't get it to start properly, its marked red in the mod section and I get an error at start saying that it has set my version to unknown and therefore wont work properly...so I must have done something wrong, here's what I did:
current rimworld version
downloaded sk jewel and combat mod latest versions
cleared config folder
put modsconfig from the sk mods folder into it
put the two mods into the rimwordl mods folder, it consists of these 2 + core
started game, activated both mods (sk is red), order is core, combat, sk, restarted game
tried to start a new game: combat mod works as I see ammo but besides that there is no content from the sk mod
any ideas where I made an error? thx
Quote from: gourmat on January 31, 2017, 06:44:42 AM
Hey, first thanks for making this, looks like an awesome mod compilation, unfortunately I can't get it to start properly, its marked red in the mod section and I get an error at start saying that it has set my version to unknown and therefore wont work properly...so I must have done something wrong, here's what I did:
current rimworld version
downloaded sk jewel and combat mod latest versions
cleared config folder
put modsconfig from the sk mods folder into it
put the two mods into the rimwordl mods folder, it consists of these 2 + core
started game, activated both mods (sk is red), order is core, combat, sk, restarted game
tried to start a new game: combat mod works as I see ammo but besides that there is no content from the sk mod
any ideas where I made an error? thx
if u had to activate the mods then u did something wrong. somewhere between a14 and 16 the save name location for rimworld changed. so if u had it on a previous computer u probally putting it in a14 or 15 area. if u installing to a16 usse the git version.
Quote from: gourmat on January 31, 2017, 06:44:42 AM
Hey, first thanks for making this, looks like an awesome mod compilation, unfortunately I can't get it to start properly, its marked red in the mod section and I get an error at start saying that it has set my version to unknown and therefore wont work properly...so I must have done something wrong, here's what I did:
current rimworld version
downloaded sk jewel and combat mod latest versions
cleared config folder
put modsconfig from the sk mods folder into it
put the two mods into the rimwordl mods folder, it consists of these 2 + core
started game, activated both mods (sk is red), order is core, combat, sk, restarted game
tried to start a new game: combat mod works as I see ammo but besides that there is no content from the sk mod
any ideas where I made an error? thx
And it looks like you done the copying also wrong. :D First you dont need any combat mod because combat realism is already integrated in this modpack. Second if you unpack the modpack you have to go into the folder and find the "mod" folder, in there are a couple of loders like core, core sk ect. Now you have to copy all this folders and put them in the mod folder into the games mod folder. Overwrite when asked. ;)
thanks alot, I wrongly assumed that I should just extract the download to the modfolder, its working now :) loading the game now takes 10 times as long and I hope this doesnt affect to overall performance, despite that it looks good so far ^^ no clue what to do but thats the charm
Quote from: gourmat on January 31, 2017, 09:15:45 AM
thanks alot, I wrongly assumed that I should just extract the download to the modfolder, its working now :) loading the game now takes 10 times as long and I hope this doesnt affect to overall performance, despite that it looks good so far ^^ no clue what to do but thats the charm
the base game it self ha a memory issue and HC SK does make it a bit worse but long as u dont pllay on the bigger mapss u should be fine. if your computer is already ageing u can disable parts of the mod. combat realsim,coresk, think are only 2 that are required rest can be disabeled if u have performance issues.
Quote from: sidfu on January 31, 2017, 01:55:02 PM
Quote from: gourmat on January 31, 2017, 09:15:45 AM
thanks alot, I wrongly assumed that I should just extract the download to the modfolder, its working now :) loading the game now takes 10 times as long and I hope this doesnt affect to overall performance, despite that it looks good so far ^^ no clue what to do but thats the charm
the base game it self ha a memory issue and HC SK does make it a bit worse but long as u dont pllay on the bigger mapss u should be fine. if your computer is already ageing u can disable parts of the mod. combat realsim,coresk, think are only 2 that are required rest can be disabeled if u have performance issues.
I'd also recommend disabling the option "Plant Wind Sway"
how to build beehive?
Quote from: zoranjoza on January 31, 2017, 07:08:13 PM
how to build beehive?
loook around the map some sturmps will spawn when they get 60% or greater u can harvest to get the honeycomb with queen item to build them. be warned the queen only lasts 24 hours and is very senstive to cold.
Research is weird after latest git.
It doesn't notify that it has been done, sits there at max with the colonists busy "researching".
Quote from: ThomasCro on January 31, 2017, 07:54:49 PM
Research is weird after latest git.
It doesn't notify that it has been done, sits there at max with the colonists busy "researching".
check dev console and see if their a repeating error. i had that happen once i saved and reloaded and it fixed it.
Couple of Brewery questions.
Are you meant to start out with the abilty to craft a brewery?
Basically I found a drop-pod full of wort and figured oh sweet I could probably make some easy beer! It's only like a 2-3 crafting difficulty recipe. (I don't think it was that long ago since I made some lol...) I noticed that beer was taken out yet I'm able to craft most other alcoholic drinks i.e. cider sake rum etc. I was just wondering if it was an oversight or intentional? To not be able to craft beer, or rather just not be able to use the brewery in general.
I noticed that there was a very long winded research for it which is like 10,000 points worth starting at Neolithic seems a bit odd just to unlock brewery stuff in general, "Allows you to build a brewery to transform hops into tasty wort" Yet I already have the abilty to craft a brewery & wort. I'm pretty certain it's just to allow you to make the crated stuff, but also I'm guessing that's where beer would be unlocked, I can't see to find it under drugs etc so anyways, any clarity someone could provide would be much appreciated :)
Using commit 5aecf734a5bfd433d45d58c82c915757e3c642ca (Retextures)
Quote from: Zakhad on January 31, 2017, 10:07:40 PM
Couple of Brewery questions.
Are you meant to start out with the abilty to craft a brewery?
Basically I found a drop-pod full of wort and figured oh sweet I could probably make some easy beer! It's only like a 2-3 crafting difficulty recipe. (I don't think it was that long ago since I made some lol...) I noticed that beer was taken out yet I'm able to craft most other alcoholic drinks i.e. cider sake rum etc. I was just wondering if it was an oversight or intentional? To not be able to craft beer, or rather just not be able to use the brewery in general.
I noticed that there was a very long winded research for it which is like 10,000 points worth starting at Neolithic seems a bit odd just to unlock brewery stuff in general, "Allows you to build a brewery to transform hops into tasty wort" Yet I already have the abilty to craft a brewery & wort. I'm pretty certain it's just to allow you to make the crated stuff, but also I'm guessing that's where beer would be unlocked, I can't see to find it under drugs etc so anyways, any clarity someone could provide would be much appreciated :)
Using commit 5aecf734a5bfd433d45d58c82c915757e3c642ca (Retextures)
if u start tribal yes u sstart with the brewery. beer is still in but u cant make till u learn to ferment it just lick stsock. they probaly get a reseach requiment later right now other things take priorty.
Quote from: Kenji on 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.
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 :P
a very stupid question.... how can I download this mod pack?? The link to GitHub has a lot of files and I really don't know what to click on...
Also tried the Nexus link, but the version is very updated... Can someone help??
Quote from: FreyaMaluk on February 01, 2017, 02:59:02 PM
a very stupid question.... how can I download this mod pack?? The link to GitHub has a lot of files and I really don't know what to click on...
Also tried the Nexus link, but the version is very updated... Can someone help??
http://hpics.li/a9e4bfc
Anyone else having a problem were you get no raids?
Besides that the mod is great!
Thanks
GA
Quote from: legion2303 on February 01, 2017, 04:13:25 PM
Anyone else having a problem were you get no raids?
Besides that the mod is great!
Thanks
GA
I think i'v read a few post before that wealth changed, and because of this you need to acquire more wealth (building/stockpile) than usual to be attacked (no point of attacking you if you have nothing to steal I guess)
Thanks!
Quote from: Oragepoilu on February 01, 2017, 04:26:29 PM
I think i'v read a few post before that wealth changed, and because of this you need to acquire more wealth (building/stockpile) than usual to be attacked (no point of attacking you if you have nothing to steal I guess)
Another quick question... If I have onion seeds, and i have the tech.. Why can not I plant them? Do i need special soil?
Quote from: Kenji on 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.
In the file RimWorld\Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Defences.xml
find the line
<passability>PassThroughOnly</passability>
in the embrasures def and change it to
<passability>Impassable</passability>
You can do this with any building. I generally change fences as well so they keep animals out again. The reason it was changed from this originally is that the AI won't shoot at you if it can't find a path to you. This is a bug in the vanilla game as far as I know and is pretty lame. The problem is the solution of just making everything walkable is also lame. I find that the game is sufficiently challenging if you make these impassable and then just crank up the difficulty. This mod can be pretty hard on the hardest settings even with useless AI.
At least it was back when raids were working.
Using latest version (I started a few hours ago).
I can't load my saves. Unless, that's it, I start a new game, then load my real colony once I'm actually in game.
Is there any information about this problem ?
Quote from: Oragepoilu on February 01, 2017, 05:36:24 PM
Using latest version (I started a few hours ago).
I can't load my saves. Unless, that's it, I start a new game, then load my real colony once I'm actually in game.
Is there any information about this problem ?
if its loading after loading another game then thats the ram bug from base game. its not the mod packs fault it just makes it worse is all. the best way to avoid it is to use smaller maps.
btw dont be afraid to jump on disicord to ask questions.
@sidfu
Thx for the answer. I didn't know about it but now I know what I should be looking for.
Anyone knows if the Zombie Apocalypse is compatible with Hardcore SK?
Quote from: Owlchemist on February 01, 2017, 01:35:37 PM
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 :P
I'll give that a try, thx.
Quote from: Kenji on January 24, 2017, 10:16:25 PM
... 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.
In case anyone's still looking for an answer but can't find it anywhere else:
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.
Was cleaning up my downloads folder 50-100gb's worth of various downloads over the years and noticed this...
I'm not sure if it's sacrilege to delete them.
I've only been playing the mod since October 2015 not as long as some folks but still I've put in some time :)
Ah i love modded games, pain in the ass sometimes but its worth it in the long run, I've probably only spent like 50 hours in vanilla, probably close to 1000 hours or more from this modpack alone :/
[attachment deleted by admin due to age]
@zakhad
Haha, impressive collection here. Up to recently I still had old pack & version too (including minami pack and other).
I'm pretty sure you should delete it though. just the fact you know you did it is impressive by itself. Unless you have a lot of space on your harddrive :)
I started a custom scenario with tribe tech level, where I removed all the map additions and starting items.
But I got stuck because to make wood planks I need components for the sawmill. And to make components I need wood planks.
So now I have to wait for a trader or random drop to get anywhere. I can't even build basic club weapons as they all need planks. But I can already build bows and arrows as they only need logs and and stones.
My suggestion would be to add a recipe for wood planks to the basic weapon crafting table. Just make it really slow so the sawmill is worth it.
With this you could also change the basic bed to require planks instead of logs.
Also in another game with the standard exile scenario I noticed that I could build sandbags immediately without having the research that says it unlocks sandbags.
Anyone know whats up with the resource list on the top left? I can see all my resources they just keep piling up.. Is there mod that I can use to categorize all my stuff? I have never had this problem with stock..
Quote from: legion2303 on February 02, 2017, 09:57:45 AM
Anyone know whats up with the resource list on the top left? I can see all my resources they just keep piling up.. Is there mod that I can use to categorize all my stuff? I have never had this problem with stock..
There's a button in the bottom right corner.
MFL
thanks!
Possible it's just my install but for some time(always has it?)I have :
Hash collision between WallLamp_Blueprint_Install and LoadoutGen_AmmoTypeI: both have short hash 35983
I don't know what it doing but it's red and bothers me. Can it create problems and how I can resolve it?
And recent rimram changes seems incorrect( error). I moved milkable to the same <comps> block where shearable(I know nothing, this is just like another animal was defined) and game stoped being angry at it
Quote from: Pirate on February 02, 2017, 07:58:08 AM
I started a custom scenario with tribe tech level, where I removed all the map additions and starting items.
But I got stuck because to make wood planks I need components for the sawmill. And to make components I need wood planks.
So now I have to wait for a trader or random drop to get anywhere. I can't even build basic club weapons as they all need planks. But I can already build bows and arrows as they only need logs and and stones.
My suggestion would be to add a recipe for wood planks to the basic weapon crafting table. Just make it really slow so the sawmill is worth it.
With this you could also change the basic bed to require planks instead of logs.
Also in another game with the standard exile scenario I noticed that I could build sandbags immediately without having the research that says it unlocks sandbags.
u can get componets from decon of ship parts. all maps start with a few ship parts that give 11 or so componets crashed landed. the wood bench can be made with logs and componets then u can make wood planks.
@zzz1000 push for fix of the milk is jusst awaiting got be added to master. should be fixed next update
Quote from: sidfu on February 02, 2017, 11:25:09 AM
Quote from: Pirate on February 02, 2017, 07:58:08 AM
I started a custom scenario with tribe tech level, where I removed all the map additions and starting items.
u can get componets from decon of ship parts. all maps start with a few ship parts that give 11 or so componets crashed landed. the wood bench can be made with logs and componets then u can make wood planks.
He did a custom scenario mate, he removed the ship parts. If you don't have ship chunks and the like in the scenario, they won't be there when you start the colony. Only items in the scenario (or added in prepare carefully which basically edits the scenario) will appear, unless you have other mods doing something. Though if you're lucky one will drop from the sky, but that's up to the storyteller.
He not really need shipparts for plankmaking, he still must have components from mineable scrap piles even if he disable spawn of things,
ship parts/crashed parts of ship should be on map even if u use preprare carefuely. if there are none we need to know the seed/senario used along with location to see if something preventing it.
remember there are 2 differnt type of ship part crashes. 1 is the stock game looking ones and then the ones from from hardcore. the hardcore ones should be on every map
There needs to be a cheapo alternative for wood working, like that butchering spot. It's very slow but it does allow you to butcher it'd be the same for logs, very slow but possible. In the odd scenario you don't have components on the map be it from ship parts, compact machinery or even metal flooring.
Quote from: sidfu on February 02, 2017, 05:37:14 PM
ship parts/crashed parts of ship should be on map even if u use preprare carefuely. if there are none we need to know the seed/senario used along with location to see if something preventing it.
remember there are 2 differnt type of ship part crashes. 1 is the stock game looking ones and then the ones from from hardcore. the hardcore ones should be on every map
I removed all of these. And I had crashed drop pods coming in. They bring no components either, only mechanical components, wires and stuff.
(http://i66.tinypic.com/10o43v5.jpg)
I barely got any raids and trader arrival have been reduced too. Before, raids used to be regular, but now it looks like they are random. I am sure of it because I got error notification about forming pawn groups (raids,traders,visitors). I assume it has something to do with combat realism.
Seems like something wrong with Feenix dragon thingy. I got exceptions spam when it arrived(I do not saved what error it was about) and today saves where it exist do not load. (not big deal but not pleasant)
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object...
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0 ...
[HugsLib] Exception during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at HugsLib.HugsLibController.OnFixedUpdate () [0x00000] in <filename unknown>:0
Deleting SK.Feenix(after some searching I found someone already mentioned that culprit and solution) from save make it load again
And for something different - some mechanoids "fun" https://youtu.be/5YRREl59jr0
Quote from: flying tomato on February 03, 2017, 05:01:42 AM
I barely got any raids and trader arrival have been reduced too. Before, raids used to be regular, but now it looks like they are random. I am sure of it because I got error notification about forming pawn groups (raids,traders,visitors). I assume it has something to do with combat realism.
the wealth changed so raids are thrown off some. it should even out before the 2 year mark depending on your play style
where can i find the code that makes the lettuce so annoyingly wibbly-wobbly (hope you can guess what i talk about) and what do i have to do to make the plant far more static?
Quote from: sidfu on February 03, 2017, 11:02:51 AM
Quote from: flying tomato on February 03, 2017, 05:01:42 AM
I barely got any raids and trader arrival have been reduced too. Before, raids used to be regular, but now it looks like they are random. I am sure of it because I got error notification about forming pawn groups (raids,traders,visitors). I assume it has something to do with combat realism.
the wealth changed so raids are thrown off some. it should even out before the 2 year mark depending on your play style
Thanks for your reply
Quote from: Azzarrel on February 03, 2017, 12:11:56 PM
where can i find the code that makes the lettuce so annoyingly wibbly-wobbly (hope you can guess what i talk about) and what do i have to do to make the plant far more static?
Isn't there an option in the option menus to disable plant sway? It will stop all plants jiggling.
Quote from: Goo Poni on February 03, 2017, 03:57:07 PM
Quote from: Azzarrel on February 03, 2017, 12:11:56 PM
where can i find the code that makes the lettuce so annoyingly wibbly-wobbly (hope you can guess what i talk about) and what do i have to do to make the plant far more static?
Isn't there an option in the option menus to disable plant sway? It will stop all plants jiggling.
i have no problem witht he other plants.
Just the lettuce plant jiggles from left to right for about triple its size
look in the xml for the plant should be maybe the wind setting. u can delete it and it should prevent sway or change the value for less or more sway
@skyarkhangel this modpack is amazing!!! I can't imagine the amount of work you and your team have put into this. It has almost all the mods I want (No Best Pawn Control, or Colonist Bar)... the only thing I dislike is the change in textures of natural soils in all biomes... is there a way to change that to a more vanilla look? the soil in all biomes has a very saturated, dark brownish kinda look... don't like that at all... please include some options for a more vanilla-like experience... pleaaase ... :)
Quote from: FreyaMaluk on February 03, 2017, 05:25:28 PM
@skyarkhangel this modpack is amazing!!! I can't imagine the amount of work you and your team have put into this. It has almost all the mods I want (No Best Pawn Control, or Colonist Bar)... the only thing I dislike is the change in textures of natural soils in all biomes... is there a way to change that to a more vanilla look? the soil in all biomes has a very saturated, dark brownish kinda look... don't like that at all... please include some options for a more vanilla-like experience... pleaaase ... :)
Wasn't this a recent change of A16 vanilla ? I think I saw this in the vanilla changelog A16.
#Rich soil is darker in color and so easier to see. (https://ludeon.com/blog/2016/12/rimworld-alpha-16-wanderlust-released/)
that is not what I mean
I mean the natural soil itself looks darker than in vanilla...
other visual changes I've noticed:
- rocks have rough edges in this version. For some reason they get very geometrical edges.... They feel... just very weird and not natural
- many grass and trees textures have some kind of bright look, kinda glowy really. It just breaks immersion for me.
- In general color saturation is a thing
I mean.... I adore this modpack... it's very complete and I've noticed how much work is in it, but these visual changes just make the experience not as enjoyable as intended...
so, please, can you somehow add a option in the "options" menu for more vanilla textures?? or please tell me how to change them
Quote from: FreyaMaluk on February 03, 2017, 05:25:28 PM
@skyarkhangel this modpack is amazing!!! I can't imagine the amount of work you and your team have put into this. It has almost all the mods I want (No Best Pawn Control, or Colonist Bar)... the only thing I dislike is the change in textures of natural soils in all biomes... is there a way to change that to a more vanilla look? the soil in all biomes has a very saturated, dark brownish kinda look... don't like that at all... please include some options for a more vanilla-like experience... pleaaase ... :)
BetterPawnControl soon add, we make compatible version a week ago for CR with his author.
I'm still thinking about Colonist Bar, you can add it by yourself.
About soil textures, ok.
Quote from: FreyaMaluk on February 03, 2017, 08:05:37 PM
that is not what I mean
I mean the natural soil itself looks darker than in vanilla...
other visual changes I've noticed:
- rocks have rough edges in this version. For some reason they get very geometrical edges.... They feel... just very weird and not natural
- many grass and trees textures have some kind of bright look, kinda glowy really. It just breaks immersion for me.
- In general color saturation is a thing
I mean.... I adore this modpack... it's very complete and I've noticed how much work is in it, but these visual changes just make the experience not as enjoyable as intended...
so, please, can you somehow add a option in the "options" menu for more vanilla textures?? or please tell me how to change them
I agree, Im searching in artist who can help to adapt new trees more better.
Is there a way to sort the resources columns like before or am I too blind to find it?
hey, i installed the mod several times. every time i start my colonist already reaserched the same branches like : Power, some Furniture and Stuff. How does this happen? why?
Looked it up. Its always Medical Care, Renessaince Bedroom 1, and everything untill Power.
hello the mod dont let me load a game or a new game... in the mod zone in the game there are several mods in red, in the main page of the game the mod pack image is ok but i cant play or load a game please help
@devinel researchis based on teh senario and the race u choice. starting with tribal has the less techs
@omegadarkzero theree should only be a few x mods in the mod lisst mostly exttra mods like darkness. if u cant load then u more than likely didnt install right. remember the core that comes with the mod has to copy over the core already in there.
Is this pack compatible with Psychology / dub's Bad Hygiene?
Does anyone know how to craft sniper component? The research screen says I need the metalworking techonology, which I've already researched. Still, I can't find the sniper component bill neither in the weapon crafting workbench nor in the electric smithy. My weapon crafting workbench can make the other components (pistol, rifle, SMG and shotgun components) just fine.
I must have downloaded the mod around early-mid January, so I'm not sure if this issue is a known bug that has been fixed in a more recent update.
You can assembly sniper weapons with metalworknig but for creating it componets yourself you need advanced weapon crafting
Wanted to ask, if the quarry is now safe to use again? Or is it still destroying savegames? :D
AHHHH, well this leads to another fact. every time i start in crashland scenario my guys spawn and walk around then the sound of explosion occurs and the giant crashed ship kills all of them. Additionally i got 1 copy of every Colonist so in fact 6 dead bodies lying around. I thought scenarios dont work at all.
Quote from: sidfu on February 05, 2017, 02:08:52 AM
@devinel researchis based on teh senario and the race u choice. starting with tribal has the less techs
@omegadarkzero theree should only be a few x mods in the mod lisst mostly exttra mods like darkness. if u cant load then u more than likely didnt install right. remember the core that comes with the mod has to copy over the core already in there.
Quote from: Kitsune on February 05, 2017, 06:16:03 AM
Wanted to ask, if the quarry is now safe to use again? Or is it still destroying savegames? :D
Reworked quarry for a16, should work fine
Quote from: awesowe on February 05, 2017, 04:06:37 AM
Is this pack compatible with Psychology / dub's Bad Hygiene?
seems Psychology compatible with latest update. But not properly work for non-human race.
dub's Bad Hygiene -not tested
I didn't noticed(maybe just do not noticed) any problems with dub's BH. Other than I replaced all iron ore to steelbars in recipes. All seems to work fine for me.
The tribal/medieval techs, buildings and weapons are all interesting but just aren't practical. One raid by an enemy with guns and that's it, your colony dies. In my one colony that went for 5 years, every raiding party was loaded up with guns.
Is there a way to get rid of the gun-wielding enemy factions?
Primitive weapons obviously bad against guns, strange if it was not this way.
Whatever happens, we have got
The Maxim gun, and they have not.
But recurve bow with even stone arrows or crossbow can kill early hobos if you carefull or impose close combat on them so they couldn't use their advantage, melee weapons can be very dangerous for gun wielder but that more risky
I do not know will that work but maybe if set maximum amount to zero for faction they will not be created at world generation. But you also need to remove almost all enemies - you can't win mechanoids with bows anyway.
About everyone allways have guns - I have different experience.
QuoteOne raid by an enemy with guns and that's it, your colony dies.
In my one colony that went for 5 years, every raiding party was loaded up with guns.
You seems confused in the testimony - colony dies from every raid(they all with guns and one raid is that's it) but went for 5 years throght multiple raids (all with guns)
How do I get the "ash" for the herbal medicine craft ?
I have some but I have no idea how I got them.
Quote from: Oragepoilu on February 05, 2017, 04:17:10 PM
How do I get the "ash" for the herbal medicine craft ?
I have some but I have no idea how I got them.
Think maybe its a byproduct of burning stuff in a campfire (or other burning operation)
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
Another thing or lets call it some kind of bug i having a hard time with, when i make fabrics from apparel and the result is more than one material, fabric + component for example, the component stuck into my pawns hand.
Its says "hauling 0 component" and if the pawn trying to pick up something else in this state, the items just disappear.
Sorry for bashing the MOD, i love everything else in it and i really appreciate all the hard work you guys invested in it!
Has anyone played with a natural progression (not a bunch of super-stats and super-start dev mode cheats) actually up to mid-level technology?
I've just progressed up to the point of some electrical crafting (electric stove, electric smelter) and everything is now literally burning up. I can't control the temperature in the rooms at all; and it seems ridiculous that 1 electric stove will spike the heat in a room to 150+ degrees in 2-3 uses. The smelter, even in a 100x100+ room, seems to spike the temperature to 100+ degrees super quick.
Am I expected to heavily invest in high-tech industrial cooling for this first? If so, I can't produce any of that equipment yet as I need materials, which in turn need the electric crafting equipment to make. How has everyone worked around this? Just place the tables outsides and take the penalty?
Quote from: jaynus on February 05, 2017, 05:53:04 PM
Am I expected to heavily invest in high-tech industrial cooling for this first?
Nah, you don't need to go that far. You should be able to build simple, unpowered vents on the walls. That'll equalise the temperature with the outside. They don't use power and just take a bit of metal and components to make.
Quote from: silverskin on February 05, 2017, 06:42:45 PM
Quote from: jaynus on February 05, 2017, 05:53:04 PM
Am I expected to heavily invest in high-tech industrial cooling for this first?
Nah, you don't need to go that far. You should be able to build simple, unpowered vents on the walls. That'll equalise the temperature with the outside. They don't use power and just take a bit of metal and components to make.
Or get super lazy, build the room on the outside of your base so that the doors go directly outside, and just leave them open. (About one door per 15 squares.)
Just an FYI that there has been a number of changes to rebalance animals (namely beasts of burden), especially in regards to milk. You can find all the updated stats here on the cheatsheet. (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8)
Quote from: skyarkhangel on February 05, 2017, 07:43:05 AM
seems Psychology compatible with latest update. But not properly work for non-human race.
dub's Bad Hygiene -not tested
Had a couple of hours yesterday and tested it for a bit, so far so good. Didn't spot any sort of odd behavior, as far as balance goes it fits pretty nice with the rest of the pack, though needs some tweaking (if you are considering including it in the list later on). Early game gets a little harder and finicky, though later (when you get to power and batteries) it's a pretty much a positive mood permabuff (the only trade-off is a little bit of space and time invested into building a proper bathroom).
I'm sorry if this was answered, but my question is what is the ETA for the finish of the test phase of Jewel?
I've got dozens of hours of testing with dub's bad hygiene and HCSK. It's worked fine for me. I mean it obviously doesn't take advantage of using HCSK's resources, but it's still usable and works fine.
Quote from: Rorgan on February 05, 2017, 05:15:31 PM
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
You can use the "assign" menu to disallow the wearing of dead man's clothes.
With last update on GitHub i get a weird bug. Odin Hammer didn't do any damage. Can it be a some conflict with crashlading mod?
Edit: It about all explosions... Started new colony explosions working...
I have a little problem with my mine extractor. Build it as needed on a deposit of minerals wired it up to the power grid and it dont want to work. ;D
It only shows the symbol as it have not enough power but my steam engines deliver actually 1010W, is this not enough? Because i see nowhere how many exactly the mine extractor needs. :-\
And a little side question, are they infinite or are they running out of minerals some day?
I did a try and added on my own the melee hunting mod, but it doesn't seems to works.
Do someone was able to make it work somehow for this pack ? I can't find much information about this not working.
It would be more convenient than either waste ammo on animals I could melee, or force myself to manually order my pawn around to hunt.
Well, if in the end it's not possible to have auto melee hunting, I guess I'll just try to have some fish.
@little kitsune
It use +- 3000 power. Around. Can't tell exactly, I just removed one wire and checked before/after my power usage.
Quote from: Oragepoilu on February 06, 2017, 09:55:52 AM@little kitsune
It use +- 3000 power. Around. Can't tell exactly, I just removed one wire and checked before/after my power usage.
kay~ then i have to upgrade my power supply. :) Thank you.
Is there any way to reprogram terminators ?
I just had a infiltrator (i think) and would like to convert him now ^^
Quote from: M00nStalker on February 06, 2017, 04:10:44 AM
Quote from: Rorgan on February 05, 2017, 05:15:31 PM
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
You can use the "assign" menu to disallow the wearing of dead man's clothes.
I can't find any option to do that in the assign menu / outfits, there's only one filter and that's for "Allow non-deadman's apparel".
If i understand that right, that's allow your pawns to wear apparel of non-dead, so that's means normal crafted / traded apparel.
Very confusing i have to say! :o
UPDATEOk, after some testing its seems like the "Allow non-deadman's apparel" filter actually prevent your pawns to wear apparel of dead people.
Thanks for the help!
UPDATE 2Well..... i tested it a bit more and its definitely do what i first thought, its allow your pawns to wear non-dead's apparel, which means if you turn it off, they drop everything they had and starting to look for all the apparel of dead people LOL!
Maybe its some kind of bug?
@rorgan
Well you know, if you want to have a perma debuff of mood this option if useful, as it allow you to wear only gear that come from corpses ....
Yeah, should be obvious, it's just an option that is not here for the outfit part but for the trading/burn apparel part. For instance, make a special stockpile and a working station near it with boht a filter to allow only deadman's apparel and a bill with low range/burn or deconstruct apparel.
The opposite should have been done too, I have no freaking idea why it haven't be done in the base game yet.
However, pawn shouldn't wear any d's unless they have *nothing* else. they should wear it only in case where :
-if they wear nothing, they get a mood debuff (naked)
-if they wear something, it give worst modd debuff than wearing this d's apparel
Try craft some replacement for your deadman gear and look if they swap it. And check if you, by accident, force some gear on them.
Some mod already do it (http://steamcommunity.com/sharedfiles/filedetails/?id=738206572) but I'm not sure it's compatible.
There is also some other option - I make compost of corpses, so I don't have dead man gear. If someone survive I do strip it to get his gear but otherwise I don't (only exception is battle gear for my terminator :P).
I'm still in early stage in my game so i trying to reclaim every fabric from D gear and craft apparel from those.
Its a bit of nightmare to manage it though, since i have no option to restrict my pawns from all the D and even though i started to force wear normal crafted cloths on them, they missing some parts all the time.
Anyways thanks for your advice!
Quote from: Azzarrel on February 06, 2017, 10:47:43 AM
Is there any way to reprogram terminators ?
I just had a infiltrator (i think) and would like to convert him now ^^
"Prototype" terminators can join the colony as random pawns through the wanderer joins event and then usually by tomorrow they drop dead and reanimate as terminators. Can't convert hostile terminators though.
About terminator stuff,
I got early game one terminator (with the flavor text pop up), and a T-1000 I recruited later (put in prison a pawn from a drop pod, recruit, wait a bit, he die, I get a flavor message about terminator dying, and then he reborn and I can keep it).
I doubt it's intended to work this way though (because of the message). But now I have a second war-machine. :D
Might want to look a bit further into this.
Quote from: skyarkhangel on February 05, 2017, 07:43:05 AM
Quote from: Kitsune on February 05, 2017, 06:16:03 AM
Wanted to ask, if the quarry is now safe to use again? Or is it still destroying savegames? :D
Reworked quarry for a16, should work fine
Quote from: awesowe on February 05, 2017, 04:06:37 AM
Is this pack compatible with Psychology / dub's Bad Hygiene?
seems Psychology compatible with latest update. But not properly work for non-human race.
dub's Bad Hygiene -not tested
psychology is compatible with this modpack, but having R&D at the same time will cause the paws act like the had split personalities cuz both mod do kinda the same thing. So, sometimes one mod will show on the character's thoughts and actions and the second later the other mod is also going to induce another change that might be the completely opposite. This is actually the explanation @Linq gave to me when I asked him about it.
Hello guys, what can I do with this problem?
http://www.subirimagenes.com/otros-sinttulo-9684723.html
I've followed all the steps of the first post to make the installation and I only enabled the mods Core, Combat Realism andCore SK in these order.
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?
@Kenji
I use both of mine with no trouble into caravan (alone that's it, I'm just looking for glowstone atm).
@sergiocella
This kind of error is harmless. but there is more under it, that we can't see with a screenshot.
If you want to show an error, use another way :
-if windows/steam go into \Steam\steamapps\common\RimWorld\RimWorldWin_Data and open output_log.txt
then just copy his content http://pastebin.com/, save, and the actual address will be changed. Just copy it and use it to share the text
you could also upload the file but for simple text that's just as simple to share paste bin link (or similar)
-if windows/non steam it's almost the same, just go in the folder you installed rimworld
Quote from: Rorgan on February 06, 2017, 01:07:34 PM
Quote from: M00nStalker on February 06, 2017, 04:10:44 AM
Quote from: Rorgan on February 05, 2017, 05:15:31 PM
Please, anyone knows a solution how to turn off the "dead apparel" penalty?
Its really killing the game for me since my pawns trying to equip all the dead raiders apparel after every raid and i failed to find a way to stop them, so i always end up more than -5 modifier on everyone's mood.
You can use the "assign" menu to disallow the wearing of dead man's clothes.
I can't find any option to do that in the assign menu / outfits, there's only one filter and that's for "Allow non-deadman's apparel".
If i understand that right, that's allow your pawns to wear apparel of non-dead, so that's means normal crafted / traded apparel.
Very confusing i have to say! :o
UPDATE
Ok, after some testing its seems like the "Allow non-deadman's apparel" filter actually prevent your pawns to wear apparel of dead people.
Thanks for the help!
UPDATE 2
Well..... i tested it a bit more and its definitely do what i first thought, its allow your pawns to wear non-dead's apparel, which means if you turn it off, they drop everything they had and starting to look for all the apparel of dead people LOL!
Maybe its some kind of bug?
There's definitely something wrong. At the top of the assign menu interface I have two primary filters, "Allow non-deadman's apparel" and "allow deadman's apparel". Unticking the latter would prevent pawns from wearing apparel with the "D" tag.
@moon
If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Quote from: Oragepoilu on February 07, 2017, 08:59:03 AM
@moon
If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Yes I do. However I seem to remember having this option when I didn't, but apparently not. I apologize for this, I actually just assumed it was part of the base game/mod pack since it was so obvious. It really should be.
Quote from: M00nStalker on February 07, 2017, 09:43:18 AM
Quote from: Oragepoilu on February 07, 2017, 08:59:03 AM
@moon
If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Yes I do. However I seem to remember having this option when I didn't, but apparently not. I apologize for this, I actually just assumed it was part of the base game/mod pack since it was so obvious. It really should be.
Actually i am more looking to know what mod you added to have it, since it looks like it works for you it should for us too and could be a decent addition. I know some way to solve this problem, but I when I gave a try it messed up my save.
Quote from: Oragepoilu on February 07, 2017, 10:34:49 AM
Quote from: M00nStalker on February 07, 2017, 09:43:18 AM
Quote from: Oragepoilu on February 07, 2017, 08:59:03 AM
@moon
If I have to guess, you are using more mod than this modpack. Can you please tell us if that's the case ? (and check before answer this)
Yes I do. However I seem to remember having this option when I didn't, but apparently not. I apologize for this, I actually just assumed it was part of the base game/mod pack since it was so obvious. It really should be.
Actually i am more looking to know what mod you added to have it, since it looks like it works for you it should for us too and could be a decent addition. I know some way to solve this problem, but I when I gave a try it messed up my save.
Well the mods I use in addition to the modpack are these:
Qualitybuilder (should definitely be added anywa imho).
Outfitter (prime suspect, since it deals with apparel).
Stack XXL
Dub's Rimkit, Skylight, bad hygiene.
Psychology
Stack merger
Look at me, I'm the worker now.
A world without hat(s)
@moon
Yes, it was Outfitter.
Quote from: Oragepoilu on February 07, 2017, 06:26:59 AM
@sergiocella
This kind of error is harmless. but there is more under it, that we can't see with a screenshot.
If you want to show an error, use another way :
-if windows/steam go into \Steam\steamapps\common\RimWorld\RimWorldWin_Data and open output_log.txt
then just copy his content http://pastebin.com/, save, and the actual address will be changed. Just copy it and use it to share the text
you could also upload the file but for simple text that's just as simple to share paste bin link (or similar)
-if windows/non steam it's almost the same, just go in the folder you installed rimworld
Here it is:
http://pastebin.com/q6kQ2rV3
QuoteThere's definitely something wrong. At the top of the assign menu interface I have two primary filters, "Allow non-deadman's apparel" and "allow deadman's apparel". Unticking the latter would prevent pawns from wearing apparel with the "D" tag.
I don't have the 2nd option anywhere, any suggestion what cause this?
I think my modpack is up to date and i don't use any other mods except for MadSkills.
I attached a screenshot about this.
[attachment deleted by admin due to age]
Tiered Mad Skills will be nice addition. Some recipes request 20 crafting skill
PS. Can someone post a simple tutorial how to add mods to this modpack?
@rorgan
if you read the message just before you would get your answer.
Or read this instead : if you want to have the "Allow deadman's apparel" option, install Outfitter (https://steamcommunity.com/sharedfiles/filedetails/?id=738206572). However if you add mod to a modpack, it might add more problem so use it on your own.
@Tig2
Adding a mod is simple. just either download it or subscribe to one in the steam workshop.
From here, if you downloaded it you need another step, it's just to add the folder of the mod you want to add here :
\Steam\steamapps\common\RimWorld\Mods
Like you did when you installed this modpack.
then, you need to activate it in game - for both steam subscribe and direct download, doesn't matter-. You NEED to reload the complete game EVERY time you add/remove mod by stopping & restart the game completely.
Then just play as usual. That's it; exactly the same as usual. If you still don't get it, ask google, any tuto will do it.
@sergiocella
After a look at your link, all the error you get (I have them too) can be ignored, they are harmless.
The storyteller update (http://i.imgur.com/PgunjX3.png?2)
Fresh install, and I'm getting all of these errors: https://gist.github.com/c9ff7ce1fff7d7b7ecd22b1beef20d4a
Haven't actually played yet, don't know if they cause actual issues, but I think they might. Not sure what I might've done wrong during installation, but will try reinstalling everything to see if that'll fix it.
Edit: After a complete reinstall, the errors persist. I will now try playing.
Edit 2: Unable to progress further than "generate planet" step. No matter what settings, I simply get returned to the generate planet menu after attempting to generate a planet.
Edit 3: I've re-replaced the modlist xml file in the appdata folder, and now get the following errors: https://gist.github.com/7c16d647011e589812a0fbd7f2a177fa - appears to be fixed? Will re-test.
Edit 4: Everything appears to be working now.
hay i was playing with this modpack thismorning and theres some cool stuff in the mod pack. i would like to ask if its posable to pull some of them out into moduals so you can pick and choose witch ones to be active . i most loved the superior crafting stuff like the vat and some of the other crafting things . allso the factions and the clothings. i just rilly dislike cobat realisum and some other nit pics makes it hard to play on a laptop
I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?
@smexy
Removing combat realism would be done only in the case you would want to remake a full modpack, as this mod come with a lot, lot, lot of problems of compatibility. That's *way* too much work IMO. And I'm pretty sure the author of this modpack think the same about it.
What do you dislike with it ? Just curious.
@joe
I have yet to do it (out of silver to make elec part) but can't you simply just rebuild it ?
I think it works like the mineral deposit, and just have a fixed timer (mine extractor is 250 000 tic if I remember). So it's better to just let it go anyway, and if you don't want to haul the stuff yet just place it in a closed space and lock the door.
not sure it's a mistake more than just a convenient way to do it for modder. Can't tell myself, but I wouldn't be surprised if the game lack of way of checking time spend with power activated only (as nothing in vanilla do something like this).
the micromangey of the ammo and ammo types also some weapons are way more powerfull and use less ammo.
i am mainly interested in the new factions , apparel and the cool med mods along with the power.
i allso dont know witch items are linked into the assembly or i would pull the def's apart to make my own stuff to play with.
Quote from: Smexy_Vampire on February 08, 2017, 07:07:58 AM
hay i was playing with this modpack thismorning and theres some cool stuff in the mod pack. i would like to ask if its posable to pull some of them out into moduals so you can pick and choose witch ones to be active . i most loved the superior crafting stuff like the vat and some of the other crafting things . allso the factions and the clothings. i just rilly dislike cobat realisum and some other nit pics makes it hard to play on a laptop
Per Sky (modpack creator) you have to have at least: Core, Combat Realism, and CoreSK. Everything else you can yank but not these three, they are tied tightly together.
Quote from: joeloverbeck on February 08, 2017, 07:36:11 AM
I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?
It seems that once drilled an oil well runs out (in something like 60 days), no matter if you pump up oil or not.
It is however easily fixable, no need to manipulate the save file. Simply turn on dev mode, look for "Tool: Try place near thing" and do a search for "fissure". Click the button that lights up and click the ground. Either directly under the oil well where the previous fissure was or somewhere else and build a new one.
Quote from: BlackSmokeDMax on February 08, 2017, 11:32:41 AM
Per Sky (modpack creator) you have to have at least: Core, Combat Realism, and CoreSK. Everything else you can yank but not these three, they are tied tightly together.
sadly some of the stuff i want are in the coreSK. ie organ vat and modular tiered hydroponics. posably her skynet factions
Quote from: joeloverbeck on February 08, 2017, 07:36:11 AM
I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?
At least in A14 (I just started with A16 and am still far away from building the first oil extractor), the drilled fissure drains after a certain time, independent from how long the oil extractor was working or not, but you can always raze the oil extractor and re-drill the hole, then rebuild the oil extractor.
I guess you could see it as, after a while dirt starts to get in the pipes until they clog. In my opinion, it also is a nice balancing factor for the early mid-game when you normally do not have enough power to run the oil extractor all the time - so you will not get as much oil out of your resources as in the later game.
Quote from: silverskin on January 23, 2017, 02:45:33 PM
I'm getting a weird problem with the power switches. If I build one in a game then save and quit, I will never be able to load that game again. Ever. It will glitch out and won't load. There's no problem while the game is running, it's just that it'll never load back up if I quit.
Anyone else have this problem? Anyone built any working power switches and find they can still save, quit and reload that game?
Can confirm: the basic power switch is currently broken. It works in the game, but inevitably leads to crash on reload.
I can't figure out what is the precise problem with the switch, yet here the workaround to restore broken saves while maintaining the power switch functionality:
1.Locate and open file %Rimworld folder%\Mods\Core_SK\Defs\ThingDefs_Buildings\
Buildings_Power_SK.xml2.Find the string <thingClass>SK.Building_PowerSwitchMod</thingClass>. This is the 4th string in the data structure describing "Power switch" entity.
3.Replace "SK.Building_PowerSwitchMod" with "Building_PowerSwitch". That way the game will use the unmodded power switch object.
4.Open your save file.
5.Locate all strings "<thing Class="SK.Building_PowerSwitchMod">" and replace them with "<thing Class="Building_PowerSwitch">".
I did the nuclear fallout event recently (including wasteland randomly spam here and here, no crop, instant kill outside, etc) and find it "challenging" in his own way.
However, zeon (another event) is straight up invincible, is it by purpose ?
(for people that have yet to get it, think about a mech slow but perma near invincible shield + long range weaponry + retaliate storm + summon melee mech + very hight health regen )
The message for this event hint to flee, but I find it really lame to be forced to lose a full map just because of one event, especially since it take quite a long time to make it trough regular event and grow a colony.
I'm here just to tell that ZEON EVENT is way too OP.
It appeared to me while we didn't even had kevlars and decent weapons, even using terminator to lure him until his ammo was depleted and then hitting him with all the colonists weapons didn't yield nothing, as his regen would just ignore the guns damage.
My game stopped working. When I load the game I can interact with it, only thing I notice not working is the colonist bar. And as soon as I unpause the game it stops responding.
Last major thing I built before this save was a cleaner bot.
Log attached.
[attachment deleted by admin due to age]
Hey Guys and Girls , after a terminator prototype join my colony colonistBar just started showing this error and after a while the UI disappeared and it would only come back if the terminator died or have been removed, and One other thing I'm getting an error that the terminator is not deep-saved and it would cause an error while loading the game which it don't
- The ColonistBar Error is:
Object reference not set to an instance of an object
at ColonistBarKF.PSI.PSI.DrawColonistIcons (Verse.Pawn colonist, Boolean psi, Single rectAlpha, Rect rect) [0x00000] in <filename unknown>:0
at ColonistBarKF.ColonistBar_KF.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Object with load ID Thing_Human8799 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading. Verse.Log:Warning(String) Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear() Verse.Scribe:FinalizeWriting() Verse.SafeSaver:DoSave(String, String, Action) Verse.SafeSaver:Save(String, String, Action) Verse.GameDataSaveLoader:SaveGame(String) RimWorld.<DoFileInteraction>c__AnonStorey381:<>m__4B2() Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) Verse.LongEventHandler:LongEventsUpdate(Boolean&) Verse.Root:Update() Verse.Root_Play:Update() |
[attachment deleted by admin due to age]
Is there a way to remove a faction from spawning in the game?
Hey i like the new meat-"system", no more cans to compare thousends of different kinds of meat, but the new leather system isnt my favourit. U win raom in ur stock but lose so many furs. Or did i oversee something? (played for two hours to test it)
I cannot find the multianalyzer. It dosent show anywhere in the research tree or construction options. I have researched EVERYTHING apart from the options that need the multianalyser.
@jah
research ergonomic III, the analizer will be with the other research building once it's done
UPDATE: While this bug definitely exists, it's possible that it wasn't the (only) one that corrupted my save game. After not doing the operation minutes later I still got a corrupted save game, which was most likely caused by a Green Dragon spawning, walking around while unconscious (really) and then throwing hundreds of null reference errors to the console. Destroying it with the dev tool seems to have fixed it corrupting the save.
Bug report: cure gunshot wound / scratch / bruise will cause save game corruption if you save immediately after the operation. It seems the pain source is gone but the pain debuff itself will take a few ingame hours to disappear, and during that time it will have a null reference to the pain source and kill your save games and you get a map load error. If you wait until the patient comes out of anesthesia it seems you're safe.
Could not resolve reference to object with loadID Thing_Human2199263 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffSet.PartOrAnyAncestorHasDirectlyAddedParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
at Verse.Hediff_Injury.get_PainOffset () [0x00000] in <filename unknown>:0
at Skynet._HediffSet._CalculatePain (Verse.HediffSet _this) [0x00000] in <filename unknown>:0
at Verse.HediffSet.get_PainTotal () [0x00000] in <filename unknown>:0
at Verse.PawnCapacityUtility.CapacityEfficiencyOffsetFromPain (Verse.HediffSet hediffs, Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
at Verse.PawnCapacityUtility.CalculateEfficiency (Verse.HediffSet diffSet, Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
at Verse.PawnCapacitiesHandler.Notify_CapacityEfficienciesDirty () [0x00000] in <filename unknown>:0
at Verse.HediffSet.DirtyCache () [0x00000] in <filename unknown>:0
at Verse.HediffSet.ExposeData () [0x00000] in <filename unknown>:0
at Verse.CrossRefResolver.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
@gach
you talk about a "green" dragon. I never saw one but I can confirm that the special event that spawn a rare "fire" dragon have the exact same problem, unconscious & corrupt save
In case somebody happen to not being able to load a save because of this problem it's always possible to open you save with notepad++ (or something else) and remove the reference to the dragon.
Quote from: Soulcube on February 09, 2017, 08:08:21 AM
Hey i like the new meat-"system", no more cans to compare thousends of different kinds of meat, but the new leather system isnt my favourit. U win raom in ur stock but lose so many furs. Or did i oversee something? (played for two hours to test it)
It's possible we made add some more leathers/furs again to address any gaps in granularity or need players find. Consider the overhaul a "starting point". It needs more play testing first.
Quote from: Oragepoilu on February 09, 2017, 01:19:07 PM
@gach
you talk about a "green" dragon. I never saw one but I can confirm that the special event that spawn a rare "fire" dragon have the exact same problem, unconscious & corrupt save
In case somebody happen to not being able to load a save because of this problem it's always possible to open you save with notepad++ (or something else) and remove the reference to the dragon.
Yes, it was definitely a green dragon, that was also its name. I guess there are multiple variations and they are all broken. I know you can edit save games, but the output log did not point me to the dragon at all. I only found it as the cause while loading an earlier save game and looking at the ingame log as the dragon spawned.
@gatch
There is a version of this event that bring night with a sort of big dog - it worked fine for me
There is another that bring a cold/ice dragon - this one worked fine for me too
So, sound more a red/green problem only ? I guess
Quote from: Owlchemist on February 09, 2017, 02:25:09 PM
Quote from: Soulcube on February 09, 2017, 08:08:21 AM
Hey i like the new meat-"system", no more cans to compare thousends of different kinds of meat, but the new leather system isnt my favourit. U win raom in ur stock but lose so many furs. Or did i oversee something? (played for two hours to test it)
It's possible we made add some more leathers/furs again to address any gaps in granularity or need players find. Consider the overhaul a "starting point". It needs more play testing first.
sounds great
hi sky :)
Thanks again for taking into consideration what I said about rocks and flora in general concerning color saturation... I'm very happy with the changes :)
This time I have some suggestions concerning some functionalities:
- there is a missing feature in HCSK. In A16 you can click on anything (workstations, furniture, structures like walls, doors - no weapons or apparel) and there right next to "deconstruct," "cancel," etc there is a very useful button called "build copy." This feature saves a lot of time, because you just have to click on that and you can place an exact copy wherever you need to, without having to go back and open the menu and look for that workstation or structure. Specially for walls and floors, this is a must in my book. Idk why you have left this out of HCSK, but I'm pretty sure this is a needed feature.
- other functionality that could make things a bit easier when fiddling around with stockpiles, growing zones, and dumping zones is provided by JTZoneButtons. Not sure if you know what this mod does. I'll tell you either way, it adds extra buttons if you click on any stockpile, dumping zone, or growing zone. The additions vary depending on the selected zone: "growing/dumping/stockpile zone," "delete zone." It works similarly to the aforementioned feature. If you click on any growing/dumping/stockpile zone you can immediately place another one of the same type and shrink or enlarge the selected zone... This mod is vanilla Rimworld to me... soooo useful.
- Another thing I've noticed is the crazy growing time for grass. My grower is harvesting in a year around zone (learning wheels... Ik... ;) ) and he is not even finished, when grass starts popping up immediately after. To be honest it is a bit OP on the one hand (hay 4 ever) and on the other hand is just plainly annoying, I have to micromanage a lot of the harvesting, cuz my grower will stop sowing if grass has spawn on that spot... This is considerably different from vanilla and it defies a bit the purpose of making agriculture balanced. Idk if you introduced this change to compensate a bit for the research time or harsher biomes, but this is crazy grass growing is not balanced at all.
Edit - my farms are on rich soil... idk if this influences the spawning rate... this is obviously beneficial for temperate forest, maybe the taiga offers the right spawning balance :)
ok... that's all :)
I haven't discovered all the modpack's content (save file breaking updates and other shenanigans) so that's all I have for now.
Peace :)
Thanks :)
you can avoid most the grass growing if you put separation between area with grass and area where you sow.
Plant grow by themself mostly if :
Biome allow it
There is another plant nearby
enough fertility
If you place a new ground there is no fertility and thus you can avoid this problem.
Hi. I'm getting lag after playing for about 1-2 seasons. Im playing on biggest map but it should be fine because Im running i5 6600. I also tried to use dev tool and killed all the plants and most of the animals and nothing happens. Even when I pause the game I still get some lag spikes every 3-4sec while moving the screen around the map. Anyone else having this problem?
How can I build the advanced research table? I've investigated all the requirements but i don't see it in the construction menu.
@tomato
An I5 6600 is wayyyy wayyyy wayyyy not enough to play on the biggest map size lmao. Even the faster out here won't do it with "no problem".
I must say, you shouldn't even think about playing over the normal size with this modpack with this one cpu, as later you will have even more lag.
I'm not saying this cpu sucks per see, but it's clearly not enough to deal with the hight amount of stuff that queue regularly.
@sergio
I don't know what "advanced research table" you talk about. There is a primitive, normal, Hi-tech, and additional multi analyzer.
All of them are under the same tab, Misc (between sun lamp and medical facility)
Quote from: Oragepoilu on February 10, 2017, 08:09:52 AM
@tomato
An I5 6600 is wayyyy wayyyy wayyyy not enough to play on the biggest map size lmao. Even the faster out here won't do it with "no problem".
I must say, you shouldn't even think about playing over the normal size with this modpack with this one, as later you will have even more lag.
I'm not saying this cpu sucks per see, but it's clearly not enough to deal with the hight amount of stuff that queue regularly.
@sergio
I don't know what "advanced research table" you talk about. There is a primitive, normal, Hi-tech, and additional multi analyzer.
All of them are under the same tab, Misc (between sun lamp and medical facility)
I do not agree, I played this modpack few months ago and even on weaker cpu (amd fx 8150) and I played just fine on biggest maps. Something happend lately, something is causing this. i5 6600 is more than good for this game
Hey, I am at year 1 yet havent found gamebreaking bugs.
But two questions.
It seems like stockpile-priority is buggy. Haygrass dont get moved to my animals when its set to important.
And the other thing is. how can i make fences impassable? i changed it like i saw some pages before but they still crawl over it.
Quote from: Devinel on February 10, 2017, 02:28:41 PM
Hey, I am at year 1 yet havent found gamebreaking bugs.
But two questions.
It seems like stockpile-priority is buggy. Haygrass dont get moved to my animals when its set to important.
And the other thing is. how can i make fences impassable? i changed it like i saw some pages before but they still crawl over it.
Stockpile won't accept it? Or are you saying that they don't prioritize moving that first?
If the second, that is not what stockpiles prioritize, they just prioritize which stockpile things go to, not in what order things are hauled.
If the first is the problem, you'll have to watch where they are hauling the haygrass and make sure that stockpile is either set at a lower priority or make sure they are not zone restricted from getting to the higher priority stockpile.
Quote from: Devinel on February 10, 2017, 02:28:41 PM
It seems like stockpile-priority is buggy. Haygrass dont get moved to my animals when its set to important.
Allow fresh organics.
Quote from: Pirate on February 10, 2017, 04:35:27 PM
Quote from: Devinel on February 10, 2017, 02:28:41 PM
It seems like stockpile-priority is buggy. Haygrass dont get moved to my animals when its set to important.
Allow fresh organics.
that was the point.thx alot
I have an issue where my colonist refuses to research certain projects. He can research other projects like normal but when I select certain projects, he simply stops and does other things like crafting and such.
Can this be fixed cuz one of the projects he refuses to research is automated turrets and I desperately need them for my defence.
Also, my cows don't sleep on my animal beds for some reason even though they can fit in them and they're in the allowed area.
@toot
Are you trying to research thing like "Sentry turret" ?
They require, like some other end game research, a Hi-tech research bench and a multi analizer (both with power). If you don't have them you cannot research it. Check if you have them.
If you want to know what bench you need for each research, simply read the description.
If that's not because of this, I don't know.
I'm going to hell...
I needed compost for tilled/rich soil and my future hydroponics. The catch was that my map didn't have too much nitre and I didn't want to waste a mining rig to pull that up and then have a colonist make compost. I started hunting small animals but even that wasn't enough. However it turns out a small chicken gives as much compost as a large muffalo. So I came up with another idea. I purchased a few hens and a rooster from a passing trader and started breeding chickens like crazy. After getting up 15 hens as breeding stock I used the fantastic manager mod to automatically assign every juvenile chicken to a new area. An area that's filled with compost bins, a steam geyser and an industrial heater, temperature 90 C. Naturally the chickens that's in this area suffer heatstroke, quite quickly. As they're already on the compost bins I don't even need to have a colonist haul the bodies.
The result is a close to unlimited supply of compost for no cost (the breeding stock are free range) and very minimal effort.
I do not condone cooking chickens alive.
Quote from: M00nStalker on February 11, 2017, 05:38:43 AM
I'm going to hell...
I needed compost for tilled/rich soil and my future hydroponics. The catch was that my map didn't have too much nitre and I didn't want to waste a mining rig to pull that up and then have a colonist make compost. I started hunting small animals but even that wasn't enough. However it turns out a small chicken gives as much compost as a large muffalo. So I came up with another idea. I purchased a few hens and a rooster from a passing trader and started breeding chickens like crazy. After getting up 15 hens as breeding stock I used the fantastic manager mod to automatically assign every juvenile chicken to a new area. An area that's filled with compost bins, a steam geyser and an industrial heater, temperature 90 C. Naturally the chickens that's in this area suffer heatstroke, quite quickly. As they're already on the compost bins I don't even need to have a colonist haul the bodies.
The result is a close to unlimited supply of compost for no cost (the breeding stock are free range) and very minimal effort.
I do not condone cooking chickens alive.
And thats how nuggets are born...
I can't seem to see random events occur. Playing on latest build, I have tried multiple story tellers and it doesn't seem to do anything. Any ideas?
@tagel
Try to have more wealth (item inside a stockpile, more colonist, more costly gear on colonist, more building)
Leave debug mode ON and see if there is some error that pop up related to this (Like a raid or caravan that couldn't find a place, etc)
Edit : I had some trouble for a while with taming, with a message saying "can't do it man, i'm full". You got the point.
When I selected my pawn, he had like 7 berry and his gear (leather/cloth) on top of his knife. Game was telling me he was at his weight limit (34/35), but once I removed the berry and pickup again he was back to normal weight (14/35).
So, there is something weird atm with the weight system. They can somehow end up have the wrong weight, and that slow them down or disable some job.
Don't really know much about this problem beside this, so if someone have an idea about solving this ... I'm listening.
Quote from: Oragepoilu on February 10, 2017, 08:09:52 AM
@sergio
I don't know what "advanced research table" you talk about. There is a primitive, normal, Hi-tech, and additional multi analyzer.
All of them are under the same tab, Misc (between sun lamp and medical facility)
The "advanced research table" is the traslation of my language (spanish). Due to the bad traslation to the spanish language I can't find the investigation which unlocks the next table after the normal table, could you tell me which it is please?
All the time I'm referring to the table you need to investigate geothermal energy, for example, to understand us better.
@serg
I guessed so. I'm no english myself but I still use the english all the time when I'm modding, as it's far more easy to solve most trouble this way, but I can understand not everyone want to do it this way.
"Geothermal energy" tech is called "Renewable power III" and need a "hi tech research bench" (but no "Multi analizer").
If you want to build a "Hi tech research bench" you need to research "Infrastructure III" (color between blue and purple, somewhat near the down part of the tech tree, right under the geo tech if you use the research tree tab)
Your next step (for late tech) will be to unlock the "Multi analizer", you will find it with the research "Ergonomic III" (Purple, near bottom right of the tech tree)
Anyone have any tips on how to increase the temperature of a room to really high levels to make the xenon ion turbine work? i cant seem to go above 100 degrees no matter what i do
I have yet to try the turbine,
But if you want hight temp you can (in this order) :
-Use free heat from geyser (and maybe oil fissure if they do ? dunno)
-Use the heat you push off your freezer
-Use the heat from some station (cooking, smelting) by using a cooler
------
About terminator event (yes, again), I found that Terminator can eventually leave the map *before* the message about accepting/rejecting him pop up if the event happen near the border.
Would be neat to have something that check available point for this event, and avoid it to happen if it's in 10 range of the border (like, building radius).
Not to worry, we'll be looking into fixing a lot of the research weirdness soon.
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.
Quote from: Rhyssia on February 12, 2017, 02:41:26 PM
Not to worry, we'll be looking into fixing a lot of the research weirdness soon.
Yup i have the turbine in the same room as an advanced generator and have vents pushing heat into the room and the max i can hit is about 110 degrees :\. i need it to be about 200 degrees or so
Is there a plan to get some of the A16 features into the game which are now missing?
Thinking of:
Stonecutting Tweaks inclusion
Button for making a copy of currently highlighted item
Think there was one more which I can't remember now, knew I should have made a list, lol!
One other question is the Help system from CCL. Will that be able to be included at some point, or is that going to require waiting for CCL still? I ask because it seems a lot of the other things seem to have been either pulled from CCL or else maybe used one of the newer libraries, Harmony, HugsLib. Just hoping the great and really helpful Help system won't be left behind.
Bug in stockpile orders? I have a jerks and raw meat. Make a stockpile 1 for "raw meat" and stockpile 2 for "meals". Colonists says that no empty plases for that jerks and raw meat. Sorry for bad english.
in russian:
Проблема со складами. Есть склады с марками "raw meat" и "meals". Но сырое мясо и готовое валяется на полу и колонисты говорят что некуда складывать.
Разобрался. Надо еще поставить "allow fresh". Вот только это интуитивно непонятно. Может как-то где-то указать?
Good job guys you broke this modpack with leather/meat update.
Quote from: tamzatumanami on February 13, 2017, 02:57:36 AM
Good job guys you broke this modpack with leather/meat update.
It is not their job, and they do not owe you to fix it but they will, so show some respect for their free work.
Quote from: InsKill on February 13, 2017, 02:15:05 AM
Bug in stockpile orders? I have a jerks and raw meat. Make a stockpile 1 for "raw meat" and stockpile 2 for "meals". Colonists says that no empty plases for that jerks and raw meat. Sorry for bad english.
Did you notice this modpack add a new overall flag for stockpiles ?
Allow fresh, i think you are missing that flag.
Quote from: Canute on February 13, 2017, 03:44:04 AM
Quote from: InsKill on February 13, 2017, 02:15:05 AM
Bug in stockpile orders? I have a jerks and raw meat. Make a stockpile 1 for "raw meat" and stockpile 2 for "meals". Colonists says that no empty plases for that jerks and raw meat. Sorry for bad english.
Did you notice this modpack add a new overall flag for stockpiles ?
Allow fresh, i think you are missing that flag.
Yeah, that it!
Quote from: BlackSmokeDMax on February 13, 2017, 01:09:58 AM
Is there a plan to get some of the A16 features into the game which are now missing?
Thinking of:
Button for making a copy of currently highlighted item
In game,
Select the building you want to copy and press (B).My bad, I misunderstood (copy/moving).
Free tip : Early game you can drop and disable to haul one (or more, but one is enough) coldstone or glowstone on top of a crafting spot (where the colonist stand when crafting) to avoid the darkness mood debuff.
Side note : I am making medicine thing (for healing), but they require a skilled doc while using cook skill.
That's rather annoying, my cook aren't good as a doc, so they can't do it, but if I let my healer cook they will cook normal food too - even more annoying.
What's wrong with the Medium Heaters? They're terrible. It seems to take about 4 of them to do the heating work of 1 Small Heater.
And as each Medium Heater uses twice the power of a Small Heater, it's woefully inefficient.
I even tried tweaking the heating values and it doesn't seem to have made much difference.
It's a shame, since they look better and save space.
There will be a more "formal" announcement of this mod later, but for those who aren't in the discord server and may not know, there is now a new flavor of HCSK available. I call it Survival HardcoreSK
It is designed for people who use the vanilla storytellers instead of the new custom HCSK storytellers. This is because much of HCSK's balance direction is expecting you'll be playing a more combat-focused game that the custom storytellers provide, whereas the vanilla storytellers are more survival focused.
So if you want something that's a bit closer to the vanilla experience, but with HCSK's features and expanded progression line and deeper production chains, feel free to try it out, it could use some more play testers.
Aside from balance changes, it also includes some of my own brand of polish such as rewritten descriptions to better covey the purpose of things to the player (like for example all the many different meal types you can make).
Download and instructions are here (https://github.com/Owlchemist/Survival-Hardcore-SK)
Hey there guys, thanks for the awesome modpack yet again, don't seem to be having any major issues but seems like the nanite shields and Embrasures/Sand bags are pretty broken, might be due to changes in cl ? Neither of them block any shots anymore, it's pretty much like standing without any cover.
Small suggestion: insert wich ammo uses each weapon in description of all firearms. Becouse in case of use the PreparedCarefully and change loadout, I can take a gun, but don't know what ammo use that gun. OK, I looked on wiki, but why, if 10-15 letters can solve that problem?
Sorry for bad english.
It there a Way to get Superior Crafting ONLY for RimWorld 16?
Quote from: Owlchemist on February 13, 2017, 05:02:00 PM
There will be a more "formal" announcement of this mod later, but for those who aren't in the discord server and may not know, there is now a new flavor of HCSK available. I call it Survival HardcoreSK
It is designed for people who use the vanilla storytellers instead of the new custom HCSK storytellers. This is because much of HCSK's balance direction is expecting you'll be playing a more combat-focused game that the custom storytellers provide, whereas the vanilla storytellers are more survival focused.
So if you want something that's a bit closer to the vanilla experience, but with HCSK's features and expanded progression line and deeper production chains, feel free to try it out, it could use some more play testers.
Aside from balance changes, it also includes some of my own brand of polish such as rewritten descriptions to better covey the purpose of things to the player (like for example all the many different meal types you can make).
Download and instructions are here (https://github.com/Owlchemist/Survival-Hardcore-SK)
Giving it a try right now Owl!
So far so good as far as getting it up and going. I also turned Moody on, and added QualityBuilder, Miniaturisation, and Zhentar Tweaks. With Zhentar Tweaks, I wanted that only for the Sunlamp planning tool, but that doesn't seem to be working, don't know if that is a problem with regular HCSK as well, might give that a try to find out.
The last time I used a HKSK storyteller was in alpha 13 with Hildegarde on 2nd or 3rd highest difficulty (They changed names), and my god I never got a break, it was raid after raid, my colony wealth just kept going up because of all the loot on the map, and I was just quite literally overwhelmed not because it was impossible, it was tedious as fuck checking items/ammo/clothing etc.
Edit - Since then I've always stuck to the vanilla storytellers, perhaps I should give them another go.
Just want to give a big shout out to the modmaker, this pack is absolutely insane, it shows what Rimworld can be and the potential.
I truly love how everything is much more about survival, how for the vast time of the beginning you have to hunt to survive and pick fruits.
Truly amazing, can´t get enough of this!
Drawing and redrawing storytellers in videostory:
1) Rey - https://youtu.be/xBNhbMWdLW4
2) Xaseo - https://youtu.be/Qijs7fLL2EI
3) new Hilde - https://youtu.be/afiFjfK3v5c
Quote from: tamzatumanami on February 13, 2017, 02:57:36 AM
Good job guys you broke this modpack with leather/meat update.
Feel free to make your own modpack. ;)
But as far as I've heard the leather/meat update was regarded as an improvement.
Just thinking, but ain't sunlamps kinda unbalanced? consuming 1000w each makes for a full snow survival pretty impossible.
And an idea, maybe glass roofs would be cool, so we could get sunlight in a heated environment.
Are normal shirts uncraftable in this version?
I have a electric tailoring bench, which is powered and a colonist with fairly high skill, but it doesn't show up in the bills menu? I can craft body suits, pants, boots, gloves, hats/masks, and armors, but no shirts?
Hi, Im getting this error when enabling this modpack (fresh game install, no other mods enabled):
EDIT: I also had to disable Moody since the console goes nuts with errors when I press the "gear" button (settings?) in-game.
(http://i66.tinypic.com/1j9stk.jpg)
Quote from: Abu Hajjar on February 15, 2017, 09:28:54 PM
Are normal shirts uncraftable in this version?
I have a electric tailoring bench, which is powered and a colonist with fairly high skill, but it doesn't show up in the bills menu? I can craft body suits, pants, boots, gloves, hats/masks, and armors, but no shirts?
Looks like you need the non-electric tailoring bench to get shirts.
That's not right, I think. I'll talk to the team about how to fix this best.
Any tailoring table got nearly own recipes. Only a few recipes can be made at all tables.
Same count for weapon tables.
Hardcore is a bit unique not like vanila.
I am translating into Spanish, please contact me
[email protected]https://www.facebook.com/ysha.lict
I haven't played in like 2-3 weeks lots of changes and even a manual now lol goodwork on that :) Lets see how quickly HCSK can kill me :P
I have one request, could there be a more detailed description of what the new storytellers do? (Specifically Rey & Haseo) I've no idea which one is the harder one out of the 3 for example. It's very vague at least I think it is, maybe its just me but when I compare it to the vanilla explanations for example, Pheobe tells you that you can expect gaps in between events which would be aimed at the newer players, Cassandra explains that she would be the default experience with a scaling difficulty curve, in that this is the one you should be using for a balanced orientated game, Randy is quite literally random. Hildegarde epic is explained reasonably well, in that there will be a focus on bigger nastier events (Assumed it has faster difficulty curve) and less power outs, blights, solar flares etc.
Rey is tough??? but what does that mean, whats changed? Whats different? It's the same with Haseo. The only thing I can think of is that the incidents are going to be more frequent, but doesn't say which, and I assume the difficulty curve is going to very hard. my point is, that I don't want to assume, I want to know specifically what each storyteller does. I'm just asking if there could be a bit more of an explanation. I love the work you guys do and hope my input hasn't come across as negative or anything :)
Uck i just had my first freeze during auto save, (Gave it 2 minutes then I alt f4, every other autosave took only like <10 seconds) I will give a detailed explanation & information if it happens again, the output log had nothing, hummm... it doesn't look promising, I hope it was the one off, fresh install as of couple hours ago.
I laughed at this buffalo's wound I gave it, am I the only one seeing a face?
http://prntscr.com/e9kslu
Quote from: killermen962 on February 16, 2017, 12:44:49 PM
I laughed at this buffalo's wound I gave it, am I the only one seeing a face?
http://prntscr.com/e9kslu
I see a face too
One thing that really bugs me is how messed up the market values are.
Starting with components, they take 2.5 alloys to make. Steel is priced at $2.00, so the ingredients for one component are worth $5.00, yet it's value is set to $50.00. That's a whopping 900% increase in value.
Out of components and some alloy you can make mechanisms, there you go from $112 cost in ingredients to a value of $200 for the Mechanism. Again a significant gain.
But then if you continue on to make a finished product it looks very different.
Starting with weapon parts: 1 is valued at only $100, yet to make one you need 6 components ($300), 2 Mechanism ($200) and 10 alloy ($20 for steel), that's $520 in total. So you lose over 80% of the value on this.
And this only continues if you make weapon components and finished weapons, the ingredients seem to be over 10 if not 50 times more valuable then any finished weapon.
Some madman nuked my colony. Luckily, everyone was inside the mountain base when it happened, with the blast doors closed nice and quickly. Now they're buried under nuclear fallout for a really long time.
But it's a fair bit more boring than the games and movies make it out to be. I haven't had a single event happen since. Was it supposed to be the death of my colony? Or will new events only start up once the fallout clears? It's been going on for 3 seasons, so far.
Quote from: Pirate on February 16, 2017, 04:47:08 PM
One thing that really bugs me is how messed up the market values are.
Starting with components, they take 2.5 alloys to make. Steel is priced at $2.00, so the ingredients for one component are worth $5.00, yet it's value is set to $50.00. That's a whopping 900% increase in value.
Out of components and some alloy you can make mechanisms, there you go from $112 cost in ingredients to a value of $200 for the Mechanism. Again a significant gain.
But then if you continue on to make a finished product it looks very different.
Starting with weapon parts: 1 is valued at only $100, yet to make one you need 6 components ($300), 2 Mechanism ($200) and 10 alloy ($20 for steel), that's $520 in total. So you lose over 80% of the value on this.
And this only continues if you make weapon components and finished weapons, the ingredients seem to be over 10 if not 50 times more valuable then any finished weapon.
Thanks. Run-away profits with components had been brought up before but got swept away by lots of other problems going on at the time. Next patch will hopefully have some rebalanced sell modifiers. However not every resources is profitable to manufacture and sell because they may be based on parts that are artificially high in cost for gameplay reasons (like for example the sell price of seeds vs the cost of buying).
I have two questions.
1) How to make pemmican? I've already researched the necessary technology, but I don't know which crafting station I should use. I've tried electrical stove, professional stove, butcher table, oven and the simple grill, but none of them display the pemmican recipe.
2) Googling on how to make Pemmican, I've stumbled upon posts saying that Hardcore SK comes with a Help tab, that is, a tab one can use to look for info on any item, including the corresponding crafting station. I've also found someone, on this very thread but more than a hundred pages ago, talking about said Help tab and posting a screenshot of it. Link to the mentioned post: https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016
But the thing is: I don't have a Help tab in my game! Is it a bug? Have I made some sort of mistake during installation? Or has it been removed in the last versions of the mod?
Thank you guys for the help.
EDIT: The mentioned post and print aren't exactly in this thread, but on Hardcore SK Alpha 14e's thread. Still, it's the same mod, so my question stands.
Quote from: Yck on February 16, 2017, 07:59:00 PM
How to make pemmican?
I've only ever been able to make pemmican at a campfire. The actual campfire building.
Quote from: Yck on February 16, 2017, 07:59:00 PM
I have two questions.
2) Googling on how to make Pemmican, I've stumbled upon posts saying that Hardcore SK comes with a Help tab, that is, a tab one can use to look for info on any item, including the corresponding crafting station. I've also found someone, on this very thread but more than a hundred pages ago, talking about said Help tab and posting a screenshot of it. Link to the mentioned post: https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016
But the thing is: I don't have a Help tab in my game! Is it a bug? Have I made some sort of mistake during installation? Or has it been removed in the last versions of the mod?
Thank you guys for the help.
EDIT: The mentioned post and print aren't exactly in this thread, but on Hardcore SK Alpha 14e's thread. Still, it's the same mod, so my question stands.
the "help tab" is actually called colony manager.. look for the manager tab
Quote from: Yck on February 16, 2017, 07:59:00 PM
I have two questions.
1) How to make pemmican? I've already researched the necessary technology, but I don't know which crafting station I should use. I've tried electrical stove, professional stove, butcher table, oven and the simple grill, but none of them display the pemmican recipe.
<recipeUsers>
<li>TableGrill</li>
<li>ElectricStove</li>
<li>FueledStove</li>
<li>ElectricStove_Pro</li>
</recipeUsers>
You should be able to make it on the grill and all the stoves as long as you have it researched. You may need to update your install of HCSK.
Ok this is really frustrating. Is there a way to teleport pawns, make them invulnerable or do something about the crashlanded scenario?
Ive tried 10 times now to save my survivors from the big ship wreck that just crashes on top of them and I failed every single time.
And yes, i know i can change the scenario but i dont want to for RP reasons ...
Quote from: FreyaMaluk on February 16, 2017, 10:38:47 PM
the "help tab" is actually called colony manager.. look for the manager tab
I believe not. To me, they seem like different tabs for different purposes. One for colony management, and another for information, like an in-game wiki.
Quote from: Owlchemist on February 17, 2017, 12:10:31 AM
You should be able to make it on the grill and all the stoves as long as you have it researched. You may need to update your install of HCSK.
Hmm, there's something wrong with my modpack then, as I've only been able to find the pemmican recipe in the campfire. The stoves simply have no pemmican recipe.
I updated the modpack mid-January, if there's already another available version, unfortunately I'm not going to update anytime soon, as I have this save game I've dedicated a lot of time to. Either way, thanks for the reply.
By the way, do you know anything about the Help tab?
Is it possible to add the Leadership mod to this modpack or would there be errors?
I enjoy using this mod. Though been wondering, are there suppose to be one set of factions? Like the fist icon are all the same color and faction, the witcher symbols, the weird stars, etc.
Edit: The houses symbol-- two factions.
(http://i.imgur.com/lWQVLlO.png)
http://i.imgur.com/lWQVLlO.png
Quote from: Yck on February 17, 2017, 01:55:52 AM
I updated the modpack mid-January...
lol, well no wonder. Yeah the modpack is updated daily, often multiple times a day. There's been a
great deal of fixes and polish and balance since then.
As for the help button, it's no longer supported in A16, sorry.
Anyone know how to improve the hadron collider efficiency? messing with temperatures didn't help at all;
Quote from: FreyaMaluk on February 16, 2017, 10:38:47 PM
Quote from: Yck on February 16, 2017, 07:59:00 PM
I have two questions.
2) Googling on how to make Pemmican, I've stumbled upon posts saying that Hardcore SK comes with a Help tab, that is, a tab one can use to look for info on any item, including the corresponding crafting station. I've also found someone, on this very thread but more than a hundred pages ago, talking about said Help tab and posting a screenshot of it. Link to the mentioned post: https://ludeon.com/forums/index.php?topic=12996.msg251016#msg251016
But the thing is: I don't have a Help tab in my game! Is it a bug? Have I made some sort of mistake during installation? Or has it been removed in the last versions of the mod?
Thank you guys for the help.
EDIT: The mentioned post and print aren't exactly in this thread, but on Hardcore SK Alpha 14e's thread. Still, it's the same mod, so my question stands.
the "help tab" is actually called colony manager.. look for the manager tab
The Help tab was part of CCL. It implemented an in game wiki that was searchable and hyperlinked. It made playing HCSK quite a bit easier when new to the game as you could look up directly what benches you need, what certain recipes needed, etc. Bascially all the stuff that would help you plan ahead.
Is there now an other way to check the stats for apparel? In the craftingwindow the "i" only shows the armor, isulations etc. but not the additional stats like "Global working speed" and co.
Quote from: Caldar on February 17, 2017, 12:19:54 PM
Is there now an other way to check the stats for apparel? In the craftingwindow the "i" only shows the armor, isulations etc. but not the additional stats like "Global working speed" and co.
That game doesn't show any stats if they're at 100%, so that's what they are (aka unmodified).
Quote from: Schio on February 17, 2017, 02:10:04 AM
Is it possible to add the Leadership mod to this modpack or would there be errors?
Works fine for me.
Quote from: GoblinPunch on February 17, 2017, 02:41:07 AM
I enjoy using this mod. Though been wondering, are there suppose to be one set of factions? Like the fist icon are all the same color and faction, the witcher symbols, the weird stars, etc.
Edit: The houses symbol-- two factions.
(http://i.imgur.com/lWQVLlO.png)
http://i.imgur.com/lWQVLlO.png
At one point they were all S.T.A.L.K.E.R factions, clearsky, bandits, mercs, freedom etc which i thought was quite funny, I was tempted to mod some of the sound files from clearsky when someone throws a grenade hilarity is soon to ensue.
a few examples:
https://instaud.io/LSn
https://instaud.io/LSo
https://instaud.io/LSq
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
Quote from: lordmatiz on February 17, 2017, 02:35:36 PM
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?
Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec, and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods an its not working ;c any suggestion ?
Quote from: Zakhad on February 17, 2017, 02:41:33 PM
Quote from: lordmatiz on February 17, 2017, 02:35:36 PM
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?
After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.
Quote from: Owlchemist on February 17, 2017, 02:25:32 PM
Quote from: Caldar on February 17, 2017, 12:19:54 PM
Is there now an other way to check the stats for apparel? In the craftingwindow the "i" only shows the armor, isulations etc. but not the additional stats like "Global working speed" and co.
That game doesn't show any stats if they're at 100%, so that's what they are (aka unmodified).
I mean something other. For example the "leather gloves". They give you a bonus for working, construktion and melting speed, you see the bonus if you have a already crafted paar. Its unter "Offset when equipped". But in the crafting window in the tailer bench there is no "Offset when equipped", you dont see which boni you get from the this apperel.
Quote from: zipqun on February 17, 2017, 02:47:49 PM
Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec, and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods an its not working ;c any suggestion ?
You're getting lag spikes while paused...? Hummm that's strange, you're absolutely certain of this? - Does this only happens with this modpack? Because it could be a hardware fault or a bad installation of rimworld or even bad drivers, the list can go on, the game should never lag when paused.
Because it sounds more like a incident or path finding bug, it could be that old animated graphic from cave's mod but I'm fairly certain no 1 is running that, but that caused a lot of issues for people
To test whether or not it's a path finding bug. Make a backup of your save, use debug mode and kill all animals on map. if that doesn't fix it, kill your colonists, and see if that fixes it.
Lastly I tend to save the game with no units on the map and then I check for queued events or incidents in the save file, which could be attempting to trigger but gets stuck, after deleting them if any, reload that save with no units and see if the lag disappears.
If it is the event/incidents bug try to figure out what one it is, and report it on the github, also stating what version you are running, and or if you are github version to the best of your knowledge what commit your running with along with a date.
i.e - when you click on the commits section on the hardcore sk github you'll see a few digits on the right hand side of the commit, click on that and paste the commit value e.g. commit 24e09222c935b5625cd4bc3c9492f169ac00814a - by doing this you're telling us what version you are running, and or whether or not it's been fixed in a later version, because a lot of people don't like to update there client mid play through due to save compatibility.
The above mentioned help will only work if its lagging while the game is not paused,
Quote from: lordmatiz on February 17, 2017, 02:49:28 PM
Quote from: Zakhad on February 17, 2017, 02:41:33 PM
Quote from: lordmatiz on February 17, 2017, 02:35:36 PM
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?
After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.
You should have 2, I had 2 and i was barely past the first tier of research (neolithic tier - the stuff you can research before getting "technology" researched.) Granted I am playing as tribal so it might have been overlooked in other starting tech periods.
Make a backup of your save and debug unlock all research just to see whether or not you have it, because I did have 2, one that can be placed on mud and one that can't be.
Who knows why errors come out like these?
The language I have default is Spanish
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
[attachment deleted by admin due to age]
Quote from: mora145 on February 17, 2017, 07:29:29 PM
Who knows why errors come out like these?
The language I have default is Spanish
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.
Quote from: Owlchemist on February 17, 2017, 07:59:53 PM
Quote from: mora145 on February 17, 2017, 07:29:29 PM
Who knows why errors come out like these?
The language I have default is Spanish
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.
Thx.
But could you tell me what that mistake is?
Quote from: mora145 on February 17, 2017, 08:41:47 PM
Quote from: Owlchemist on February 17, 2017, 07:59:53 PM
Quote from: mora145 on February 17, 2017, 07:29:29 PM
Who knows why errors come out like these?
The language I have default is Spanish
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.
Thx.
But could you tell me what that mistake is?
Those leathers that it's trying to specify a language translation for don't exist in HCSK.
Quote from: Owlchemist on February 17, 2017, 09:50:21 PM
Quote from: mora145 on February 17, 2017, 08:41:47 PM
Quote from: Owlchemist on February 17, 2017, 07:59:53 PM
Quote from: mora145 on February 17, 2017, 07:29:29 PM
Who knows why errors come out like these?
The language I have default is Spanish
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.
Thx.
But could you tell me what that mistake is?
Those leathers that it's trying to specify a language translation for don't exist in HCSK.
Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.
Quote from: mora145 on February 17, 2017, 10:14:41 PM
Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.
Eventually, we would need to have a new Spanish-SK language set, like Russian has.
Quote from: Owlchemist on February 17, 2017, 11:41:03 PM
Quote from: mora145 on February 17, 2017, 10:14:41 PM
Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.
Eventually, we would need to have a new Spanish-SK language set, like Russian has.
I'm doing all the translation, including the "Defs" of all mods and Core SK.
Quote from: mora145 on February 17, 2017, 11:53:25 PM
Quote from: Owlchemist on February 17, 2017, 11:41:03 PM
Quote from: mora145 on February 17, 2017, 10:14:41 PM
Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.
Eventually, we would need to have a new Spanish-SK language set, like Russian has.
I'm doing all the translation, including the "Defs" of all mods and Core SK.
One of the parts that I have already finished
[attachment deleted by admin due to age]
So I was playing classic scenario and I got the darkness hell-spawn thing event, does it end?
Also, I have to admit I am having a hard time with this modpack with all the new recipes/components required and extra steps to do things that you could do in vanilla pretty fast/easily. But one thing that keeps annoying me is malaria, I'm assuming mosquitos are realistic and are actually spreading it because every time I see a herd of animals with mosquitos, days later they are all dead from malaria, the sickness is running rampant through my colony and I would like to know if there is any form of deterrent to keep mosquitos away or kill them other than forcing colonists to kill them, because sometimes I send them out to say grab something and they get malaria while out there. :'(
- Fuel smithy, the unfinished object get put in the middle at the smithy, since the object is impassable the crafter can't reach it anymore.
Seting it to passthrough solve the problem, but changing the drop/workspot would be better.
- engl. translation for "anybody" at the crafter selection is wrong/corrupt.
- engl. translation for "paused" at crafting bill is wrong/corrupt.
- sawmill "chop wood kindling" -> chop firewood
- *sigh* i know there was a A15 stonecutting mod and at A16 you don't need them anymore. So why it is still not possible Craft until x for stone blocks ? :-(
Yes i know i can handle it over the manager.
- Suggestion for the research window. It would be helpful if the research projects would be row sorted by the needed research table. So you can easyly see what kind of research you can do with research and hightech without multi.
I think the window is fixed anyway, so you just need to move a few projects to the right. Maybe a 4 coloured background for each research station.
Note: This is HCSK with OwlChemists Survival.
Throwing a bunch of errors:
https://gist.github.com/dc1fe167761a2ac2eb448e72e0201901
Scenario: Just had a new pawn being chased. Offered sanctuary, and then captured a raider. After putting new prisoner in a cell, and setting up work for new rescued pawn, I set the new pawn to work giving treatment to the prisoner. This error started popping up right away and continuously.
Here is my current mod list as well:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
<buildNumber>1393</buildNumber>
<activeMods>
<li>Core</li>
<li>ZhentarFix</li>
<li>HugsLib</li>
<li>RW_ResearchTree</li>
<li>CombatRealism</li>
<li>Core_SK</li>
<li>Survival HardcoreSK</li>
<li>SeedsPlease_SK</li>
<li>EdBPrepareCarefully</li>
<li>Breakdowns</li>
<li>kNumbers</li>
<li>RW_AreaUnlocker</li>
<li>RW_EnhancedTabs</li>
<li>RW_Manager</li>
<li>WorkTab</li>
<li>Hospitality</li>
<li>Camp</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>RT_Fuse</li>
<li>Infused_CR</li>
<li>RT_SolarFlareShield</li>
<li>WorldPawnGC</li>
<li>ColonistBar_KF</li>
<li>Moody</li>
<li>QualityBuilder</li>
<li>Miniaturisation</li>
<li>ZhentarTweaks</li>
</activeMods>
</ModsConfigData>
My settlers do not work. They do nothing or the simplest tasks. Someone knows something about it? I'm new with this mod. :-\ :-\
1. did you install anything correct like it is written ? When you start the game you got the mainmenu with the new background, and the log with an single red error ?
2. The production chain of this mod is very complex and different from the basic game.
At the beginning you can't craft much. Start to deconst. ship chunks and this things, build a sawmill, made some wood planks and firewood.
If this even don't work, then there is something wrong with the mod.
Quote from: Canute on February 18, 2017, 06:47:03 AM
- Fuel smithy, the unfinished object get put in the middle at the smithy, since the object is impassable the crafter can't reach it anymore.
Seting it to passthrough solve the problem, but changing the drop/workspot would be better.
- engl. translation for "anybody" at the crafter selection is wrong/corrupt.
- engl. translation for "paused" at crafting bill is wrong/corrupt.
- sawmill "chop wood kindling" -> chop firewood
Fueled smithy problem is obsolete as it was replaced with the blacksmith in the latest patch.
Translation problems I been looking at for some time now. It's elusive because it doesn't always show up incorrectly. Sometimes it looks fine, sometimes it doesn't.
Kindling -> Firewood fixed in next patch, thanks.
Quote from: Zakhad on February 17, 2017, 07:04:49 PM
Quote from: zipqun on February 17, 2017, 02:47:49 PM
Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec, and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods an its not working ;c any suggestion ?
You're getting lag spikes while paused...? Hummm that's strange, you're absolutely certain of this? - Does this only happens with this modpack? Because it could be a hardware fault or a bad installation of rimworld or even bad drivers, the list can go on, the game should never lag when paused.
Because it sounds more like a incident or path finding bug, it could be that old animated graphic from cave's mod but I'm fairly certain no 1 is running that, but that caused a lot of issues for people
To test whether or not it's a path finding bug. Make a backup of your save, use debug mode and kill all animals on map. if that doesn't fix it, kill your colonists, and see if that fixes it.
Lastly I tend to save the game with no units on the map and then I check for queued events or incidents in the save file, which could be attempting to trigger but gets stuck, after deleting them if any, reload that save with no units and see if the lag disappears.
If it is the event/incidents bug try to figure out what one it is, and report it on the github, also stating what version you are running, and or if you are github version to the best of your knowledge what commit your running with along with a date.
i.e - when you click on the commits section on the hardcore sk github you'll see a few digits on the right hand side of the commit, click on that and paste the commit value e.g. commit 24e09222c935b5625cd4bc3c9492f169ac00814a - by doing this you're telling us what version you are running, and or whether or not it's been fixed in a later version, because a lot of people don't like to update there client mid play through due to save compatibility.
The above mentioned help will only work if its lagging while the game is not paused,
well i check many things about it, i thinks it just when i play long game that will be always, i will check that with new smaller map, mb that will help a bit, i found on internet that a guy had same problem with mega good cpu
"so im in a normal map size (30% planet generate), i have some mod install and after 3.5 years (game time) i started to get lag spikes from 60 fps to 45 fps every 3 sec ,
that make my colonies like jumping foward and backword , and its really annoying , reseting the game not help.
in dev mode there is no error that make that lag , and the whierd thing is that even on pause the game still spike , is there anything i can do to fix this problem ?"
i think its unfixable ;c
i recorded those spikes, mb somone help ; i hope so ;
https://www.youtube.com/watch?v=ozMGEjBfJFs
Encountered a bug with a visitor...
http://prntscr.com/eaidtw
She arrived, walked around the colony for a while, then proceded to tear down 3 walls to the wood shack she is standing next to (I rebuilt it) and she didn't even melee them, just walked into them and they deleted then she just sat right there, waiting to see if she can die. I changed her visiter zone and everything but she is just sitting there, goes beserk but does nothing, she just stands there.
Edit: SECONDS LATER http://prntscr.com/eaifax
Edit 2: MORE SECONDS LATER http://prntscr.com/eaihe3
Quote from: killermen962 on February 18, 2017, 06:37:34 PM
Encountered a bug with a visitor...
http://prntscr.com/eaidtw
She arrived, walked around the colony for a while, then proceded to tear down 3 walls to the wood shack she is standing next to (I rebuilt it) and she didn't even melee them, just walked into them and they deleted then she just sat right there, waiting to see if she can die. I changed her visiter zone and everything but she is just sitting there, goes beserk but does nothing, she just stands there.
Edit: SECONDS LATER http://prntscr.com/eaifax
Edit 2: MORE SECONDS LATER http://prntscr.com/eaihe3
You must of done something to make that visitor really mad lol
Quote from: mora145 on February 18, 2017, 12:05:56 PM
My settlers do not work. They do nothing or the simplest tasks. Someone knows something about it? I'm new with this mod. :-\ :-\
Same thing here. Installed the mod, activated them. Got the background image and started a new game. After the world loads. I can designate zones for hauling or mark stuff to be mined but the 3 persons don´t do anything.
https://gist.github.com/f11f419e179af41d001cbeb625328936
The link to the first log message after starting the game
After deaktivating the Fluffy Breakdown mod the game works as intended!
QuoteAfter deaktivating the Fluffy Breakdown mod the game works as intended!
This modpack is unique and very special.
You shouldn't use other mod within this modpack or you maybe get unexpected errors like you just notice.
This modpack is nearly a total conver.
Quote from: Owlchemist on February 18, 2017, 04:15:17 PM
Quote from: Canute on February 18, 2017, 06:47:03 AM
- Fuel smithy, the unfinished object get put in the middle at the smithy, since the object is impassable the crafter can't reach it anymore.
Seting it to passthrough solve the problem, but changing the drop/workspot would be better.
Fueled smithy problem is obsolete as it was replaced with the blacksmith in the latest patch.
I realy think the hardcore team need to create a launcher which check for latest github files and launch the game :-)
Its hard to keep track for all these hourly/daily updates :-)
What's up with this Zeon enemy? I'm pretty sure my people can kill it. But his absurd lightning retaliation uttlerly shreds my turrets and cannons, and without those there doesn't seem to be a way to output enough damage to bring it down.
Edit: Killed it. Took a full team of dudes in power armour with laser/plasma weapons. Still lost every turret, and half my base was on fire from all the damn lightning (which is doubly weird since it's in a mountain), but we got him in the end. Came down to a few guys hammering him with their personal railguns.
Lost almost all of my stored goods to the rampant fires. Lesson learned to build fire extinguishers in the storage warehouse.
Is there a list anywhere of animals that don't utterly spaz and try to kill my hunters? My primary hunter got killed by a sloth, which is a little embarrassing, honestly.
Quote from: Upuaut on February 19, 2017, 05:39:05 AM
Quote from: mora145 on February 18, 2017, 12:05:56 PM
My settlers do not work. They do nothing or the simplest tasks. Someone knows something about it? I'm new with this mod. :-\ :-\
Same thing here. Installed the mod, activated them. Got the background image and started a new game. After the world loads. I can designate zones for hauling or mark stuff to be mined but the 3 persons don´t do anything.
https://gist.github.com/f11f419e179af41d001cbeb625328936
The link to the first log message after starting the game
After deaktivating the Fluffy Breakdown mod the game works as intended!
I continue to present the problem
https://gist.github.com/mora145/146e08de6181ed3c2052ed533099bde3
Another weird bug, I had a abomination happen and since then, the game keeps giving me abomination messages saying someone turned into a abomination with a name I've never seen before, and attempting to jump to the place it happens does nothing, I've only had 1 rescue pod drop and I have no idea why this event keeps triggering when there is no abomination on my screen unless one of my previous settlements (All of which I abandoned via "Abandon" button) is somehow still active and its only telling me the abomination event
Reloaded a couple days to see event again, gave same name of person that changed on same day
http://prntscr.com/eas37h
Quote from: Upuaut on February 19, 2017, 05:39:05 AM
Quote from: mora145 on February 18, 2017, 12:05:56 PM
My settlers do not work. They do nothing or the simplest tasks. Someone knows something about it? I'm new with this mod. :-\ :-\
Same thing here. Installed the mod, activated them. Got the background image and started a new game. After the world loads. I can designate zones for hauling or mark stuff to be mined but the 3 persons don´t do anything.
https://gist.github.com/f11f419e179af41d001cbeb625328936
The link to the first log message after starting the game
After deaktivating the Fluffy Breakdown mod the game works as intended!
The solution in the order of the Mod: the mod Fluffy Breakdowns goes after HugsLib
[attachment deleted by admin due to age]
Quote from: Owlchemist on February 16, 2017, 07:50:36 PM
Quote from: Pirate on February 16, 2017, 04:47:08 PM
One thing that really bugs me is how messed up the market values are.
Starting with components, they take 2.5 alloys to make. Steel is priced at $2.00, so the ingredients for one component are worth $5.00, yet it's value is set to $50.00. That's a whopping 900% increase in value.
Out of components and some alloy you can make mechanisms, there you go from $112 cost in ingredients to a value of $200 for the Mechanism. Again a significant gain.
But then if you continue on to make a finished product it looks very different.
Starting with weapon parts: 1 is valued at only $100, yet to make one you need 6 components ($300), 2 Mechanism ($200) and 10 alloy ($20 for steel), that's $520 in total. So you lose over 80% of the value on this.
And this only continues if you make weapon components and finished weapons, the ingredients seem to be over 10 if not 50 times more valuable then any finished weapon.
Thanks. Run-away profits with components had been brought up before but got swept away by lots of other problems going on at the time. Next patch will hopefully have some rebalanced sell modifiers. However not every resources is profitable to manufacture and sell because they may be based on parts that are artificially high in cost for gameplay reasons (like for example the sell price of seeds vs the cost of buying).
I bought 98 Lacosdile eggs (fertilized) for ~19 per and as soon as they hatched, I could sell each baby Lacosdile for 688 each. Profit! =0
With stock animals, babies sell for a very reduced price, half-grown for half price and only adults sell for full price. This mitigates it somewhat I guess, but buying fertilized eggs and selling the hatched animals is just free profit. It's almost like buying bonds since you buy fertilized eggs, wait for it to hatch, then cash in. Haha.
I bought ~300 fertilized chicken eggs for cheap and let them all hatched. I set a small 4x6 room nextdoor with 4 compost bins and 2 heaters. Compost for daaaaaysssss~~~
There's plenty of ways to play the market. You just have to control yourself because at some point, there's no difference than just going into dev mode and giving yourself free stuff, haha.
I'm having some issues with the manager (I think). With some of the neolithic benches I'm having "run away" production. For example, I have the manager cutting 1800 wood and making 300 planks and 300 firewood. I hadn't been paying all that much attention to it, but now I have 3000 wood, 1000 planks, and 800 firewood. The AI keeps assigning production despite having far too much stock. On top of that, it utterly ignores my stone cutter when I say to produce nothing but a single type of block and it counts my entire stock of blocks, which I was under the impression it's not supposed to. When I assigned a manual command to my stone cutter the manager paused it despite NOT having enough in stock (in this case I have 60 blocks out of 150). I don't have the manager cutting blocks at all, but it's managing the table regardless. WTF is going on?
Quote from: captainradish on February 19, 2017, 06:02:26 PM
I'm having some issues with the manager (I think). With some of the neolithic benches I'm having "run away" production. For example, I have the manager cutting 1800 wood and making 300 planks and 300 firewood. I hadn't been paying all that much attention to it, but now I have 3000 wood, 1000 planks, and 800 firewood. The AI keeps assigning production despite having far too much stock. On top of that, it utterly ignores my stone cutter when I say to produce nothing but a single type of block and it counts my entire stock of blocks, which I was under the impression it's not supposed to. When I assigned a manual command to my stone cutter the manager paused it despite NOT having enough in stock (in this case I have 60 blocks out of 150). I don't have the manager cutting blocks at all, but it's managing the table regardless. WTF is going on?
I don't usually do manager, but if you hop on our discord someone might be able to help you out better than I.
Quote from: Rhyssia on February 19, 2017, 06:21:48 PM
Quote from: captainradish on February 19, 2017, 06:02:26 PM
I'm having some issues with the manager (I think). With some of the neolithic benches I'm having "run away" production. For example, I have the manager cutting 1800 wood and making 300 planks and 300 firewood. I hadn't been paying all that much attention to it, but now I have 3000 wood, 1000 planks, and 800 firewood. The AI keeps assigning production despite having far too much stock. On top of that, it utterly ignores my stone cutter when I say to produce nothing but a single type of block and it counts my entire stock of blocks, which I was under the impression it's not supposed to. When I assigned a manual command to my stone cutter the manager paused it despite NOT having enough in stock (in this case I have 60 blocks out of 150). I don't have the manager cutting blocks at all, but it's managing the table regardless. WTF is going on?
I don't usually do manager, but if you hop on our discord someone might be able to help you out better than I.
OK, I figured out what was going on. Unbeknownst to me, you can tie production to ANYTHING and EVERYTHING in your stockpile. I had limestone block production tied to the amount of sandstone blocks in my inventory. After I corrected that, it worked exactly like it was supposed to.
The wood production must have been something similar. It seems to have fixed itself.
EDIT: To rant, what's the purpose of fences now? They don't keep out animals, so they are pretty much utterly useless IMO. It's far cheaper to just build a pallisade around your crops.
How to make reinforced concrete? i can make the basic one but not reinforced
Quote from: Haktes on February 20, 2017, 09:06:52 AM
How to make reinforced concrete? i can make the basic one but not reinforced
u can do it on mechanic table i think, its there where u doing sand and rubble.
Quote from: zipqun on February 20, 2017, 10:04:53 AM
Quote from: Haktes on February 20, 2017, 09:06:52 AM
How to make reinforced concrete? i can make the basic one but not reinforced
u can do it on mechanic table i think, its there where u doing sand and rubble.
Cant find it :/ no option for it
Quote from: Haktes on February 20, 2017, 10:25:12 AM
Quote from: zipqun on February 20, 2017, 10:04:53 AM
Quote from: Haktes on February 20, 2017, 09:06:52 AM
How to make reinforced concrete? i can make the basic one but not reinforced
u can do it on mechanic table i think, its there where u doing sand and rubble.
Cant find it :/ no option for it
mb u need to research that
Quote from: zipqun on February 20, 2017, 10:32:59 AM
Quote from: Haktes on February 20, 2017, 10:25:12 AM
Quote from: zipqun on February 20, 2017, 10:04:53 AM
Quote from: Haktes on February 20, 2017, 09:06:52 AM
How to make reinforced concrete? i can make the basic one but not reinforced
u can do it on mechanic table i think, its there where u doing sand and rubble.
Cant find it :/ no option for it
mb u need to research that
In DEV/GOD mode i added
all machines and did all research and still cant find it :/ [A16]
hcsk 0.16.1393 rev 1549 -
can't make reinforced concretealso the steps to be self sufficient are so hard to find all the machines that make the materials for those hi-tech components
some wiki/infographics/tutorial would be nice
A very stupid question. Is this on Steam workshop?
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM
Download latest test version on Github! (https://github.com/skyarkhangel/Hardcore-SK)
Here you can find always the latest version. Currently: 5.0: Jewel
The link to Github doesn't lead to a download page.
Has the download for Version 5 been placed somewhere else?
Can some1 pls make a fast test on latest ver. - make reinforced concrete?
tried dev/god mode with all machines and reseach and i had no option to make it
thx
Quote from: Haktes on February 20, 2017, 06:20:52 PM
Can some1 pls make a fast test on latest ver. - make reinforced concrete?
tried dev/god mode with all machines and reseach and i had no option to make it
thx
Seems normal to me
[attachment deleted by admin due to age]
Is there anyway I can get the combat realism mod to work by itself? I would look else where but unfortunately this is the only place it is being supported that I could find.
Haven't really notice until now, but pawns with bionic legs can't wear shoes and bionic arms can't wear gloves. Is this intended or a bug?
Quote from: AngleWyrm on February 20, 2017, 06:00:11 PM
Quote from: skyarkhangel on May 10, 2015, 11:40:32 PM
Download latest test version on Github! (https://github.com/skyarkhangel/Hardcore-SK)
Here you can find always the latest version. Currently: 5.0: Jewel
The link to Github doesn't lead to a download page.
Has the download for Version 5 been placed somewhere else?
Yes it does try the green button "clone or Download" then download zip
Quote from: aiu2003 on February 20, 2017, 09:26:28 PM
Haven't really notice until now, but pawns with bionic legs can't wear shoes and bionic arms can't wear gloves. Is this intended or a bug?
I'm pretty that's also in standard EPOE. It's because bionics and prosthetics count as being worn over the limb instead of being the limb. I think the only way to 'fix' it is if you could have more things layered over body parts but in my poking around in the def files I've never seen a 'max layers' option so it might be something hard coded.
Having a little problem with bridges (or I just don't understand them much). I am building through deep water and the game allows me to place the pillars. However, when I place the bridges on top of the pillars my characters walk extremely slowly on them (like the speed they would move through deep water before it was made impassible). What is up with that? Am I building something wrong? This seems to even happen on pillars that are built in shallow water. My guys will bypass the bridges in favor of the shallow water until they run into the impassible deep water.
If you put a heat source and a heat absorber in the same room, ex: xenon ion and antimatter reactor, the room temperature will glitch out giving a max of 100 degrees, only way to workaround it is using vents or ducts.
also, the plasma reactor doesn't like temp changes bellow -2, (the numbers start to go crazy when it goes bellow -2)
Quote from: Man_Jones on February 20, 2017, 08:20:44 PM
Is there anyway I can get the combat realism mod to work by itself? I would look else where but unfortunately this is the only place it is being supported that I could find.
Thx i had to wipe reinstall and try latest again, now it works :)
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.
Could you take a closer look at the different starting scenarios ?
Previously i start as Ascari, they got plasma/blaster pistols with ammo.
Which didn't show at Prep. carefully, so i think they get added at a different way.
But now i start as Nova (planetary recon) they got weapons but not ammo.
I installed the this version to give it a try. I love it and runs smoothly.
The load time to open a save game is over 20 minutes...
Game with hardcore SK up and running in like under a minute.
Continue game: +15 minutes to load.
I have I got a bug or do I need to chance things? (before the loads took only like 2 minutes of less)
No, when you start Rimworld with these Modpack it takes ages. Thats normal because this modpack include a ton of mod's not only the ones you can select over the mod menu.
The same would happen when you add 100 standard mods.
But 20 mins are very long, maybe you take in mind to buy a new system ! :-) It need around 2-4 min (never stoped it) with my 4 years old system.
Quote 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.
I got at the new colony 2 times these error pause, but at last not very long. And i got definitiv no firefights.
Damn that is a "P" sign, i allways thought it is a flag. :-) I will try it out next time, thanks.
i have question, why raids and atacks are so rarely ? i playing about 2 h and i didnt have any atack ~~
Is anyone else able to install natural arms? According to the recipe def I have everything I need but it doesn't appear on the operation tabs.
I found out that the load time problem aint a load time problem
When I click on the continue button the load freezes on 'loading...' (It does not reach loading world ec.)
I have attachted some natural arms.
Quote from: zipqun on February 23, 2017, 02:52:26 AM
i have question, why raids and atacks are so rarely ? i playing about 2 h and i didnt have any atack ~~
It depend on the storyteller. Try to switch the storyteller to a "tougher" one.
But even with them it can be that the storyteller think you got some hard non-raid events so he/she gain you some rest.
You can change the storyteller at the option without consequence.
Another thing, why does all the handheld shields got a "aiming time" modifier. You can't shoot anyway or at last i didn't manage it yet.
Hello, I have a problem with saves.
I am 2 or 3 hours in the game, no other mods than Hardcore. I didn't build much, barely have a battery and basic powerplant. I saved the game, exited (no crashes) And when I am back, it didnt open any saves.
here is a part of the log, this repeats again and again.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verb problem with Combat Realism? Why, and how do I fix this?
Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.
[ ALLOC_DEFAULT ] used: 1979592191B | peak: 0B | reserved: 1990715815B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 2097152B
[ ALLOC_GFX ] used: 249806320B | peak: 0B | reserved: 294295976B
[ ALLOC_CACHEOBJECTS ] used: 1048B | peak: 0B | reserved: 2097152B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 3211264B
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
========== OUTPUTING STACK TRACE ==================
0x015D0EE1 (RimWorldWin) RegisterModule_TextRendering
0x015D4084 (RimWorldWin) RegisterModule_TextRendering
0x015D5CDC (RimWorldWin) RegisterModule_TextRendering
0x015DD3FE (RimWorldWin) RegisterModule_TextRendering
0x015E2CA9 (RimWorldWin) RegisterModule_TextRendering
0x015E304B (RimWorldWin) RegisterModule_TextRendering
0x015CC24A (RimWorldWin) RegisterModule_Terrain
0x0162DF74 (RimWorldWin) RectT<float>::SetTop
0x01628E6F (RimWorldWin) RectT<float>::Contains
0x01629EA1 (RimWorldWin) RectT<float>::Contains
0x0162F8B3 (RimWorldWin) RectT<float>::SetTop
0x0520CE0B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GUIStyle:Internal_CalcHeight (intptr,UnityEngine.GUIContent,single)
0x0520CDC1 (Mono JIT Code) UnityEngine.GUIStyle:CalcHeight (UnityEngine.GUIContent,single)
0x0520CB6B (Mono JIT Code) Verse.Text:CalcHeight (string,single)
0x12DFEC31 (Mono JIT Code) Verse.EditWindow_Log:DoMessagesListing (UnityEngine.Rect)
0x12DFE169 (Mono JIT Code) Verse.EditWindow_Log:DoWindowContents (UnityEngine.Rect)
0x12DFD0EE (Mono JIT Code) Verse.Window/<WindowOnGUI>c__AnonStorey292:<>m__1A0 (int)
0x12DFC170 (Mono JIT Code) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
0x12DFC257 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_int_object_int_single_single_object (object,intptr,intptr,intptr)
0x100F1440 (mono) mono_set_defaults
0x1005D7EE (mono) mono_runtime_invoke
0x0123D2DE (RimWorldWin) scripting_gchandle_get_target
0x012C200A (RimWorldWin) ScriptingArguments::AddString
0x0162C217 (RimWorldWin) RectT<float>::SetTop
0x0162D6F8 (RimWorldWin) RectT<float>::SetTop
0x01623C13 (RimWorldWin) RegisterModule_IMGUI
0x0162419D (RimWorldWin) RegisterModule_IMGUI
0x0129A129 (RimWorldWin) RectT<int>::Contains
0x0129A3ED (RimWorldWin) RectT<int>::Contains
0x01330EAB (RimWorldWin) Append
0x0133360E (RimWorldWin) PlayerWinMain
0x0172C8D8 (RimWorldWin) RectT<int>::GetBottom
0x0175BD88 (RimWorldWin) RectT<int>::GetBottom
0x74EE338A (kernel32) BaseThreadInitThunk
0x77599902 (ntdll) RtlInitializeExceptionChain
========== END OF STACKTRACE ===========
**** Crash! ****
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?
I'm in my third ingame year now and i still have not gotten a single raid. I'm playing on Cassandra Medium. Always getting this error:
Faction Tontthberium of def Outlander has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=42, faction=Tontthberium, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
There seems to be a difference in install instructions from the download file's readme and the forum.
The forum states: 3. Copy other mods into Rimworld Mods directory.
Readme states: Open up the downloaded Hardcore sk project .zip file. Extract everything in there to your *gamefolder* Mods folder.
The especially confusing part for me is the destination for the files.
Quote from: Justicer3792 on February 24, 2017, 03:02:59 AM
There seems to be a difference in install instructions from the download file's readme and the forum.
The forum states: 3. Copy other mods into Rimworld Mods directory.
Readme states: Open up the downloaded Hardcore sk project .zip file. Extract everything in there to your *gamefolder* Mods folder.
The especially confusing part for me is the destination for the files.
Think the directions still refer to release download versions. The clone copies from github have extra stuff in them. You need to copy all the folders from the mod folder in the zip file to your Rimworld mods folder. On my iPad now, I'll come back and make a more clear post later if you need it.
Yep, github don't got a release zip, they just got a working area.
The HCSK team should realy made a stable release for all these lazy gamers.
Download a clone from github.
Delete all folder/files inside rimworld/mods except "Core".
Extract all and copy the mods to Rimworld main folder, overwrite existing files.
Copy modconfig.xml to the config folder.
I think this is a bug
Faction Union of Eaussia of def NovaAlliance has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=80, faction=Union of Eaussia, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
full log here
https://gist.github.com/HugsLibRecordKeeper/7720a47049a717c032da8a8a5cacc083
Quote from: Haktes on February 21, 2017, 09:26:01 AM
Quote from: Man_Jones on February 20, 2017, 08:20:44 PM
Is there anyway I can get the combat realism mod to work by itself? I would look else where but unfortunately this is the only place it is being supported that I could find.
Thx i had to wipe reinstall and try latest again, now it works :)
What did my thing have to do with your thing?
Bump?
Quote from: PhxCan on February 24, 2017, 03:12:19 PM
Bump?
If you want a quick answer, try the discord channel (1. post).
- Terraforing pump, didn't work anymore when you reposition it.
- M56 Smart gun, isn't a resumeable recipe, crafter need to craft it at once. Not sure about other recipes from Adv. weapon crafting yet.
Can I use it with [Better terrain] mode?
https://ludeon.com/forums/index.php?topic=30203.0 <--better terrain
I like the texture and environment layout of this mode
It seems that Bush and some fruits are not created when you use this mode together.
I got an error now with the robots
https://gist.github.com/a6bedc31a70f8475cead5dd5d74c33eb
The robot worked well all the time before. Didn't changed the modversion.
Edit: looks like the mining helmet cause the error. After the robot unwear it, the error is gone.
Quote from: Canute on February 25, 2017, 11:29:22 AM
Quote from: PhxCan on February 24, 2017, 03:12:19 PM
Bump?
If you want a quick answer, try the discord channel (1. post).
- Terraforing pump, didn't work anymore when you reposition it.
- M56 Smart gun, isn't a resumeable recipe, crafter need to craft it at once. Not sure about other recipes from Adv. weapon crafting yet.
You are kidding, right? Its been three days, if I didnt get a respond until now its really unlikely I'll get one ever. This means nobody else encountered my problem yet.
Quote from: zipqun on February 18, 2017, 05:24:15 PM
Quote from: Zakhad on February 17, 2017, 07:04:49 PM
Quote from: zipqun on February 17, 2017, 02:47:49 PM
Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec, and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods an its not working ;c any suggestion ?
You're getting lag spikes while paused...? Hummm that's strange, you're absolutely certain of this? - Does this only happens with this modpack? Because it could be a hardware fault or a bad installation of rimworld or even bad drivers, the list can go on, the game should never lag when paused.
Because it sounds more like a incident or path finding bug, it could be that old animated graphic from cave's mod but I'm fairly certain no 1 is running that, but that caused a lot of issues for people
To test whether or not it's a path finding bug. Make a backup of your save, use debug mode and kill all animals on map. if that doesn't fix it, kill your colonists, and see if that fixes it.
Lastly I tend to save the game with no units on the map and then I check for queued events or incidents in the save file, which could be attempting to trigger but gets stuck, after deleting them if any, reload that save with no units and see if the lag disappears.
If it is the event/incidents bug try to figure out what one it is, and report it on the github, also stating what version you are running, and or if you are github version to the best of your knowledge what commit your running with along with a date.
i.e - when you click on the commits section on the hardcore sk github you'll see a few digits on the right hand side of the commit, click on that and paste the commit value e.g. commit 24e09222c935b5625cd4bc3c9492f169ac00814a - by doing this you're telling us what version you are running, and or whether or not it's been fixed in a later version, because a lot of people don't like to update there client mid play through due to save compatibility.
The above mentioned help will only work if its lagging while the game is not paused,
well i check many things about it, i thinks it just when i play long game that will be always, i will check that with new smaller map, mb that will help a bit, i found on internet that a guy had same problem with mega good cpu
"so im in a normal map size (30% planet generate), i have some mod install and after 3.5 years (game time) i started to get lag spikes from 60 fps to 45 fps every 3 sec , that make my colonies like jumping foward and backword , and its really annoying , reseting the game not help.
in dev mode there is no error that make that lag , and the whierd thing is that even on pause the game still spike , is there anything i can do to fix this problem ?"
i think its unfixable ;c
i recorded those spikes, mb somone help ; i hope so ;
https://www.youtube.com/watch?v=ozMGEjBfJFs
I got the exact same problem game has lag spikes even when paused.
The modpack is far away from being perfect or even stable.
There are ton's of errors they just appear during gameplay.
I think your lag spikes comes from error's they even appear while the game is paused.
You should take a look at the error window and maybe see what can cause the problem. Delete that thing with dev command. Safe and restart the game (yeah i know it takes ages to restart Rimworld with this modpack), and replace it with the dev command.
Maybe that solve the problem.
I allready needed to disable the ColonistBar mod part because i got hugh errors after loading while some effects.
- All plant boxes realy need a "allow sowing" checkbox ! It is pretty annoying if you want change the growing and got limited seeds.
- Prisoner cell doors don't working, prisoners don't cross them even when they are fored open.
- all recipes from Adv. weapon table arn't repeatable.
Tried the latest github version, the subspace burst transponder gives you an error when it's meant to call down a trader shit
not as big of a problem since the vanilla trader caravan request system is more balanced.
Somewhat of a more annoying issue, the advanced mine extractor destroys itself a couple seconds after being built, no error message, maybe it's treating the rare mineral vein as depleted but I have no idea otherwise.
edit: oh and windows are broken too
Turns out I made a mistake end ended up playing an older build.
Quote from: Canute on February 26, 2017, 07:13:22 AM
The modpack is far away from being perfect or even stable.
There are ton's of errors they just appear during gameplay.
I think your lag spikes comes from error's they even appear while the game is paused.
You should take a look at the error window and maybe see what can cause the problem. Delete that thing with dev command. Safe and restart the game (yeah i know it takes ages to restart Rimworld with this modpack), and replace it with the dev command.
Maybe that solve the problem.
I allready needed to disable the ColonistBar mod part because i got hugh errors after loading while some effects.
- All plant boxes realy need a "allow sowing" checkbox ! It is pretty annoying if you want change the growing and got limited seeds.
- Prisoner cell doors don't working, prisoners don't cross them even when they are fored open.
- all recipes from Adv. weapon table arn't repeatable.
The Problem is, there are no errors appearing, except this one:
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
RumoursAndDeception.InteractionWorker_RevealSecret:RandomSelectionWeight(Pawn, Pawn)
Hospitality.Detouring.<>c__DisplayClass4:<TryInteractRandomly>b__0(InteractionDef)
Verse.GenCollection:TryRandomElementByWeight(IEnumerable`1, Func`2, InteractionDef&)
Hospitality.Detouring.Pawn_InteractionsTracker:TryInteractRandomly(Pawn_InteractionsTracker)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
But it doesn't seem to be connected to the lag spikes, because this error also appears in the very beginning of a game when its not lagging yet.
This makes it very difficult to find the actual problem.
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
Hello, I have a problem with saves.
I am 2 or 3 hours in the game, no other mods than Hardcore. I didn't build much, barely have a battery and basic powerplant. I saved the game, exited (no crashes) And when I am back, it didnt open any saves.
here is a part of the log, this repeats again and again.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verb problem with Combat Realism? Why, and how do I fix this?
Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.
[ ALLOC_DEFAULT ] used: 1979592191B | peak: 0B | reserved: 1990715815B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 2097152B
[ ALLOC_GFX ] used: 249806320B | peak: 0B | reserved: 294295976B
[ ALLOC_CACHEOBJECTS ] used: 1048B | peak: 0B | reserved: 2097152B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 3211264B
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
========== OUTPUTING STACK TRACE ==================
0x015D0EE1 (RimWorldWin) RegisterModule_TextRendering
0x015D4084 (RimWorldWin) RegisterModule_TextRendering
0x015D5CDC (RimWorldWin) RegisterModule_TextRendering
0x015DD3FE (RimWorldWin) RegisterModule_TextRendering
0x015E2CA9 (RimWorldWin) RegisterModule_TextRendering
0x015E304B (RimWorldWin) RegisterModule_TextRendering
0x015CC24A (RimWorldWin) RegisterModule_Terrain
0x0162DF74 (RimWorldWin) RectT<float>::SetTop
0x01628E6F (RimWorldWin) RectT<float>::Contains
0x01629EA1 (RimWorldWin) RectT<float>::Contains
0x0162F8B3 (RimWorldWin) RectT<float>::SetTop
0x0520CE0B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GUIStyle:Internal_CalcHeight (intptr,UnityEngine.GUIContent,single)
0x0520CDC1 (Mono JIT Code) UnityEngine.GUIStyle:CalcHeight (UnityEngine.GUIContent,single)
0x0520CB6B (Mono JIT Code) Verse.Text:CalcHeight (string,single)
0x12DFEC31 (Mono JIT Code) Verse.EditWindow_Log:DoMessagesListing (UnityEngine.Rect)
0x12DFE169 (Mono JIT Code) Verse.EditWindow_Log:DoWindowContents (UnityEngine.Rect)
0x12DFD0EE (Mono JIT Code) Verse.Window/<WindowOnGUI>c__AnonStorey292:<>m__1A0 (int)
0x12DFC170 (Mono JIT Code) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
0x12DFC257 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_int_object_int_single_single_object (object,intptr,intptr,intptr)
0x100F1440 (mono) mono_set_defaults
0x1005D7EE (mono) mono_runtime_invoke
0x0123D2DE (RimWorldWin) scripting_gchandle_get_target
0x012C200A (RimWorldWin) ScriptingArguments::AddString
0x0162C217 (RimWorldWin) RectT<float>::SetTop
0x0162D6F8 (RimWorldWin) RectT<float>::SetTop
0x01623C13 (RimWorldWin) RegisterModule_IMGUI
0x0162419D (RimWorldWin) RegisterModule_IMGUI
0x0129A129 (RimWorldWin) RectT<int>::Contains
0x0129A3ED (RimWorldWin) RectT<int>::Contains
0x01330EAB (RimWorldWin) Append
0x0133360E (RimWorldWin) PlayerWinMain
0x0172C8D8 (RimWorldWin) RectT<int>::GetBottom
0x0175BD88 (RimWorldWin) RectT<int>::GetBottom
0x74EE338A (kernel32) BaseThreadInitThunk
0x77599902 (ntdll) RtlInitializeExceptionChain
========== END OF STACKTRACE ===========
**** Crash! ****
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.
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
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.
Have you tried deleting the core in the mod file and have your steam account "Verify Integrity of Game Files" on Rimworld?
Quote from: Canute on February 26, 2017, 07:13:22 AM
The modpack is far away from being perfect or even stable.
There are ton's of errors they just appear during gameplay.
I think your lag spikes comes from error's they even appear while the game is paused.
You should take a look at the error window and maybe see what can cause the problem. Delete that thing with dev command. Safe and restart the game (yeah i know it takes ages to restart Rimworld with this modpack), and replace it with the dev command.
Maybe that solve the problem.
I allready needed to disable the ColonistBar mod part because i got hugh errors after loading while some effects.
- All plant boxes realy need a "allow sowing" checkbox ! It is pretty annoying if you want change the growing and got limited seeds.
- Prisoner cell doors don't working, prisoners don't cross them even when they are fored open.
- all recipes from Adv. weapon table arn't repeatable.
Its not true that game is not stable. We try to find reason, why for some players game become less stable with enabled ColonistBarKF. Many of users, play without any serious issues for a long time, also with enabled colonistbar. For example, latest 24h stream marathon by our top streamer passed without ANY problems.
P.S. Some of players could break even vanilla Rimworld. Just check bugs subforum with tons of issues.
P.S2. A16 - the most bugged update ever released by Ludeon.
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verb problem with Combat Realism? Why, and how do I fix this?
Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.
This can be fixed by editing save, it says there are multiple verbs with same number extension.
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
-snip
**** Crash! ****
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.
This last error is a problem with memory leak, expected to be fixed with A17
Hey!
Get an error after "Razor Rain Imminent"
[attachment deleted by admin due to age]
Quote from: low_head on February 27, 2017, 10:38:20 PM
Hey!
Get an error after "Razor Rain Imminent"
https://ludeon.com/forums/index.php?topic=12996.msg280195;topicseen#msg280195
Quote from: Rhyssia on February 27, 2017, 04:00:26 PM
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verb problem with Combat Realism? Why, and how do I fix this?
Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.
This can be fixed by editing save, it says there are multiple verbs with same number extension.
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
-snip
**** Crash! ****
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.
This last error is a problem with memory leak, expected to be fixed with A17
Thank you!! Can you please also tell me what to change in the saves? Or if there is a similar case or guide telling me what to do, a link to it would be totally fine.
Hi there!
first of all thank you for the great work with the Hardcore Mod Pack, I really enjoy playing Rimworld with it.
Now to my Issue:
I´ve also started to encounter the "Lag Spike even whilst Paused" Issue. This started to appear after I enabled the "Darkness&Patch" Mod which was disabled by default. In my games before I enabled the patch I did not encounter the lag spikes. (same Hardcore SK download)
Quote from: Xandrox on February 28, 2017, 02:11:29 PM
Hi there!
first of all thank you for the great work with the Hardcore Mod Pack, I really enjoy playing Rimworld with it.
Now to my Issue:
I´ve also started to encounter the "Lag Spike even whilst Paused" Issue. This started to appear after I enabled the "Darkness&Patch" Mod which was disabled by default. In my games before I enabled the patch I did not encounter the lag spikes. (same Hardcore SK download)
An interesting side note about darkness mod in hardcore, it works even if you dont enable it as a mod. I didn't enable it but I still got darkness event. So enabling it while it is still working might be the cause of the problem of that lag spike.
But isnt that mod also where ALL the patches to the current SK mod Version are in? After all it is called "Darkness +SK Patch"
Quote from: PhxCan on February 28, 2017, 02:40:16 PM
An interesting side note about darkness mod in hardcore, it works even if you dont enable it as a mod. I didn't enable it but I still got darkness event. So enabling it while it is still working might be the cause of the problem of that lag spike.
Darkness event and darkness mod are 2 different things.
Darkness mod "Makes nights darker and creepier".
having an issue switching from Odin's Hammers to other equipment
Tried to remove equipment Norbhammar342650 but it's not here.
Verse.Log:Warning(String)
Verse.Pawn_EquipmentTracker:Remove(ThingWithComps)
Combat_Realism.Detours.Detours_Pawn_EquipmentTracker:TryTransferEquipmentToContainer(Pawn_EquipmentTracker, ThingWithComps, ThingContainer, ThingWithComps&)
Combat_Realism.CompInventory:TrySwitchToWeapon(ThingWithComps)
Combat_Realism.<>c__DisplayClass18_1:<DrawThingRow>b__2()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Pawn Earth, Gardener got primaryInt equipment Gun_FAMAS103401 while already having primaryInt equipment Norbhammar342654
Verse.Log:Error(String)
Combat_Realism.Detours.Detours_Pawn_EquipmentTracker:AddEquipment(Pawn_EquipmentTracker, ThingWithComps)
Combat_Realism.CompInventory:TrySwitchToWeapon(ThingWithComps)
Combat_Realism.<>c__DisplayClass18_1:<DrawThingRow>b__2()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
guess i gotta chuck em into a pit or destroy em or something until they stop making items disappear forever (whatever you were trying to equip FROM Inventory to replace the hammer)
Heya.
I wanted to remove a right eye from a prisoner and imply his eye to a crewmember, who lost his right eye.
The removed eye is in the storage and now I want to to implant it, but the option does not appear.
I can only remove the healthy left eye as well.
What am I doing wrong?
PS:
Quote from: skyarkhangel on February 28, 2017, 12:22:57 AM
Quote from: low_head on February 27, 2017, 10:38:20 PM
Hey!
Get an error after "Razor Rain Imminent"
https://ludeon.com/forums/index.php?topic=12996.msg280195;topicseen#msg280195
Thanks for the help. Everything is fine now.
Quote from: Canute on February 28, 2017, 03:39:32 PM
Quote from: PhxCan on February 28, 2017, 02:40:16 PM
An interesting side note about darkness mod in hardcore, it works even if you dont enable it as a mod. I didn't enable it but I still got darkness event. So enabling it while it is still working might be the cause of the problem of that lag spike.
Darkness event and darkness mod are 2 different things.
Darkness mod "Makes nights darker and creepier".
My bad, I thought they are related.
Looks like bug
Colonists do not carry food to designated warehouses, in general do not carry it anywhere except the grill. I did not mind the time because I have a map on average - 25 degrees, but deterioration makes game unplayable. Any food that is outside destroyed after some time because they can not carry it to the warehouse ...
Quote from: PhxCan on February 28, 2017, 02:30:07 AM
Quote from: Rhyssia on February 27, 2017, 04:00:26 PM
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verb problem with Combat Realism? Why, and how do I fix this?
Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.
This can be fixed by editing save, it says there are multiple verbs with same number extension.
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
-snip
**** Crash! ****
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.
This last error is a problem with memory leak, expected to be fixed with A17
Thank you!! Can you please also tell me what to change in the saves? Or if there is a similar case or guide telling me what to do, a link to it would be totally fine.
Ok, I checked the save, but there were no verbs with same IDs.
<li Class="Combat_Realism.Verb_ShootCR">
<loadID>11</loadID>
I checked every single verb about Combat Realism. I found some null targeting parameters but erasing them or appointing a target didn't do anything.
I checked combat realism page, in 13. version some people say they have the same problem but they got no replies. So this is not something new.
Also before this I erased the game and reinstalled it, and reinstalled the mod as instructed. But still, after some playtime Got the same error. So this problem is unlikely my doing.
For guys who encounter lag spikes: disable the ColonistBar mod. It works for me.
QuoteHeya.
I wanted to remove a right eye from a prisoner and imply his eye to a crewmember, who lost his right eye.
The removed eye is in the storage and now I want to to implant it, but the option does not appear.
I can only remove the healthy left eye as well.
What am I doing wrong?
If the option didn't show up, you maybe didn't do the proper research yet.
You need to research the Hospital path.
QuoteLooks like bug
Colonists do not carry food to designated warehouses, in general do not carry it anywhere except the grill. I did not mind the time because I have a map on average - 25 degrees, but deterioration makes game unplayable. Any food that is outside destroyed after some time because they can not carry it to the warehouse ...
Did you notice all stockpiles got a new overall tag "fresh" ?
QuoteLooks like bug
Colonists do not carry food to designated warehouses, in general do not carry it anywhere except the grill. I did not mind the time because I have a map on average - 25 degrees, but deterioration makes game unplayable. Any food that is outside destroyed after some time because they can not carry it to the warehouse ...
Did you notice all stockpiles got a new overall tag "fresh" ?
[/quote]
Thanks, I noticed that all new warehouses are excluded fresh, rotten
yes, the lag is definitely connected to the Colonist Bar Mod. I thought the features were part of the "patch mod", becaase in my last Game (same download of Rimworld Hardcore SK) the features of the colonist bar mod did not show up. looks like i didnt install the mods correctly at that time, i disabled the col bar mod and the lag is gone now.
Thx for the help!
Hello there.
I'd like to know how to build pillars (the ones necessary for building platforms).
This modpack got an unique feature "Research tree".
At each research entry you can see what kind of building/recipes get unlocked.
What other name you can give plattforms too, or what kind of real life building you can need pillars too (maybe a bridge ?).
I had already researched the necessary technology to build pillars, I just didn't know which crafting station should I use to craft them. I figured out hand machining table was the one I needed, because for some reason the electric machining table simply wouldn't display the corresponding bill.
By the way, what about biosynthetic material? Do you know which crafting station should I use for these?
Some hint if you don't need the table for some job.
Use the Manager Tab, try to build the item there, and then you can check what table you need.
If you don't find the item at the Manager, you didn't build the right table yet.
But biosynth mat. is the robotic assembler, yeah i thought too thats for the robots since it get unlocked with that tech, but robots don't get build at a table.
That's indeed a great tip. Thanks for sharing. You just saved me a lot of time I'd spend Googling and waiting for replies in this thread. Thank you!
Hi,
I want to share my experience with this compilation so far. Installations doesnt went that well.
QuoteYep, github don't got a release zip, they just got a working area.
The HCSK team should realy made a stable release for all these lazy gamers.
Download a clone from github.
Delete all folder/files inside rimworld/mods except "Core".
Extract all and copy the mods to Rimworld main folder, overwrite existing files.
Copy modconfig.xml to the config folder.
After I ve done this I had 3 pages of red line errors. So I opened up the modconfig.xml and it looks like a mod order. So I tabbed in and out to make the mod order in rimworld like in the modconfig. Is the modconfig.xml made for this? Or should it order the mods automatically? Dont know, but if this file is for the user then it should be explained.
Now I only have 1 red line
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Probably harmless what do you think? At least mod is working fine so far.
Another thing
Now I got my first enemy corpses, so I researched training facilities but it didnt unlock the autopsy table. What did I miss?
That part i wrote was just to get the archive from github.
The installation order at the 1. page said :
2. Go to:
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
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
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
Don't play/edit with the modsconfig.xml, you can disable mods over the game itself.
- I managed that my terminator survived the Darkness event outside (thanks to the Tin mellee shocker and his regeneration) and got alot "shadow" corpses.
They can't be butchered, ok. But can feed to pets.
I can put them at the compost bin, but they don't rot like other corpses.
The name of the corpses changed from "shadow" to "darkspawn" after a game loading.
But i think if you manage it to get these rare spawn/corpse (ok they arn't that rare, the terminator killed more then 30 of them) you should maybe get something special out of them. When you butcher them you maybe get shadow core thats unlock maybe a research for shadow armor (Darkness at the field but high evasion).
- Another idea for Terramorph, add stone chunks to their diet, if they are hungry they dig into stone.
If they ate a stone chunk they leave a random raw ore.
Or when they lay egg's these eggs got 0 nut. but can be smelt into Ilmenite ore.
Is there any way to get machinegun crates? I know you can get traded but I want to know if you can make them.
Could you please be a bit more precise ?
I don't find "machinegun crates".
Do you mean the 2 crates you can build once you researched "machine guns" ? Yes you can build these at the hvy arms lathe.
Hello again peeps.
I have updated the game and Im trying the latest version on gihtub. Can some one confirm that the possibility to define the cleaning area has gone?
It would be interesting if 'bones' were a collectible resource from slaughtering animals/people. Make stuff out of bones would be awesome.
Quote from: gustavoghe on March 03, 2017, 05:04:34 PM
Hello again peeps.
I have updated the game and Im trying the latest version on gihtub. Can some one confirm that the possibility to define the cleaning area has gone?
Yes that particular mod is gone. However, there is a new mod on Steam that takes up the mantle. Basically it lets you set any zone as the zone to clean. Combine that with the mod that gives you unlimited number of zones and the new version is prob better than the original.
Easy to set up multiple cleaning zones for tight control of cleaning. Don't know if it'll play well with HardcoreSK as I haven't tried it yet.
*sigh*
Another unplayable colony. Now even the regular colonybar disapeared. The log is full of errors too.
I realy enjoyed to play hardcore again after serveral Rimworld versions. Very good ideas and solutions overall.
But all these errors and glitches they appear during gameplay made it very hard to play.
Maybe next Rimworld version made it easyer for HCSK !
Noticed parapets (and embrasures) were made impassible in the more recent version I'm trying.
Not really a fan of this since it makes defending against melee even attackers easier than before.
Also incendiary weapons of all kinds don't seem to work
edit: version should be hcsk 0.16.1393
rev 1812
edit2: seems like this applies to all explosions, using the debug menu to spawn explosions did nothing. The shrapnel from frag grenades seems to work though.
error message is
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()
Quote from: gustavoghe on March 03, 2017, 05:04:34 PM
I have updated the game and Im trying the latest version on gihtub. Can some one confirm that the possibility to define the cleaning area has gone?
If you put a revision number in the name of the release zip file then it becomes apparent; it's also handy for users to determine if they have the latest version.
It can be as simple as the date of release, just to sort out versions.
So.. I had a meteor shower event happen. I had two meteors near my base that wouldnt stop exploding. I deleted them with the dev tools and then game seemed fine. However now I am getting massive slowdown on my save and found this repeating over and over in the log:
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()
How do I fix this?
EDIT: So I figured it out myself and im editing my post in case anyone else as this issue. You need to go into the Save file with a text editor. I HIGHLY suggest notepad++ and not just notepad. Go to the section for "Explosionmanager" and delete every event. This will remove the problem.
Quote from: orcinator on March 04, 2017, 06:12:55 PM
Noticed parapets (and embrasures) were made impassible in the more recent version I'm trying.
Not really a fan of this since it makes defending against melee even attackers easier than before.
Also incendiary weapons of all kinds don't seem to work
edit: version should be hcsk 0.16.1393
rev 1812
edit2: seems like this applies to all explosions, using the debug menu to spawn explosions did nothing. The shrapnel from frag grenades seems to work though.
error message is
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()
Embrasures are meant to be impassable in reality.
https://commons.wikimedia.org/wiki/File:Pillbox_embrasure_with_shutter.JPG
Also melee attackers are least of the problems, when terminators or guys with shielded power armors come you wish for even more powerful defenses, rather than passable ones. In last version I was attacked by 50 terminators, and I barely killed 10 of them. And my base had multiple defensive perimeters. The mod needs more defense if you ask me, like base shields and base powered energy weapons. Energy weapon turrets with ammo is a bad idea, again in reality this weapons work with only supplied power from the structure they ar attached to. No ammo needed.
https://www.youtube.com/watch?v=D0DbgNju2wE
If you kill realism in a game for the sake of making it enjoyable, it becomes an arcade game. And arcade games are not known as replayable games.
Heya
Get an error when the "Darkness Has Arrived!":
(http://image.prntscr.com/image/8cda13374c7a40e988e1fff0b8caa4cb.png)
(How to do a "spoiler" or size the image?)
Quote from: PhxCan on March 05, 2017, 05:38:03 PM
Quote from: orcinator on March 04, 2017, 06:12:55 PM
Noticed parapets (and embrasures) were made impassible in the more recent version I'm trying.
Not really a fan of this since it makes defending against melee even attackers easier than before.
Also incendiary weapons of all kinds don't seem to work
edit: version should be hcsk 0.16.1393
rev 1812
edit2: seems like this applies to all explosions, using the debug menu to spawn explosions did nothing. The shrapnel from frag grenades seems to work though.
error message is
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()
Embrasures are meant to be impassable in reality.
https://commons.wikimedia.org/wiki/File:Pillbox_embrasure_with_shutter.JPG
Also melee attackers are least of the problems, when terminators or guys with shielded power armors come you wish for even more powerful defenses, rather than passable ones. In last version I was attacked by 50 terminators, and I barely killed 10 of them. And my base had multiple defensive perimeters. The mod needs more defense if you ask me, like base shields and base powered energy weapons. Energy weapon turrets with ammo is a bad idea, again in reality this weapons work with only supplied power from the structure they ar attached to. No ammo needed.
https://www.youtube.com/watch?v=D0DbgNju2wE
I mean okay, the lategame raids are broken, but impassible cover might as well remove melee enemies from the game since the AI can't handle it, and parapets are the first defenses you'll be able to build since blocks are easier to get than cotton seeds and embrasures can be acquired shortly thereafter assuming you find enough iron for the components.
Quote from: PhxCan on March 05, 2017, 05:38:03 PM
If you kill realism in a game for the sake of making it enjoyable, it becomes an arcade game. And arcade games are not known as replayable games.
Now you're just talking nonsense.
Quote from: orcinator on March 06, 2017, 12:36:05 AM
Now you're just talking nonsense.
[/quote]
I just checked, both parapets and embrasures are passable in latest version. But even if they weren't, at least for embrasures you have to research them first. So until then you are vulnerable to melee attackers. And for your nonsense claim, this is a colony simulation game. If you cannot tell difference between a simulation game and arcade game that is not my problem.
So why was the standalone combat realism mod removed from hit hub? (The a 16 ver)
Hey guys, I'm having trouble finding magnetic materials, or moreso crafting them. I searched the forum and online, yet no answers were given, only the same question. If you could throw me a bone, that'd be great!
Robotic assembler.
Anybody else not have any joy buildings available on the tribal start or is that something on my end?
Recreation furniture (horsepin/archery target) just need 120 research points, even tribals should have researched this at 1 day.
Quote from: Kennoot on March 08, 2017, 09:06:11 AM
Anybody else not have any joy buildings available on the tribal start or is that something on my end?
Neither tribal nor crash landed starts have joy available from start. As Canute stated, it is a quick research, look towards bottom of tech tree.
Hey skyarkhangel,
Are you going to add the Real Fog of War mod into this pack for future releases? Seems like if we're going for hardcore play, FOW should definitely be included! :D
Saludos. Ya voy a un 70% de la traduccion al español de este grandioso pack. Espero comunicarme pronto con el "moder" para asignar a algunos que lo prueben, y asi corregir los errores de traduccion! :) saludos.
I think the team should overwork the stacksizes of Ore and alloys.
It don't made sense when you have different stacksizes for different ores or alloys.
I think all the stacksizes came from the pre "extended storage" include to the modpack, when you said you need alot of iron/steel lets increase the stacksize.
The easy research of pallets and skips should reset all the stacksizes back to 75 i think.
When you got a stacksize of 300, it don't made sense to build a pallet/skip for this. A chest/barrel can hold the same with less space.
Yes a bigger stacksize would be better if you use much quantum storages.
And i think pallets/skips should be moveable.
Got a quick question regarding the old a15 version..
Any way to change the fuel usage of the fuel power generator.
I think it use fuel way to fast...
Cheers
Canadus
Quote from: orcinator on March 04, 2017, 06:12:55 PM
Noticed parapets (and embrasures) were made impassible in the more recent version I'm trying.
Not really a fan of this since it makes defending against melee even attackers easier than before.
Also incendiary weapons of all kinds don't seem to work
edit: version should be hcsk 0.16.1393
rev 1812
edit2: seems like this applies to all explosions, using the debug menu to spawn explosions did nothing. The shrapnel from frag grenades seems to work though.
error message is
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()
Doesnt work for me. I deleted the events in the explosionmanager, but my savegame becomes unloadable. Maybe someone have another solution?
Heya,
can you use dead Terminator bodys somehow?
Butcher spot/table, they are humanoid corps.
But be sure they are dead, before you haul them into your base! :-)
Quote from: Canute on March 11, 2017, 03:19:33 AM
Butcher spot/table, they are humanoid corps.
But be sure they are dead, before you haul them into your base! :-)
Alright, thanks :)
Edit:
Im not sure, but the Mod uses "Mending (https://ludeon.com/forums/index.php?topic=22894.0)", right?
Is there a way to use the "Easy Mode" with Hardcore SK?
Edit 2: Is there a way to remove the rate of decay from weapons?
How do these problems be solved?
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Meat to match Cassowary_Meat.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()
[attachment deleted by admin due to age]
On startup, I am greeted by this error...
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Nothing major, but y'know: I just wanted to be part of the flood of comments as this is the second most popular thing on the releases section :P
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,
Are you going to add the Real Fog of War mod into this pack for future releases? Seems like if we're going for hardcore play, FOW should definitely be included! :D
This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.
Hey Sky,
can you give us some hints about the hadron collider ? How to improve the efficiency ?
Quote from: skyarkhangel on March 16, 2017, 01:49:32 AM
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,
Are you going to add the Real Fog of War mod into this pack for future releases? Seems like if we're going for hardcore play, FOW should definitely be included! :D
This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.
Hey man! Please contact me for the Spanish translation of the entire pack
Quote from: mora145 on March 17, 2017, 06:52:32 PM
Quote from: skyarkhangel on March 16, 2017, 01:49:32 AM
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,
Are you going to add the Real Fog of War mod into this pack for future releases? Seems like if we're going for hardcore play, FOW should definitely be included! :D
This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.
Hey man! Please contact me for the Spanish translation of the entire pack
Hello, Join our discord server and wrote me.
Quote from: Canute on March 17, 2017, 05:29:51 PM
Hey Sky,
can you give us some hints about the hadron collider ? How to improve the efficiency ?
Decrease temperature for more efficciency. Soon i rebalance collider with new animation.
Quote from: XeoNovaDan on March 13, 2017, 02:51:35 AM
On startup, I am greeted by this error...
Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
Nothing major, but y'know: I just wanted to be part of the flood of comments as this is the second most popular thing on the releases section :P
this warning can't be removed until Ludeon remove this error message with 200+ researches in game.
Quote from: skyarkhangel on March 18, 2017, 06:50:03 AM
Quote from: mora145 on March 17, 2017, 06:52:32 PM
Quote from: skyarkhangel on March 16, 2017, 01:49:32 AM
Quote from: porcupine on March 08, 2017, 04:11:49 PM
Hey skyarkhangel,
Are you going to add the Real Fog of War mod into this pack for future releases? Seems like if we're going for hardcore play, FOW should definitely be included! :D
This feature need to be compatible with our combat system based on Combat Realism (Combat Extended). We'll see in the future.
Hey man! Please contact me for the Spanish translation of the entire pack
Hello, Join our discord server and wrote me.
Completed. Which is your user? Mine is Mora
Heya
Does this modpack offer any way to remove ore veins, steam geysers or the oil thingys. I have a few in the middle of my house and i just want to get rid of them.
And I cant find the Nano Printer/Scanner.
I already discovered NanoReplication. Do I need a second research?
New release coming soon?
Jewels been up awhile now.
This still being updated?
Quote from: The13thRonin on March 19, 2017, 12:40:22 AM
New release coming soon?
Jewels been up awhile now.
This still being updated?
What are you talking about? Jewel is the newest HSK itteration and it will be for at least the end of A17. There is to much mods in the pack to migrate fast to the new versions of RW.
Quote from: legendary on March 19, 2017, 03:32:29 AM
Quote from: The13thRonin on March 19, 2017, 12:40:22 AM
New release coming soon?
Jewels been up awhile now.
This still being updated?
What are you talking about? Jewel is the newest HSK itteration and it will be for at least the end of A17. There is to much mods in the pack to migrate fast to the new versions of RW.
Doesn't it get updated just when new mods come out or it gets tweaked?
Surely it doesn't just update once every time a new alpha comes out?
When you take a look at the github project page (link at the 1. posting) you see the mod get updated and tweaked each days.
Quote from: skyarkhangel on March 18, 2017, 06:50:03 AM
Quote from: Canute on March 17, 2017, 05:29:51 PM
Hey Sky,
can you give us some hints about the hadron collider ? How to improve the efficiency ?
Decrease temperature for more efficciency. Soon i rebalance collider with new animation.
ahh finaly, you need to have a temperature around -100C, since my outdoor temp. are around -30 - -60 i didn't thought at that way.
I get some error messages when launching using the latest SK Github stuff? Is this intended?
Quick question, just how do I make it so that the toxic fallout is something that will kill in like two days?
Thanks to whoever responds.
Quote from: The13thRonin on March 19, 2017, 07:47:55 AM
I get some error messages when launching using the latest SK Github stuff? Is this intended?
Do you got more error msg. then
"Couldn't relax research project coordinates apart after 200 passes."
?
Then there is definitiv something wrong and you didn't follow the installation rule.
Then please read again how you proper install this modpack, and don't use other mods.
Mixed feelings about the inclusion of bad hygiene, one one hand everyone loves poop, but on the other it adds another reasons for pawns to go "haha time to pause my job and trek back to base then trek back, oh wait time to sleep", in addition to all cleaning structures but the bathtub being worthless since they don't completely refill the hygiene bar.
Oh and moving a shower a few tiles to the left caused an overflow when saving the game, see http://pastebin.com/EBXusnEi for the full log.
http://pastebin.com/EBXusnEi
is there a way to replace ground textures? like original ones? I dont like the darkish grounds with HSK, thanks!
for some reason (possibly due to the mods I've added I haven't tested them yet) but when i load a map (for the temperate and boreal forests at least I've not tried the other biomes yet) some of the bushes and raspberry bushes appear as purple boxes with pink outlines and pink crosses in the middle and some of the bushes and raspberry bushes are fine and can be seen as bushes and raspberry bushes I'm guessing that it's some sort of missing texture thing I was wondering if anyone had this problem as well and knew how to fix it I'm going to go through the mods I've added one by one to try and see if it's one of them causing the problem but i thought I'd post my problem here first in the hopes of avoiding having to go through all of the mods i added in (there's a fair few)
Quote from: bob112 on March 23, 2017, 12:23:53 AM
some of the bushes and raspberry bushes appear as purple boxes with pink outlines and pink crosses in the middle and some of the bushes and raspberry bushes are fine and can be seen as bushes and raspberry bushes I'm guessing that it's some sort of missing texture thing
That is indeed a texture glitch. You shouldn't need to add anymore mods anyway, as all mods in HardcoreSK are bespoke and it's very feature-rich as it stands
QuoteI'm going to go through the mods I've added one by one to try and see if it's one of them causing the problem
There is maybe the problem, you sure you follow the installation instruction and didn't handle this modpack like regular mods ?
i did follow the instructions but forgot/didn't think about the mods that i'd downloaded and installed via steam workshop the removing all mods in the Rimworld mods folder apart from core only applied to two mods which i followed the instructions for and transferred to another place i realised this last night so this along with the fact that today when i opened Rimworld and had the debug log open automatically when Rimworld loaded up i scanned through it quickly as i usually do to see if there was anything that stood out as possibly being wrong that i could tell (which isn't much i have no experience with making mods) and i spotted a line that said "Couldn't relax research project coordinates apart after 200 passes." and remembered someone else had posted here saying that it meant that the modpack hadn't been installed correctly made me think that was possibly what the problem was so i'm going to try reinstalling the pack after making sure to un-tick the mods from steam workshop although i don't know if i should just un-tick them or unsubscribe from them as thats the only way as far as i can tell to remove them from the mod menu in game as they don't appear in the rimworld mod folder.
i un-ticked a load of them and then had to exit out of the mod menu and as i did i got another debug log open and as i checked through it i saw to lines that seemed to relate to my problem i took a screen shot as i was unable to get the share logs option to work i don't know if anyone here would be willing to have a look at it and maybe be able to tell me if there's a way to fix it.
As far as i can tell it would seem that the problem was/is one of the mods i un-ticked disagreeing with one of the mods in the pack here's a link to the screenshot i took of the debug log: https://imgur.com/a/5Tt9U (https://imgur.com/a/5Tt9U)
What I do is put all HardcoreSK mods in a 'Modsb' folder in the main game directory, all config in a 'Configb' folder in the config/saves area directory, and then I can pretty much switch between the two by renaming the existing to 'Modsa' and 'Configa', and then the other 2 to 'Mods' and 'Config'.
Causes no issues, quick, convenient, keeps load order.
bob112,
i saw "more planning" i think that means you still use other mods together with this modpack. But this modpack is very unique and not all mod's work together with this modpack.
Try to start this modpack at first without any other mods, and in engl. or rus. lang.
Yes these "Couldn't relax research project coordinates apart after 200 passes." is an unavoidable error.
Once, the modpack is running, you can try to add other mods.
I understand enough about mods to know that not all mods work together i had admittedly not planned to use the pack but then i saw a guy on youtube playing the pack and saw a couple of mods that caught my interest i had a look through the mod list for the sk pack untill i found the mods and saw that they were not for A16 and guessed that they were possibly abandoned and that hardcore sk had a bit of code in it that made them work in A16 so i downloaded the pack thinking that i could un-tick all the mods i didnt want and then keep the ones i wanted but the ones i wanted are as far as i can tell in the core_sk file so i could only un-tick a few of the unwanted mods so i decided to hell with it i'll use them all with the mods i'd already installed and then i ran into my problem with the textures
I did something similar.
I took their version of EdB Prepare Carefully instead of the one that comes with Romance Diversified and Rumors & Deception.
Works great.
I am not from the Dev team, just a long term user of this modpack.
But like i said this modpack is unique, it isn't just a collection of mod. They are modified to work together (in most cases).
It isn't a good idea to add other mods to this, and same bad idea is to take parts to use with other mods.
Like the case with Prepare carefully show, it can works, but at the other case your try didn't worked.
For more details and answers i suggest to visit the Dev team on the discord server, this forum isn't their favoured workplace.
Keep up the great work sky. Every time I come here after an update I'm happily surprised. And it always adds new life once I'm a little bored of vanilla Rimworld.
I installed the mods as directed, and it seems to load up fine. However, my colonists don't do anything even when there's plenty to do... they just walk around, idle, until they die from starvation.
ok i removed all mods from the mod folder and unsubscribed from all the mods i downloaded from steam workshop and basically made my rimworld installation as vanilla as i could i've even uninstalled and reinstalled rimworld completly including having deleted the rimworld folder in steamapps/common and i'm still getting "Couldn't relax research project coordinates apart after 200 passes." the way i installed this mod pack the first time was
1.cut and pasted out all the mods in the rimworld mod folder apart from the core then copy and pasted the mods from the harcore sk mod pack download into the rimworld mods folder
2.put the mods i'd cut and pasted from the rimworld mod folder back into the rimworld mods folder
3.after having to use the search function on my PC to find the right folder as the method mentioned in the instructions didn't work for me for some reason i deleted the ModsConfig.xml file but non of the other files and then copy and pasted the one from the modpack archive
4.ticked the mods
5.tryed to play and got the texture bug
since then I've tried three times to reinstall following the instructions carefully but still gotten "Couldn't relax research project coordinates apart after 200 passes." i've uninstalled rimworld and then reinstalled it and gotten the hardcore sk modpack screen pop up so i uninstalled rimworld again and found the rimworld folder in the steamapps/common folder and deleted the rimworld folder there then reinstalled rimworld again and made back ups of the core and config folder so that hopefully i wouldn't have to do a complete nuke reinstall each time then i've tried reinstalling the modpack three different ways deleting everything in rimworld's mod and config folders after each failed attempt and then copy and pasting the vanilla back ups i made back into their respective folders each time
method 1:follow the instruction the about ModsConfig.xml file as the instructions say leave the core file in the rimworld mod folder were it is then copy and paste all hardcore sk mods in the archive into the rimword mod folder apart from the core file
method 2:follow the instruction the about ModsConfig.xml file as the instructions say delete the core file in the rimworld mod folder then copy and paste all hardcore sk mods including the core file in the archive into the rimword mod folder
method 3:follow the instruction the about ModsConfig.xml file as the instructions say leave the core file in the rimworld mod folder were it is then copy and paste all hardcore sk mods including the core file in the archive into the rimword mod folder and say yes to all questions asking if i want to merge folders and/or copy and replace files
and each time it's loaded up fine apart from the debug log popping up immediately with "Couldn't relax research project coordinates apart after 200 passes." i don't understand how i'm going wrong there's no mods apart from the modpack mods in the rimworld folder each try and i've unsubscribed from all the steam workshop mods that i had installed and i've not tried to reinstall any of the mods apart from the modpack is the "Couldn't relax research project coordinates apart after 200 passes." bug/error/glitch really bad? does it affect game play at all? can anyone help me? because as far as i can tell i'm following the instructions carefully and correctly but still somehow screwing up
Quote from: bob112 on March 25, 2017, 01:00:16 AM
ok i removed all mods from the mod folder and unsubscribed from all the mods i downloaded from steam workshop and basically made my rimworld installation as vanilla as i could i've even uninstalled and reinstalled rimworld completly including having deleted the rimworld folder in steamapps/common and i'm still getting "Couldn't relax research project coordinates apart after 200 passes." the way i installed this mod pack the first time was
1.cut and pasted out all the mods in the rimworld mod folder apart from the core then copy and pasted the mods from the harcore sk mod pack download into the rimworld mods folder
2.put the mods i'd cut and pasted from the rimworld mod folder back into the rimworld mods folder
3.after having to use the search function on my PC to find the right folder as the method mentioned in the instructions didn't work for me for some reason i deleted the ModsConfig.xml file but non of the other files and then copy and pasted the one from the modpack archive
4.ticked the mods
5.tryed to play and got the texture bug
since then I've tried three times to reinstall following the instructions carefully but still gotten "Couldn't relax research project coordinates apart after 200 passes." i've uninstalled rimworld and then reinstalled it and gotten the hardcore sk modpack screen pop up so i uninstalled rimworld again and found the rimworld folder in the steamapps/common folder and deleted the rimworld folder there then reinstalled rimworld again and made back ups of the core and config folder so that hopefully i wouldn't have to do a complete nuke reinstall each time then i've tried reinstalling the modpack three different ways deleting everything in rimworld's mod and config folders after each failed attempt and then copy and pasting the vanilla back ups i made back into their respective folders each time
method 1:follow the instruction the about ModsConfig.xml file as the instructions say leave the core file in the rimworld mod folder were it is then copy and paste all hardcore sk mods in the archive into the rimword mod folder apart from the core file
method 2:follow the instruction the about ModsConfig.xml file as the instructions say delete the core file in the rimworld mod folder then copy and paste all hardcore sk mods including the core file in the archive into the rimword mod folder
method 3:follow the instruction the about ModsConfig.xml file as the instructions say leave the core file in the rimworld mod folder were it is then copy and paste all hardcore sk mods including the core file in the archive into the rimword mod folder and say yes to all questions asking if i want to merge folders and/or copy and replace files
and each time it's loaded up fine apart from the debug log popping up immediately with "Couldn't relax research project coordinates apart after 200 passes." i don't understand how i'm going wrong there's no mods apart from the modpack mods in the rimworld folder each try and i've unsubscribed from all the steam workshop mods that i had installed and i've not tried to reinstall any of the mods apart from the modpack is the "Couldn't relax research project coordinates apart after 200 passes." bug/error/glitch really bad? does it affect game play at all? can anyone help me? because as far as i can tell i'm following the instructions carefully and correctly but still somehow screwing up
"Couldn't relax research project coordinates apart after 200 passes." That bug is not from modpack, but from A16 version. It has something with research tree because research tree from modpack is too big, but it does no harm.
Oh so it doesnt mean that the modpack has been incorrectly installed after all? That would of been good to know I've spent about an hour uninstalling and then reinstalling this pack trying to get that message to not appear and getting more stressed out as each attempt failed.....
I seem to remember their being a version of combat realism being developed that had an ammo disabler built in. Is this something that's real or did I hallucinate it? Also, if it IS real, will it be included in hardcore anytime soon?
Quote from: captainradish on March 25, 2017, 08:48:20 AM
I seem to remember their being a version of combat realism being developed that had an ammo disabler built in.
This is the upcoming Combat Realism CE which is being done by NoImageAvailable, who was the original CR author.
Can we PLEASE get it rolled into HK? Please?
These idiots waste SO MANY arrows. I'm watching one of my hunters try to kill a wild boar. She's lvl 16 shooting and has currently used FORTY arrows on the same stupid pig and hasn't hit it once.
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.
Quote from: XeoNovaDan on March 25, 2017, 11:08:09 AM
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.
Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(
I think I'll switch from hunting to fishing instead.
My problem seems to have been lost in the abyss, so I'll repeat it.
I installed the mods as directed, and it seems to load up fine. However, my colonists don't do anything even when there's plenty to do... they just walk around, idle, until they die from starvation.
Quote from: Jmall on March 25, 2017, 11:27:44 AM
My problem seems to have been lost in the abyss, so I'll repeat it.
I installed the mods as directed, and it seems to load up fine. However, my colonists don't do anything even when there's plenty to do... they just walk around, idle, until they die from starvation.
It begs the question: do you have work set up? I hate to ask, but that's the first troubleshooting question.
I seem to remember someone else having the same problem some time ago. I don't know if there was a solution.
Quote from: captainradish on March 25, 2017, 11:11:52 AM
Quote from: XeoNovaDan on March 25, 2017, 11:08:09 AM
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.
Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(
I think I'll switch from hunting to fishing instead.
Hunting is one of those things that's horribly inefficient unless you do it manually by drafting the pawn. Hope there will eventually be a mod that makes it less shit.
Bringing back whatever mod let melee pawns hunt would be nice too.
Quote from: orcinator on March 25, 2017, 11:54:19 AM
Quote from: captainradish on March 25, 2017, 11:11:52 AM
Quote from: XeoNovaDan on March 25, 2017, 11:08:09 AM
It's probably not going to see release until A17 comes out, if I was to guess. Do you have your hunter on 'Aimed Shot' mode? If she's on 'snapshot' mode, that's basically like being trigger-happy.
Yep, their set to aimed, single shot. It probably doesn't help that the AI decides to try to snipe from 150 yards away. :(
I think I'll switch from hunting to fishing instead.
Hunting is one of those things that's horribly inefficient unless you do it manually by drafting the pawn. Hope there will eventually be a mod that makes it less shit.
Bringing back whatever mod let melee pawns hunt would be nice too.
Yea, and the recent changes to the fishing mod makes it so you cannot automatically limit how much fish you have. That's annoying. I'd love it to be able to set up a hunting queue that only allows fishing.
EDIT: I found a mod on Steam that allows Melee hunting again, so now I'm happy.
EDIT2: It doesn't work with combat realism, dammit.
EDIT3: I just edited the Remington shotgun so it doesn't use ammo. That seems to work fine.
As you can see in this picture, he has plenty to do. Planting, hauling, mining... not to mention picking up his bow. I can't even select him and order him to do something.
He just wanders around, until he starves to death.
Edit: I was able to get him to pick up the bow, after drafting him.
What am I doing wrong?
[attachment deleted by admin due to age]
Quote from: Jmall on March 25, 2017, 04:11:58 PM
As you can see in this picture, he has plenty to do. Planting, hauling, mining... not to mention picking up his bow. I can't even select him and order him to do something.
He just wanders around, until he starves to death.
Edit: I was able to get him to pick up the bow, after drafting him.
What am I doing wrong?
I'm inclined to think mod conflict. Do you have any Steam mods active?
Quote from: captainradish on March 26, 2017, 12:48:00 AM
Quote from: Jmall on March 25, 2017, 04:11:58 PM
As you can see in this picture, he has plenty to do. Planting, hauling, mining... not to mention picking up his bow. I can't even select him and order him to do something.
He just wanders around, until he starves to death.
Edit: I was able to get him to pick up the bow, after drafting him.
What am I doing wrong?
I'm inclined to think mod conflict. Do you have any Steam mods active?
I do not, the only mods I have are the mods in this project.
I wanted to ask few questions about mods and compatibility (in regards to some post about lack of new mods to integrate) as well as some mistakes in OP presentation - part from which i start:
P.S. I'm sorry if I ask silly question, I'm not to familiar with this mod compilation yet...and for my not-native English =P
"- FFGerman Shepherd (Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance.) by forestfey"
It looks like "I Can Fix It!" description...not a mod about new Pet.
"- Metro Armory, Ushanka! (Adds some of nice apparel) by Dark_Inquisitor"
On the mod page all i can see are few new weapons. No metro suits of armour or gasmasks.
------------------------------------------------------------------------------------------------------------
Now, i wanted to ask are those mods compatible, or already implemented:
* Hauling Hysteresis - !!! I found remnants in Injection file in Core_SK folder. Safe, implemented?
* From "Zorba's Miscellanous Tweakery Mods"
- I Can Fix It! - Alredy mentioned, i know...i should just play mod first time (apparently) and let something get demolished to see if its implemented, but it would not answer what to do if its not. A good quality of life mod.
- Silly Builder, Surgery is for Doctors - I understand this was alredy taken care of?
- Step Away From The Medicine - Seems good.
* Better Pathfinding, OSHA Compliance, PathAvoid - As i understand those are safe? Is OSHA implemented?
* Clarification on Fluffy's Mods:
- Colony Manager, Animal Tab, Medical Tab, Relations Tab, Work Tab - Check
- Area Unlocker, Fluffy Breakdowns, Follow Me, Zoom to mouse, Cats - Check
- Stack Merger - ? ... redundant because of other mods?
- Stuffed Floors - ? ... also redundant because of better options?
- The Birds and the Bees - ?
* Defensive Positions - I have not seen it in mods OP, but similar function was present on "Rimworld Alpha 16 l Hardcore SK l Part 1 by Silver Dragon Gaming ...so i would like to know how it is...redundant most likley?
* Furnace 1.0 - From authot of Glitter tech(i know its a nono mod). Can we achive same effects more balanced way?
* QualityBuilder - I do know there are problems with "Skilled builder" ...but what about this one?
* Extended Storage - Redundant, Omni Storage with upgrade and Tweaks as i understand?
* Auto Seller - From ealier post i get, that its not safe and will not be added. Just to be clear.
* Better Stockpile Designator, Recolor Stockpile - Those two conflict with each other, most likley not safe...are any in modpack?
* Robots ++ (Robots Plus Plus) - Safe? Balance breaker?
* Extended Turrets Mod /AKA/ Turrets Pack /AKA/ Auto-Turrets Mod - Considering poll about removing autoturrets this is most unlikley. Safe?
* From "Dingo's Miscellaneous Mods"
- Autoclose Event Notifications - We have clocks, what about this?
- Grenade Fix Rearmed - Seems reasonable...but "Combat Realism Mod"...well...
* MiningCo. Mods - I know we got helmet, what about other parts? Some seem desirable. For now those are updated (Laser fence was updated on Github, mod page not updated):
- A16 MiningCo. AlertSpeaker.zip - Evil Genius...my own fav and focus of mod efforts, very good idea.
- A16 MiningCo. ForceField.zip - Maybe. Portable turrets would fit with it nicley.
- A16 MiningCo. LaserFence.zip - just balance tweaks.
- A16 MiningCo. MMS.zip (Mobile Mineral Sonar) - cool idea.
- A16 MiningCo. MiningHelmet.zip - This one we alredy have. I know.
- A16 MiningCo. PowerFist.zip - Melee is always in need.
Edit: I did used those for moment in order mentioned (under) without any bugs so far:
Better Pathfinding, OSHA Compliance, PathAvoid (orders appear), Autoclose Event Notifications, Grenade Fix Rearmed, I Can Fix It! (maybe redundant), QualityBuilder (orders appear), Furnace, Extended Turrets Mod
I wait for any tips.
Thanks for help, thank everyone for effort and regards! ;)
Can we get a version of that mod (that I am about 90% certain was in Hardcore at one point) that allows to adjust priorities on the work list left and right? I haven't seen it for quite some time.
The aktual version got this feature so far i remember. One of the 3 buttons top right one the work window.
Quote from: Canute on March 26, 2017, 01:45:40 PM
The aktual version got this feature so far i remember. One of the 3 buttons top right one the work window.
No, I mean there was a mod at one point that allowed you to move priorities up and down the list. For example, if I wanted to make managing more important than firefighting I could move the entire column to the left of firefighting. I miss that mod.
Yep, i know what mod you mean.
But try the numeric view/version, give the lower pri. job a higher number and look if this work for you.
1,[Couldn't relax research project coordinates apart after 200 passes. ]Is displayed at game start up
2,A slave with a trader(Visitor too) steals a weapon from my colony ,Make a tunnel even if surrounded by walls
3,If the colony has a terminator, all the UI disappears at the time of loading
by the way my English Terrible. coz im japanese (T_T) sry
1. read a bit above, and you notice, that this is an unavoidable error.
2. not the mod's fault, default behavior at A16, anti cheat to prevent stuck trader/npc.
3. disable colonist_bar mod.
Quote from: Canute on March 27, 2017, 02:47:44 AM
Yep, i know what mod you mean.
But try the numeric view/version, give the lower pri. job a higher number and look if this work for you.
Yea, that's what I currently do. It's just that I want to make certain jobs *in general* a higher priority. Oh well.
>>Canute
thank you very much :D
hi i have been playing the game for a while now and recently decided to try out the HSK
I started out with 3 full bionics pawns and 2 thrumbos thinking i could train them like in vanilla, I couldn't ( additionally when looking at ALL other pets in the Prepare Carefully section it said all animals had 0 melee dmg, i did not have this issue when using prepare carefully with vanilla ) and 2 behir tents
I've been playing it for a few hrs and got through about 40 - 50 days, not a year yet
I started out with cassandra on extreme until i was about 30 days in, but i had 1 problem : I wasn't getting any traders or Raids, However I did get some raptors a few days in. I'm in a temperate forest with like 10 colonies very close to. I realised i didn't have a trading tent so i killed the thrumbos and made 1 outside. I switched to hildegarde on intense and got a "wanderer" who decided to attack me the next day, no raid message or game pause. 20 days later, no traders and no raids, only 2 friendly factions and all others hostile, Note: I did generate the whole world with a small map. I recently decided to build a roof over the trading tent and waited a few more days, no traders, I just saved and exited, thought I would ask for help to know what I'm doing wrong. I normally play without internet, idk if that's affecting this, doubtful. I also think i gave someone a valkyr suit made out of a material that it can't be made out. I'd really like some action and to sell some of my hay. Thanks in advance
TL;DR : 1 year in , trading tent built outside, no traders or raids
Traders are just a random event, there is no garantee that traders or visitors appear.
The trading tent just mark a spot the trader caravanns will be camp on the map. Without the tent the trader just pick a random spot around your camp. It doesn't matter if it is build outside, under a roof or inside a room.
To call a trader caravan, you need the comunication console. Then you can contact other faction for help and caravans.
Or just settle next to a faction base, then you can send out your own caravan.
Extrem on a storyteller just increase the strenght of an event, not how much bad/good events happen.
Sometimes a few weeks you can have nothing noticeable, and then the next day you are geting a poison ship, a mechanoid raid, and another mechanoid raid spawn just when you fight the first one (ok that was the torture storyteller :-) ).
Quote from: Canute on March 28, 2017, 05:42:16 AM
Traders are just a random event, there is no garantee that traders or visitors appear.
The trading tent just mark a spot the trader caravanns will be camp on the map. Without the tent the trader just pick a random spot around your camp. It doesn't matter if it is build outside, under a roof or inside a room.
To call a trader caravan, you need the comunication console. Then you can contact other faction for help and caravans.
Or just settle next to a faction base, then you can send out your own caravan.
Extrem on a storyteller just increase the strenght of an event, not how much bad/good events happen.
Sometimes a few weeks you can have nothing noticeable, and then the next day you are geting a poison ship, a mechanoid raid, and another mechanoid raid spawn just when you fight the first one (ok that was the torture storyteller :-) ).
My current game actually had terminators and mechanoids battling it out in front of my base, and just before they all ran out of ammo, some asari came along into the mix. Didn't even have to fire a shot, since they all wiped each other out, and the surviving asari hit a raptor with a stray shot right at the end of it....
Quote from: Canute on March 28, 2017, 05:42:16 AM
Traders are just a random event, there is no garantee that traders or visitors appear.
The trading tent just mark a spot the trader caravanns will be camp on the map. Without the tent the trader just pick a random spot around your camp. It doesn't matter if it is build outside, under a roof or inside a room.
To call a trader caravan, you need the comunication console. Then you can contact other faction for help and caravans.
Or just settle next to a faction base, then you can send out your own caravan.
Extrem on a storyteller just increase the strenght of an event, not how much bad/good events happen.
Sometimes a few weeks you can have nothing noticeable, and then the next day you are geting a poison ship, a mechanoid raid, and another mechanoid raid spawn just when you fight the first one (ok that was the torture storyteller :-) ).
I was watching a quill18 vid from last yr n he had traders like every day or 2 :/
did they nerf trader rates?
I don't know but special for this modpack, 3 months are a long time and many change are made.
But you got
- the com console to call trade caravans (300/600 silver).
- some hyperspace beacon to call orbital trader (just energy).
At my current game, i don't get daily trade caravans, more 1-2 each warm season and maybe an orassan one during winter. (Ice sheet colony).
Quote from: xRude on March 28, 2017, 08:34:49 AM
Quote from: Canute on March 28, 2017, 05:42:16 AM
Traders are just a random event, there is no garantee that traders or visitors appear.
The trading tent just mark a spot the trader caravanns will be camp on the map. Without the tent the trader just pick a random spot around your camp. It doesn't matter if it is build outside, under a roof or inside a room.
To call a trader caravan, you need the comunication console. Then you can contact other faction for help and caravans.
Or just settle next to a faction base, then you can send out your own caravan.
Extrem on a storyteller just increase the strenght of an event, not how much bad/good events happen.
Sometimes a few weeks you can have nothing noticeable, and then the next day you are geting a poison ship, a mechanoid raid, and another mechanoid raid spawn just when you fight the first one (ok that was the torture storyteller :-) ).
I was watching a quill18 vid from last yr n he had traders like every day or 2 :/
did they nerf trader rates?
I've gone entire seasons without seeing a trader. I also remember in the past having traders almost constantly. I wonder if it depends on how close you are to other settlements.
Anyone else having problems with the wardrobe editor completely crashing the game?
Heya,
I have this error:
(http://image.prntscr.com/image/0f3dda2463cf4b1f89d043ff38272af8.png)
when i stop all job tasks i get this:
(http://image.prntscr.com/image/c42bf7a7c4604277bc15b9bd2dc45d82.png)
My abomination event keeps triggering with 100% every time there's a downed life pod. Is there any way for me to turn this off? I can't find the event in any of the files.
Thanks.
Yes the chances for these are very high but not 100%
I allways keep the pod a few days. When no event triggers i will open it.
But even then you got a good chance for a terminator, i suggest to isolate these NPC.
low order fix your jobs. u have to many people trying to do the same job so u b asiccally telling the game to kill your computer by wasting processing power. under no time should u have tones of people doing same job for example hauling. u dont want a tone of people hauling cause they will fight for every item then. same with other jobs. u have to staggger the jobs on people so u dont have to many doing same job
ANYONE ELSE HAVE THIS BUG ?
Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.
Also, all of my Pawns developed Mallaria and two of them sleeping sickness at once, maybe 1-1,5 month into the game in tropical area (sickness develops around 45%-50% every time giving me a little time to react)...on Cassandra Normal - isnt that a little harsh, considering i had 4 Pawns and on Classic we have almost no tech to begin with...and 24 medkits? Just saying...aparently Tropical is to hard and limits reasearch and aproach extremaly forcing medicine a must ASAP (little notification on starting are map?).
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.
Yes sickness are very deadly if you arn't prepared.
And let the pawn rest at the right bed is VERY important !
Unlike vanilia, bed made with different leather got different rest and immunity gain factors. You NEED to check this out and made a few beds/medical beds with 120% or better immunity gain factor.
Then you should look at the facilities, you can put extra furnitures next to medical bed's to increase the boni more.
And if you didn't notice similar tools are for normal beds to raise the rest effectivity.
Another tool to let them cure faster is Anestetic, while they sleep they heal faster and gain faster immunity.
Not to speek about mushroom/healroot tincture that act as antibiotica and increase the healing too.
There is a reason why this is called Hardcore.
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.
Quote from: ScarabParamit on March 30, 2017, 10:31:04 AM
ANYONE ELSE HAVE THIS BUG ?
Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.
Coconut milk has nutrition, but it's really low (0.05) and pawns can't eat more than one at a time. Basically they spend around the same time eating one after another as they lose their hunger meter. Until it's adjusted (either on your own, or re-worked into being usable for milk recipes or something), i'd avoid it entirely.
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.
Yes sickness are very deadly if you arn't prepared...
(...)
...There is a reason why this is called Hardcore.
Because coconut its broken.
Yea...hard to the core...apparently. Its just like those old "crude rough-polished Diamonds game like oldshool times, you either find right toolset from options provided or die xD ...Pssst...Russians like that way ;-) ...maybe Germans to, Gothic was good example.
Thanks for info =P
Quote from: Slipshodian on March 30, 2017, 12:03:00 PM
Quote from: Canute on March 30, 2017, 10:47:15 AM
Could you check what nutri. got Coconut milk ? Does it even got got nutri. I was spliting the coconuts once too, but stoped to do it again, but i can't remember why.
Quote from: ScarabParamit on March 30, 2017, 10:31:04 AM
ANYONE ELSE HAVE THIS BUG ?
Coconut Milk does not lower hunger. My Pawns just waste their time and starve to death thinking it will help them, while Food indicator just drops.
Coconut milk has nutrition, but it's really low (0.05) and pawns can't eat more than one at a time. Basically they spend around the same time eating one after another as they lose their hunger meter. Until it's adjusted (either on your own, or re-worked into being usable for milk recipes or something), i'd avoid it entirely.
I know, but Meat Jerky has the same (0.05) and Grilled has 0.07...now test them and see how each fill hunger gauge.
So this info about coconut is clearly broken, and coconut milk useless - and as an option in game redundant.
check the 0's again, it should be 0.5 and 0.7, since it's out of 1.00 on the hunger bar, those would give 5/7% bar instead of the 50/70 they do. If they only gave 0.05 and 0.07, you'd have to eat 20 jerkies alone to fill the bar.
fyi coconut isn't meant be be eaten alone its meant to be used in other meals.
coconut isn't broken its meant to be that way.
it sounds like u on a jungle map. on jungle map u always have to get medic first before u do anything as unlike
other maps malaria is a threat year around. if u in jungle u have not just coconut u also have other fruit trees along with grapes and such.jungle has the most free food of any map but its also the most disease ridden map. i know that for fact as i was the one who redid the fruits and berry to be more reliable
What is peat used for? I would imagine it's a kind of fuel, but I haven't been able to figure out what to do with it.
Love the modpack, thanks so much for making it!
Here are a bunch of bug reports for the current Github version:
1) I purchased a colonist with photophobic trait from a pirate trader. However, she does not get the proper mood effect (instead, she treats dark and light like every other colonist). Also, her character screen says she is forbiden from hauling, but she is not (her trait is conceptual artist, and she hauls just fine, despite what the character sheet says).
2) Shooting XP is hugely different between snapshot and aimed modes. Shooting a downed scyther with aimed mode and passion gives several hundred xp, in snapshot it only gives a couple of xp (about 1% as much). Shooting neutral animals also gives about 40x as much xp in aimed mode as in snapshot. Maybe xp was rebalanced for one and the other still uses old values.
3) Harvesting raspberry bushes on borreal forest gives strawberries (obviously, should be raspberries, or the bush name should be changed)
4) Rimram wool has market price 6, muffalo wool market price 3, but muffalo wool is mostly better. Certainly, rimram wool is not twice as good.
5) Event frequency for random random is only about 2/3 or less as in vanilla at the beginning of the game, probably because of all the new events (some of which can't fire early) crowding out the vanilla events. I ran multiple tests with randy random setting fast incident mtbs in storyteller def to confirm this, and comparing vanilla and hardcoresk, so this is not misperception.
Of course, the new events are great, but the result is you get much less raids, which makes the game unintentionally easier and also less exciting.
Perhaps upping the incident mtbs appropriately, and also increasing the weight of the bigthreats a bit, to compensate for the new events and to try to get a raid count similar to vanilla?
6) No pawns available for map type errors block many raids. Such errors block even more visitors, and in particular, human resistance constantly gets blocked from this error (perhaps they lack low wealth visitor loadouts). Maybe weighting some of the higher level factions to be lower would help.
This issue also contributes to the relative lack of raids compared to vanilla, and seems to block about 20% of raids at the wealth levels I was testing.
7) Migration event in borreal forest huge map often does not generate any animals. You jump to location after getting event, nothing there, or anywhere else on map. Not sure what is going on--sometimes it works, but almost half the time it doesn't.
8 ) i get this error whenever I load my game:
Hash error duplicate
Hash collision between WallLamp_Blueprint_Install and LoadoutGen_AmmoTypeI: both have short hash 35983
9) when the colony ship pieces falling to create craters event occurs, I get an error message saying that cave is not defined for my biome (borreal forest)
10) I see this error a lot:
Blue has null dutyDefToSubNode. Recovering by calling ResolveSubnodes() (though that should have been called already).
11) This error everytime, together with a bunch of messages about swapping techs:
ResearchTree :: redundant prerequisites for Compost production the following research: Electronics basics
ResearchTree :: redundant prerequisites for Soil fertillization III the following research: Electronics basics
12) Got a wanderer join, who was only 16 years old but had an adult background, but the adult background was not applied to his stats (he had gene warrior, +7 shooting and melee, but he had only 3s in them, and no traits that would cause them to be reduced to this). At the same time this error occured, which might or might not be related:
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Fluffy_Tabs.PawnPrioritiesTracker.InitPriorityCache () [0x00000] in <filename unknown>:0
at Fluffy_Tabs.PawnPrioritiesTracker..ctor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Fluffy_Tabs.WorldObject_Priorities.WorkgiverTracker (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Fluffy_Tabs.Widgets.Priorities (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Fluffy_Tabs.Detours_WorkSettings+<>c__DisplayClass9_0.<_CacheWorkGiversInOrder>b__1 (RimWorld.WorkGiver wg) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.WorkGiver].MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Any[WorkGiver] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Fluffy_Tabs.Detours_WorkSettings._CacheWorkGiversInOrder () [0x00000] in <filename unknown>:0
at RimWorld.Pawn_WorkSettings.get_WorkGiversInOrderEmergency () [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Peina did not have work settings initialized.
13) i get occasional yellow error messages about obediance/release/rescue/haul UI being missing when loading games, usually when I recently trained an animal. Not that often, and the UI does look like it is there.
14) In game DPS estimates show as the same for alpha muffalo and normal muffalo. I think alpha should be higher.
15) one great thing about the mod is all the cool new crafting options. But the problem is, most of the really interesting stats (effects on learning rate, work speed, success chance, combat speed, etc) do not show up when you click the information button when viewing the item in the crafting bill list--you can instead only see the armor and insulation type info. This is unfortunate, and if possible it would be nice to be able to get the full stats from bill selection.
Quote from: captainradish on March 30, 2017, 11:00:25 PM
What is peat used for? I would imagine it's a kind of fuel, but I haven't been able to figure out what to do with it.
Most generator/table which use coal can use peat too.
Most of my power generators was using peat at the early/mid game since it is a renewable resource my hauler-bot can get.
And coal allways was needed to smelt steel.
@tb13505
1.sometimes generated peoples traits be off.
2. snaped is a quick shot thats faster than aimed shot thats why
3.he reason is thats something thats part of stock game we not able to change from what i know.
4.wool i think might be balanced more of whats more common than their stats. we havent did a blance pass yet recently
5. we dont do anything for the stock game storytellers.
6. this is due to the wealth systsem getting thrown off by the mod pack there is nothing we can realy do about it. it does pick back up at around the 1-2 yaer mark depending on playstyle.if it gets on your nerves that much use the added story tellers they more balanced toward the mod pack.
7.migation works fine thejump to event dont always jump to them and also sometimes they exit off the map right whre they standing
8.error is known just hasnt been fixed yet.
9.i havent gotten that error yet
10.error is known just hasnt been fixed and c urrently does no harm
11. i dont have that error make sure u installed right and if u useing any other mods make sure they not overwriting anything from mod pack.
12. sounds to me like a poorly generated pawn
13.update to newest fluffys animal tab. in fact all but for research can be updated to newest fluffy mods thru workshop
14.-----
15. cant be done. stats are decided by item quality+materal stats+items base stats. there no way and also game doesnt have it we can show all the poosible combinations
Quote from: Canute on March 31, 2017, 02:13:47 AM
Quote from: captainradish on March 30, 2017, 11:00:25 PM
What is peat used for? I would imagine it's a kind of fuel, but I haven't been able to figure out what to do with it.
Most generator/table which use coal can use peat too.
Most of my power generators was using peat at the early/mid game since it is a renewable resource my hauler-bot can get.
And coal allways was needed to smelt steel.
Ok, so it more-or-less is considered a coal substitute? It should probably be allowed as a campfire fuel as well. My dad likes to tell the story of how he and my uncle accidentally set a peat moss patch on fire camping in Minnesota once. Apparently peat burns quite well.
Sidfu: I have the mod installed correctly, with no other mods, and all the errors like the tech redundant prereq and the "no cave defined" error when ship pods drop in borreal forest have happened repeatedly. Clean fresh installation.
Some specific responses:
Shooting XP bug: no, you misunderstand. Aimed mode gives over 100x the XP of snapshot mode when shooting a downed mechanoid, probably because snapshot xp has been fixed to not allow the exploit of training with downed mechanoids, and aimed mode was never fixed. It also gives around 40x the xp for neutral animals.
There is absolutely no way 40-100x xp difference is intentional. Snapshot does not fire 40-100 shots per aimed shot. ;)
Photophobia trait bug: the issue is the trait isn't taking effect, even though she has it. Something is probably bugged in the photophobia trait.
Berry misnaming: no, I don't think it is a vanilla issue. I think in vanilla they are just called "berries". HardcoreSK seems to have them renamed to "strawberries" to fit the strawberry plant, without realizing that it made the raspberry bush give strawberries, which makes no sense.
Restoring the name to general "berries" would fix the bug.
Rimram wool twice price of muffalo wool: well, rimrams produce much more wool than muffalo, so their wool is much more easily obtainable. Really, rimrams wooll twice the price of muffalo wool doesn't make sense based on rarity or stats.
Migration: if the animals sometimes exit immediately, then that should be fixed if possible, because it is the same as the event not happening at all.
No pawn defined: I think the issue is certain factions (like human resistance) don't have loadouts for the low wealth levels. Especially in the case of human resistance, which starts off with 100 relationship to player, they are going to be a lot of attempted visits that get blocked.
Raid frequency: The issue is, that by not changing the vanilla storyteller numbers, but adding bunches of new events that crowd out the old, HardcoreSK HAS modified the vanilla storytellers, to make raids less frequent. Essentially, HardcoreSK has turned vanilla storytellers into easy mod, which doesn't fit the theme at all.
There is a post just on the previous page here complaining of a lack of raids. This is a pretty serious problem, especially since players are never warned that using vanilla storytellers will lead to 50% of the raids they are used to.
No caves defined error, boreal forest on spaceship pods drop event: seen this error many times. Definitely a bug, just not sure what it causes beyond the error.
Redundant tech tree errors: no, this isn't a problem win my install. A quick Google search shows other people's logs getting the error with HardcoreSK as well: https://gist.github.com/HugsLibRecordKeeper/82f1a0c05e025cd63b71cfd1c95aa314
Not displaying crafting stats: No, the insulation/armor stats are strongly affected by material, and they ARE displayed in the bills tab info screen, just with their base amounts.
We are discussing the missing 3rd block of stats, like item influence on global learning rate, animal training chance, etc, these are NOT affected by material, and yet they aren't displayed in crafting bills info. They also are not affected by quality. So what you are saying provides no reason not to show that 3rd block of item stats at all. ;)
I won't be around for the weekend so won't be able to discuss further, so I hope I've provided enough info to identify all the bugs I listed. I really love this mod, thanks for all the work!
the strawberry thing isnt a bug it was purposefully left like that. i remember there was a reason but cant remember off top of my head why we left it. we wont be going back to just berries.
like i stated we havent did any major balance pass on the mod. we had planed to have it long did by now but rl issues and other things sidelined and wore us out for now.
the 200 pass research error at start can be ignored.
migration is base game and out of our control where they go.
we wont modify base storytellers as its more trouble than its worth. thats why we added our own storytellers.raids start to even out once u get to the 2 year or so mark. it starts to work rigth later so dont worry about the raids. there nothing we can do till the base game wealth system is improved.
on the armor stats thing im not sure i remember sky told me why when i asked aboout it before but cant remember off top of head what it was again.well the CR and such is all on skys side as he only one of us who knows how its coded so we leave that up to him.
Sidfu: no, you misunderstand, the research error is not the 200 pass one, I know that can be ignored, and that isn't the error I reported.
It is the redundant tech prerequisite error. I quoted the error in my bug report 11 above, and as I said, you can find the same error in that other person's log.
On berries, not saying going back to just "berries" is the only solution to the raspberry bush gives strawberries bug, just explaining that the bug arises from the mod renaming, and is not a vanilla bug.
On raids, I don't think it really evens out later. I do not think it is a wealth issue at all--we are talking about raid frequency, not raid strength, and frequency has NOTHING to do with wealth. I think the issue is the abundant new events crowd out the old vanilla events, leading to less raids. It is a problem that at the least warrants warning players, or else you will continue to have many disappointed players like the person on the previous page of this thread complaining of the lack of raids.
Anyway, hope the bug reports are helpful! Some of the list might be hard to fix, but many of the bugs should be easy to fix, like the 100x discrepancy between aimed and snapshot shooting XP at downed opponents. Thanks to the entire modding team for their work!
already fixed the wool price in current update. testing adding some lower power pawns to see if that fill in the raid gaps.
Sidfu: you are amazingly fast! Thank you so much to you and the rest of the team creating and improving this great mod. :)
Quote from: TB13505 on March 31, 2017, 08:06:27 PM
Sidfu: you are amazingly fast! Thank you so much to you and the rest of the team creating and improving this great mod. :)
dont be afraid to jump on the discord channel.
Thanks, I might do so, after I learn how to use it. Thank you again Sidfu, I am really enjoying this wonderful mod! :)
Quote from: sidfu on March 31, 2017, 03:33:20 PM
on the armor stats thing im not sure i remember sky told me why when i asked aboout it before but cant remember off top of head what it was again.well the CR and such is all on skys side as he only one of us who knows how its coded so we leave that up to him.
I don't see why the stats can't just be added to the item description
also you were able to see them back when the HELP tab was still around in a14.
Because the Dev team for the mod change alot, and mosttimes at russian.
I think they are to lazy to adjust all the descriptions for all languages.
If you got the passion, get the latest version fom github, load the proper file into a text editor and adjust the description.
I think these translation tool from the tools section may help.
After that meet the Dev team at discord and send them the patched files :-)
When i playing the modpack, sometimes when i use "Place Stockpile" and the list of colour's is loading, the game is crashing.
And, i don't know what to do, i don't know what mod is adding this list of colour's, and somebody can help me with this? That list of colour's is annoying, and i want to delete this, but i don't know what mod/defs is responsible for that colour's. :-\
Hmm i can't remember the coloured stockpiles mod when i played the modpack 2 weeks ago.
Did you add that mod by your own maybe ?
Nope, it's been added to the modpack, when i play for the first time this modpack.
And this mod is been in Alpha 14 Version of this modpack too. :/
Quote from: TheLemonBread on April 03, 2017, 11:52:48 AM
Nope, it's been added to the modpack, when i play for the first time this modpack.
And this mod is been in Alpha 14 Version of this modpack too. :/
Yeah, I seem to remember it being in there for quite a while as well. Certainly the whole time I've been playing with A16 (about 3 months). I do add a few mods to the pack:
Quality Builder
Zhentar Tweaks
Cleaning Area
Minify Everything
More Planning
Think the only one of those even remotely likely to have colored stockpiles would be Zhentar Tweaks. But don't believe it does, so I too think it is part of the HcSK pack these days. And IIRC, they have been in the whole time I've been playing HcSK in A16, so about 3 months.
I finally built my colony up to a point where I feel it's safe enough to venture out and start taking out those pirate bases.... and there's only 12 pirates instead of the 20+ that arrive in raids and the three pawns with futuristic weapons I sent to raid cut though them easily (I mean they can handle any number of pirates since pirates seems to have a rather low tech cap for their gear). I don't know how outpost generation works, but it really does need changing to account for how easy it is to kill most of the enemies before they stop wandering (a full mod that improves this system would be better but I'm not sure if someone is working on it yet)
Speaking of futuristic weapons, there's like a dozen of them if you look though the tab on a container but you can only manufacture half of them, hope it becomes possible in later versions (would be really nice to have something to use all that larger charged caliber).
Ok, i downloaded the mod from forum, what is adding that colour Stockpiles, opened it and finded the Defs, and delete it from the modpack, in the mods folder. The game run's normally, and it can be played normally, and it's not crashing. Thanks for help all! :)
There is a way to remove Combat Realism please? if i remove it i just cant generate world of just play...
Quote from: r4ky on April 04, 2017, 08:07:44 AM
There is a way to remove Combat Realism please? if i remove it i just cant generate world of just play...
Combat Realism and CoreSK are required for this modpack to work.
I've posted my problem a few times, and it just keeps getting lost to other people's issues... Whenever I play, the game loads up fine, but as soon as my colonists drop out of their pods they won't do anything. They just stand around until they die. They have plenty of orders, their priorities are set... but they just do nothing until they starve. What could I be doing wrong? (There's a screenshot
on my previous post)
so i have one possibly two problems if you guys are willing to help http://imgur.com/a/UTrD3 (http://imgur.com/a/UTrD3) the yellow text in the debug log as far as i can tell has been happening for pretty much the entire time I've had my colony going apart from some point near the beginning before i had the name colony and faction event happen and it as best as i can tell through testing it stops visitors from spawning both naturally and via dev mode while i have the hospitality mod installed i would just try starting another colony but i don't know what caused the yellow text or how to fix it and i don't really see any point in just making a new colony if the yellow text will just possibly pop up again for no apparent reason and block visitors from spawning it doesn't stop wanderers/travellers or caravans from spawning naturally or via dev mode just visitors in doesn't seem to affect anything else as far as i can tell just visitors and i really want visitors because i quite like the hospitality mod.
the red text seem's to be something to do with combat realism and other than making the debug log pop up every few seconds unless auto open is switched off as far as i can tell it doesn't seem to affect my game at all but i thought that i might as well ask for help with that as well seeing as it's there while i'm asking for help with the yellow text visitor blocking thing which is my main concern can you guy's help? i've checked and it's not to do with the other mods i installed i tried loading up the affected saves on the colony with just the mods from this pack loaded and i still get the problems.
EDIT:Sorry Jmall just posted mine then saw yours above me felt rather guilty....
Quote from: Jmall on April 04, 2017, 11:12:06 AM
I've posted my problem a few times, and it just keeps getting lost to other people's issues... Whenever I play, the game loads up fine, but as soon as my colonists drop out of their pods they won't do anything. They just stand around until they die. They have plenty of orders, their priorities are set... but they just do nothing until they starve. What could I be doing wrong? (There's a screenshot
on my previous post)
That almost certainly means you don't have it installed correctly.
A couple guesses on the problem:
-Didn't have a fresh copy of stock "Cores" file before starting.
-Didn't allow "Cores" from HcSK to overwrite vanilla "Cores" folder.
-Did you copy modsconfig.xml to correct place, were all mods activated when you started the game? If you had to enable them yourself, the modsconfig.xml didn't get placed in the correct spot.
Quote from: BlackSmokeDMax on April 04, 2017, 08:19:24 AM
Quote from: r4ky on April 04, 2017, 08:07:44 AM
There is a way to remove Combat Realism please? if i remove it i just cant generate world of just play...
Combat Realism and CoreSK are required for this modpack to work.
i see thanks for the answer, so there is no way to delete ammo system?
Quote from: r4ky on April 04, 2017, 01:08:52 PM
Quote from: BlackSmokeDMax on April 04, 2017, 08:19:24 AM
Quote from: r4ky on April 04, 2017, 08:07:44 AM
There is a way to remove Combat Realism please? if i remove it i just cant generate world of just play...
Combat Realism and CoreSK are required for this modpack to work.
i see thanks for the answer, so there is no way to delete ammo system?
No, there isn't.
There is a new version of Combat Realism being worked on, that last I heard was going to have an ammo system that would be disable-able. But that will certainly not drop in and replace the current one, it is most likely embedded to deeply into this modpack.
I absolutely love this pack, but have been trying for the past couple of days to make Better Terrain work completely with the pack as I enjoy how natural that mod makes the world look. Has anyone made a custom patch for themselves or know of one to make BT compatible?
Quote from: BearlyArt on April 04, 2017, 05:41:06 PM
I absolutely love this pack, but have been trying for the past couple of days to make Better Terrain work completely with the pack as I enjoy how natural that mod makes the world look. Has anyone made a custom patch for themselves or know of one to make BT compatible?
I am thinking to start coop with Better Terrain author mod and our team already working on new Enviroment 2.0 retextures. In future i hope better terrain would work in the project, please be patient!
does anyone know what counter (300) = 300 means in the debug log? because for some reason when the hospitality mod is installed it stops visitors from arriving both naturally and when I try to spawn them in via dev mode it doesn't stop caravans or travellers/wanderers just visitors I don't know what caused it to happen or how to stop it but I'd like to know because it pretty much makes the hospitality mod useless and I quite like the hospitality mod can anyone help?
is this working on Alpha 16? if yes, how. there is no alpha 16 in github website only for a14
Quote from: BlackSmokeDMax on April 04, 2017, 02:01:03 PM
Quote from: r4ky on April 04, 2017, 01:08:52 PM
Quote from: BlackSmokeDMax on April 04, 2017, 08:19:24 AM
Quote from: r4ky on April 04, 2017, 08:07:44 AM
There is a way to remove Combat Realism please? if i remove it i just cant generate world of just play...
Combat Realism and CoreSK are required for this modpack to work.
i see thanks for the answer, so there is no way to delete ammo system?
No, there isn't.
Oh god, are you for real? What do you suppose this means: <ammoSet>AmmoSet_556x45mmNATO</ammoSet> or what would happen if you, I don't know, got rid of that and blocked the ammo from spawning on pawns or merchants? ;)
Quote from: fatm3l on April 04, 2017, 10:07:04 PM
is this working on Alpha 16? if yes, how. there is no alpha 16 in github website only for a14
Yes this works for Alpha 16. Press download zip on the github page and follow instructions.
Hello, well this is a bit embarrassing, first I am using Google Translator to be able to communicate with you, because my English is not the best.
Well, the modpack draws a lot of attention the few minutes I've tried has given me that feeling of difficulty of how bad it could be to make a bad decision, but something happens that does not let me advance the game, it is not a mistake Game or modpack, but at the beginning of my games in Extremely most crafteos ask me Granite blocks, but I can not find a way to find or make them, try looking for a map where structures were generated with these blocks, achieve But they run out quickly and I return to the same point. I hope you can help me solve this, thank you.
TheUser,
you need to play Rimworld unmoded at first.
The problem about "granite block" or similar show me that you are still very unfamilar with the game and you still don't know how to change building materials.
At first you need a hand saw, to craft wood planks.
Deconstruct ship parts to gain steel bar, componets and mechanics.
You can craft now another workbench i think it a mashining table, can't say it without game.
If you are unsure, enable Develop mode at the option, then god mode and just place workbenches to look what you can build with them.
You just can destroy them after.
At github are Hardcore SK Guide.pdf in engl. and russian, try to read it.
Heya.
In the midgame - my game become laggy. What can I do?
I already play on a desert map and have no animals, but nevertheless it lags.
Quote from: TheUser on April 06, 2017, 02:54:39 PM
Hello, well this is a bit embarrassing, first I am using Google Translator to be able to communicate with you, because my English is not the best.
Well, the modpack draws a lot of attention the few minutes I've tried has given me that feeling of difficulty of how bad it could be to make a bad decision, but something happens that does not let me advance the game, it is not a mistake Game or modpack, but at the beginning of my games in Extremely most crafteos ask me Granite blocks, but I can not find a way to find or make them, try looking for a map where structures were generated with these blocks, achieve But they run out quickly and I return to the same point. I hope you can help me solve this, thank you.
They are hard to spot sometimes, but there should be about a dozen stone cairn (statues) spread around the map. Deconstruct them for about 50 granite blocks each.
I was writing a post about rebalancing ammo types damage and AP values to be more realistic and have better in-game balance but, during my testing of damage and AP, I discovered a big bug (using latest github version as of today):
All ammo types have the same armor penetration value of the base type
For example, in Projectiles_Rifles.xml, if you set <armorPenetration> of 5.56x45mm NATO FMJ to 100%, then all 5.56x45mm NATO will penetrate 100% armor regardless of their own AP values (I set FMJ to 80% <AP> and HP/AP ammo to 1% <AP> but they still penetrate a centipede the same as FMJ).
Similarly, if you set armor penetration of 5.56x45mm NATO FMJ to 1%, then 5.56x45mm HP and AP cannot penetrate a centipede, even if you put their <armorPenetration> to 200%.
This is strange because the Information tab correctly reads different armor penetration values, but the projectile itself will always have the AP percentage of the FMJ ammo.
However, each ammo type does correctly read its own damage value. This means that HP is the best ammo type for everything and AP is the worst.
Once this is fixed I still have ideas to rebalance the damage/AP of each ammo type once we can actually see how their damage differs correctly
Hello good evening, my question-problem is related to Colonist Bar 2.xxx the last update of colonist bar, everything went well, perfect, load the mod, everything cool, until the game gets bugs with the settlers, the game is stopped For seconds and settlers and everything that walks loses the trajectory and the game stops short seconds and the settlers continue their normal course, it is quite annoying and unplayable, I have deactivated this mods colonist bar 2.xxx and now all goes well. If you could correct that mistake, because the mod seems interesting, it gives many options to the settlers. Thank you :-X
Hello i have installed the mod and everything but each time i start a new game my colonists dont do anything they just eat and sleep,just like me ;D
Quote from: deadsage on April 08, 2017, 05:19:00 AM
Hello i have installed the mod and everything but each time i start a new game my colonists dont do anything they just eat and sleep,just like me ;D
You sure, you followed the installation instructions correctly? This modpack is different from normal mods.
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).
Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Help would be loved :*
Quote from: EpicGunBlast on April 08, 2017, 05:52:18 PM
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).
Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Help would be loved :*
Update to new version. Got on an update with an error.
Quote from: skyarkhangel on April 08, 2017, 05:58:42 PM
Quote from: EpicGunBlast on April 08, 2017, 05:52:18 PM
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).
Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Help would be loved :*
Update to new version. Got on an update with an error.
will this make my current save file unplayable?
Quote from: EpicGunBlast on April 08, 2017, 06:14:29 PM
Quote from: skyarkhangel on April 08, 2017, 05:58:42 PM
Quote from: EpicGunBlast on April 08, 2017, 05:52:18 PM
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).
Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Help would be loved :*
Update to new version. Got on an update with an error.
will this make my current save file unplayable?
I hope nope, not too much changes.
Does anyone else having similar problems?
Edit: I just noticed, that mod is updated on daily basis? My instalation has like two weeks...updating now.
Regards, thanks for this mod.
[attachment deleted by admin due to age]
Soon big graphic update!
Mhm. How exactly are you supposed to install the mod?
I unpacked everything inside the Mod folder into a clean install of RimWorld. (Deleted the old Core folder that came with the vanilla install.)
The thing is that every time I run the game. I'm getting like 20 red lines of errors. I did follow the instructions. 1. Core. 2.Combat Realism. 3.Core SK and so on. But still...
http://imgur.com/a/culUQ
http://imgur.com/a/oLpt7
Wtf went wrong?? ???
Quote(Deleted the old Core folder that came with the vanilla install.)
At last you shouldn't delete core, you need to overwrite when you unpack/copy the modpack into mods.
User guide for correct install is writen at the 1. posting or at Github page too.
Yeah yeah. I didn't pay much attention to the Readme.txt that came with the rar file. The three XML go into the LocalLow LudeonStudios Config folder, this I messed up the first install. The game seems to be running smoothly without swarming me with red lines now.
There's just one thing that's bothering me. And it's the ''cat-eared'' race. I tried to tweak with their traits in Prepare Carefully only to find out that after entering the ''map'' they get randomised for some reason. Is this happening to anyone else?
So far I'm liking this mod. Seems like a complete overhaul to some extent. Keep up the good work? :)
Also, is anyone else having long load times when launching RimWorld? Normally I just have to wait 30 seconds for the Vanilla lo load everything. But with this mod it's taking like 5 minutes?
Yes, i got trouble with the orassans too, but i think thats a scenario related thing. You can generate 3 pawns, but at the map only show up 2 with 1 downed from the ship crash.
Maybe try to start a new scenario and select the Orassans as starting, i don't got the modpack active anymore i can't look how they are called in the scenario editor.
Yes special the crafting is a complete overhaul, expanded and very unique. The research screen with research queue is unique too.
The whole pack give the game a total different touch not to speak about the events.
Yes the loading time is horrible, but when you know what kind of things/mods are inside you wouldn't be surprised.
And a little hint, no enemy is like vanilia enemy, everything is dangerous then before.
Quote from: ScarabParamit on April 08, 2017, 08:02:29 PM
Does anyone else having similar problems?
Edit: I just noticed, that mod is updated on daily basis? My instalation has like two weeks...updating now.
Regards, thanks for this mod.
the ammo one is cause they havent finished generating yet. it will diseaper before they move on your base. speed of that is based on how well your computer is processing game. the other are safef to ignore they wotn hurt u and are known errors.
the ossarian one isnt a bug its just a wealth differnce when usseing the mod pack. its recommended to use one of tthe newe story tellers with the pack but its not mandatory. the senario from what i remember is meant to start with one downed and u getting attacked. i recommend if u dont know the pack well to make a custom senaro for yourself on ossarian.
Minor Suggestions:
1. Currently non-evergreen trees (e.g. those that lose leaves during fall/winter) appear to switch to their skeletal sprites from temperature changes, rather than seasonal changes. I would like to suggest they change with the seasons, rather than with the temperatures.
2. I'd like to have some food prioritization option so my colonists don't eat all my survival meals first. Preferably perishable food is prioritized (and within that category, whatever is soonest to rot) followed by non-perishables / emergency foods.
3. Snow-covered sprites for trees for when it snows
Minor Complaints:
The weapons in this mod are a mess. Ideally there'd be better categorization (e.g. rather than having 10 lists of sword/knife/hammer/etc. each in a different material, you instead select the type and then material so there's less menu clutter - the problem's most apparent using the prepare carefully options.);
Several melee weapons are unbalanced compared to others (the tsurgi or whatever, for example), and I would recommend just getting rid of some - there's no need to have a sword, a scimitar, a tanto, AND a tsurgi - you might as well have sword, sword, sword, sword - it's clutter. I'd prefer different melee weapons have more interesting differences than just their DPS, name, and sprite;
Virtually none of the firearms state what type of ammo they use in their descriptions. It's a guessing game - please include within the description of a weapon, the ammo type the weapon uses so I don't have to look it up on wikipedia (in the case of some fake (e.g. energy) weapons I just have no clue what ammo it uses).
--
Quote from: skyarkhangel on April 09, 2017, 03:10:50 AM
Soon big graphic update!
Are there previews available?
1. the food system is stock. they go for the most filling meals first.
2. weapons have their ammo in discription just think not when in the work bench can u see it.
3. weapons are fine. there a few reasons there so many. one so u dont have veryone with same weapon. there is no 1 is all mighty melee weapon each changes stats based on material and quality. second by haveing so many its also not boring when reaids happen it wont be like stock game and u have 10 guys with same basic mace.
4. prepare carefuly isnt our mod. u have to talk to its mod authour about how it lists items.
Big graphic update: Environment 2.0 Released!
https://www.youtube.com/watch?v=OuqJeYi0GJM
Quote from: sidfu on April 09, 2017, 10:41:34 PM
2. weapons have their ammo in discription
The vast majority of them do not. (https://i.imgur.com/n3YrLcP.png)
(These are the first 12 of 14 firearms in the list. 12 do not state the ammo in their description, 2 of them (not shown) do.) There's still like another 15+ firearms after this.
Quote
3. weapons are fine. [...] there is no 1 is all mighty melee weapon each changes stats based on material and quality.
Alnico Gladius (Sword 1)
DPS: 14.3 (20dmg / 1.4s)
AP: 24%
Alnico Glaive
DPS: 15.9 (35 / 2.2s)
AP: 24%
Alnico Greatsword (Sword 2)
DPS: 16.25 (39 / 2.4s)
AP: 32%
Alnico Hammer
DPS: 5.5 (12 / 2.2s)
AP: 0%
Alnico Handaxe
DPS: 7.7 (17 / 2.2s)
AP: 0%
Alnico Heroic Sword (Sword 3)
DPS: 13.5 (23 / 1.7s)
AP: 27%
Alnico Katana (Sword 4)
DPS: 20 (26 / 1.3s)
AP: 32%
Alnico Knife
DPS: 12 (12 / 1s)
AP: 11%
Alnico Longsword (Sword 5)
DPS: 13.7 (26 / 1.9s)
AP: 28%
Alnico Mace
DPS: 10.8 (14 / 1.3s)
AP: 0%
Alnico Machete (Sword 6)
DPS: 16.2 (21 / 1.3s)
AP: 20%
Alnico Melee Shocker
DPS: 1.4 (2 / 1.3s)
AP: 0%
Alnico Monkey Wrench
DPS: 14.6 (16 / 1.1s)
AP: 0%
Alnico Morningstar
DPS: 12.5 (25 / 2s)
AP: 0%
Alnico Norbal Sword (Sword 7)
DPS: 14.6 (16 / 1.1s)
AP: 25%
Alnico Norbal War Axe
DPS: 15.3 (23 / 1.5s)
AP: 25%
Alnico Partisan
DPS: 15.2 (32 / 2.1s)
AP: 25%
Alnico Pickaxe
DPS: 6.4 (16 / 2.5s)
AP: 0%
Alnico Scimitar (Sword 8)
DPS: 13.9 (18 / 1.3s)
AP: 27%
Alnico Shiv
DPS: 14.4 (13 / 0.9s)
AP: 11%
Alnico Sledgehammer
DPS: 17.7 (39 / 2.2s)
AP: 0%
Alnico Spear
DPS: 13.3 (20 / 1.5s)
AP: 30%
Alnico Sunder
DPS: 20.8 (52 / 2.5s)
AP: 60%
Alnico Tanto (Sword 9)
DPS: 20 (18 / 0.9s)
AP: 17%
Alnico Tsurugi (Sword 10)
DPS: 21.2 (36 / 1.7s)
AP: 35%
Alnico Cleaver
DPS: 14.6 (16 / 1.1s)
AP: 24%
Why would I ever use anything but a Tsurugi or Tanto?
Quote from: Jorundr on April 09, 2017, 11:34:16 PM
Quote from: sidfu on April 09, 2017, 10:41:34 PM
2. weapons have their ammo in discription
The vast majority of them do not. (https://i.imgur.com/n3YrLcP.png)
(These are the first 12 of 14 firearms in the list. 12 do not state the ammo in their description, 2 of them (not shown) do.) There's still like another 15+ firearms after this.
Quote
3. weapons are fine. [...] there is no 1 is all mighty melee weapon each changes stats based on material and quality.
Alnico Gladius (Sword 1)
DPS: 14.3 (20dmg / 1.4s)
AP: 24%
Alnico Glaive
DPS: 15.9 (35 / 2.2s)
AP: 24%
Alnico Greatsword (Sword 2)
DPS: 16.25 (39 / 2.4s)
AP: 32%
Alnico Hammer
DPS: 5.5 (12 / 2.2s)
AP: 0%
Alnico Handaxe
DPS: 7.7 (17 / 2.2s)
AP: 0%
Alnico Heroic Sword (Sword 3)
DPS: 13.5 (23 / 1.7s)
AP: 27%
Alnico Katana (Sword 4)
DPS: 20 (26 / 1.3s)
AP: 32%
Alnico Knife
DPS: 12 (12 / 1s)
AP: 11%
Alnico Longsword (Sword 5)
DPS: 13.7 (26 / 1.9s)
AP: 28%
Alnico Mace
DPS: 10.8 (14 / 1.3s)
AP: 0%
Alnico Machete (Sword 6)
DPS: 16.2 (21 / 1.3s)
AP: 20%
Alnico Melee Shocker
DPS: 1.4 (2 / 1.3s)
AP: 0%
Alnico Monkey Wrench
DPS: 14.6 (16 / 1.1s)
AP: 0%
Alnico Morningstar
DPS: 12.5 (25 / 2s)
AP: 0%
Alnico Norbal Sword (Sword 7)
DPS: 14.6 (16 / 1.1s)
AP: 25%
Alnico Norbal War Axe
DPS: 15.3 (23 / 1.5s)
AP: 25%
Alnico Partisan
DPS: 15.2 (32 / 2.1s)
AP: 25%
Alnico Pickaxe
DPS: 6.4 (16 / 2.5s)
AP: 0%
Alnico Scimitar (Sword 8)
DPS: 13.9 (18 / 1.3s)
AP: 27%
Alnico Shiv
DPS: 14.4 (13 / 0.9s)
AP: 11%
Alnico Sledgehammer
DPS: 17.7 (39 / 2.2s)
AP: 0%
Alnico Spear
DPS: 13.3 (20 / 1.5s)
AP: 30%
Alnico Sunder
DPS: 20.8 (52 / 2.5s)
AP: 60%
Alnico Tanto (Sword 9)
DPS: 20 (18 / 0.9s)
AP: 17%
Alnico Tsurugi (Sword 10)
DPS: 21.2 (36 / 1.7s)
AP: 35%
Alnico Cleaver
DPS: 14.6 (16 / 1.1s)
AP: 24%
Why would I ever use anything but a Tsurugi or Tanto?
Sunder is better... Slightly less DPS but at much higher AP.
Quote from: skyarkhangel on April 09, 2017, 11:27:56 PM
Big graphic update: Environment 2.0 Released!
There's trouble with the log totems. (https://i.imgur.com/DW40iVf.png)
Logfile on launch: https://gist.github.com/732bcddef87c680126ee8a686148fa2b
Additionally, the update will not allow me to load the map from my current save.
QuoteWhy would I ever use anything but a Tsurugi or Tanto?
I only used tin/aluminium mellee shocker against animals/low tech raider.
And Alpha/beta electric baton against hightech raider.
The effect these weapon down most animals at the 1. hit, great for manual hunting.
My terminator even survived the darkness event outside with the mellee shocker.
Quote from: Jorundr on April 10, 2017, 12:56:28 AM
Quote from: skyarkhangel on April 09, 2017, 11:27:56 PM
Big graphic update: Environment 2.0 Released!
There's trouble with the log totems. (https://i.imgur.com/DW40iVf.png)
Logfile on launch: https://gist.github.com/732bcddef87c680126ee8a686148fa2b
Additionally, the update will not allow me to load the map from my current save.
fyi when we do a major update it normaly means there a good chance it can break your save. always if u on a save u want to keep playing back up the mod folder first.
dont copy over the old files always fresh install the mod pack.
Hi guys!
After many months I hadn't played with this modpack, today I decided to download it again and make a new adventure.
Unfortunatly, even if the game and the modpack seem to work perfectly, the game don't allows my colonists to pick up and equip any weapon. I right-click as usual on the weapon with the colonist selected, but none option appears.
Do you know about this problem? How can I resolve it?
Quote from: XDevilDanteX on April 10, 2017, 04:01:19 PM
Hi guys!
After many months I hadn't played with this modpack, today I decided to download it again and make a new adventure.
Unfortunatly, even if the game and the modpack seem to work perfectly, the game don't allows my colonists to pick up and equip any weapon. I right-click as usual on the weapon with the colonist selected, but none option appears.
Do you know about this problem? How can I resolve it?
Mosttimes the problems are because you didn't install the modpack like it is written at the instructions.
Delete all, install a fresh Rimworld, unzip/copy the modpack and copy the modconfig.xml to the config.
A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.
I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).
Quote from: Shad on April 10, 2017, 06:47:20 PM
A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.
I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).
nope its correct. but u also forget that it has only a 63% aim effeciency and tthe best arrows metal ones only have 20% armor pen so later they do crap on hevaly armored guys.
Bad bug again. Oil refinery doesn't work and is giving me this since i updated to the latest release:
Exception ticking OilRefinery2065731: System.NullReferenceException: Object reference not set to an instance of an object
at SK.Building_OilRefinery.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Im running out of fuel quick :o
here is a quick fix for refinery till sky fixes it
this goes into Mods\Core_SK\Defs\ThingDefs_Buildings
[attachment deleted by admin due to age]
Quote from: sidfu on April 10, 2017, 07:19:27 PM
Quote from: Shad on April 10, 2017, 06:47:20 PM
A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.
I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).
nope its correct. but u also forget that it has only a 63% aim effeciency and tthe best arrows metal ones only have 20% armor pen so later they do crap on hevaly armored guys.
Ohh,
no AP Uranium arrows or arrows with 20mm grenade heads ? :-(
You realy should think about that, that wouldn't be to bad since the bow don't got the range of an assault rifle.
But a heavy arrow can have a much better AP ability then a Mach 3 moving light weight bullet.
Quote from: Canute on April 11, 2017, 02:20:04 AM
Quote from: sidfu on April 10, 2017, 07:19:27 PM
Quote from: Shad on April 10, 2017, 06:47:20 PM
A minor thing I have noticed in the early game: the recurve bow seems to have missed a decimal point somewhere. At this point in time, the thing fires faster than many semi-auto weapons (0.3s warmup, 0.3s fire rate, 2 arrow burst). An easy way to deal with most conventional animals, including raptors. The best part is that of course, you need only the most basic resource to craft and arrows are virtually free. Made a masterwork one with Fel infusion, and seemed to get better results than with normal-good assault rifles.
I am not sure that's the way it's supposed to work (maybe the warmup was supposed to be 3s).
nope its correct. but u also forget that it has only a 63% aim effeciency and tthe best arrows metal ones only have 20% armor pen so later they do crap on hevaly armored guys.
Ohh,
no AP Uranium arrows or arrows with 20mm grenade heads ? :-(
You realy should think about that, that wouldn't be to bad since the bow don't got the range of an assault rifle.
But a heavy arrow can have a much better AP ability then a Mach 3 moving light weight bullet.
thats why there is a cross blow. while not as fast as the recurve bow it does have 25+ damage per hit and has good armor pen.
The mighty legendary beast is no match for a "good" recurve bow and crossbow. Would have been faster with my better bowman, but he was down with flu.
(http://i.imgur.com/hfLyJHh.png)
Quote from: Shad on April 11, 2017, 09:29:15 AM
The mighty legendary beast is no match for a "good" recurve bow and crossbow. Would have been faster with my better bowman, but he was down with flu.
(http://i.imgur.com/hfLyJHh.png)
well he only went down so fast as u destoried his heart. even with bow heart,spine and brain are critical hits.
Quote from: sidfu on April 11, 2017, 10:45:42 AM
well he only went down so fast as u destoried his heart. even with bow heart,spine and brain are critical hits.
You may notice the body was destroyed as well. The raw damage from 12 bow hits (144 damage) and 8 crossbow (192 damage) was enough (body is 320 hp). The heart was a lucky finisher, but not actually necessasy. Earlier, the same pair took out 4 insectoid scouts, without anyone else in the base even lifting a finger. That was was actually easier, as insectiods get stunlocked by projectile hits.
Maybe big beasts (from bears and up) need some sort of armor value to represent their thick hide?
Quote from: Shad on April 11, 2017, 11:21:13 AM
Quote from: sidfu on April 11, 2017, 10:45:42 AM
well he only went down so fast as u destoried his heart. even with bow heart,spine and brain are critical hits.
You may notice the body was destroyed as well. The raw damage from 12 bow hits (144 damage) and 8 crossbow (192 damage) was enough (body is 320 hp). The heart was a lucky finisher, but not actually necessasy. Earlier, the same pair took out 4 insectoid scouts, without anyone else in the base even lifting a finger. That was was actually easier, as insectiods get stunlocked by projectile hits.
Maybe big beasts (from bears and up) need some sort of armor value to represent their thick hide?
some do have thick hide. that one u killed dont have thick hide. the large badger and such have thick hide. also buffalo/mufflo do. ive used that bow to hunt before and u can tell it takes aroound 8-10 for a buffalo due to the thick hide. thas why i was saying in a raid of people its low penetration of armor will keep it balanced.
I'm struggling to find the multi-analyzer, is there a research area i need to learn??
Quote from: EpicGunBlast on April 11, 2017, 12:53:21 PM
I'm struggling to find the multi-analyzer, is there a research area i need to learn??
The last time i checked, it was under ergonomics (don't ask me why, but it is). I get that it's supposed to boost research speed, but it's also essential for higher techs as well, which makes it odd where it's located on the tech tree.
Quote from: Slipshodian on April 11, 2017, 01:44:30 PM
Quote from: EpicGunBlast on April 11, 2017, 12:53:21 PM
I'm struggling to find the multi-analyzer, is there a research area i need to learn??
The last time i checked, it was under ergonomics (don't ask me why, but it is). I get that it's supposed to boost research speed, but it's also essential for higher techs as well, which makes it odd where it's located on the tech tree.
You sir, are a life saver.
Hello guys,
I started playing with this mod recently. At first that was ridiculously complicated but later I used to new mechanics and really enjoy it. But I have a couple of problems. I cannot build batteries, I used default start with 3 colonists so I have developed power by default and in the description we can read "This advancement unlock conduits and batteries" I have conduits but no batteries to build. There is an icon in the tech tree of conduit but no for battery, same like with agriculture(first tech on top), where I should be able to grow strawberries, corn, rice and build fence but I can build just fence. There is no option for these 3 plants when I click on growing zone and whats interesting - in a tech tree only fence has and icon, not plants, so I think bug is connected with it - stuff with icon can be build, stuff mentioned in the decription but without icon cant. I can live without those plants but without batteries it will be problematic...
Third bug (the smallest) is about display of required materials on some of the stuff I want to build. When I want to build something that I dont have materials for there is just a message about it, that i dont have materials but I dont even know which material I need, there is no red numbers with icon, there is nothing, i cant even place it somwehre. For example, I didnt know how to build torch lamp because I didint have kindling in my stockpile zone or somewhere on the map, there was no icon of kindling and amount of it below the name of item. So basically I didint know what I need for a torch :D and when by accident my colonists harvested kindling from plants, the torch magically has become available to build and required materials become visible. Same was with beds, only when for the first time I harvested leather from corpse of the animal, requirements appeared, earlier there was just a message "you dont have right materials".
What should I do to fix first bug with batteries? This is the most important problem, other are less important, but i think second one is connected to the first (no icon in the tech - not available to build).
It isn't realy a bug, it is just lazy developer who didn't update the description.
You mention the research page where you saw the conduit. Look there if you can find the batteries somewhere. Sorry i don't have the modpack active anymore, but i just saw at the def's you need "Electronics I" if that helps.
And yes the research tree isn't realy linear. You can build workbenches or material but don't even got the requiered materials to do this.
This is very annoying special for beginners.
I lived very long with grilled steaks on the ice sheet until i finaly managed to grow something.
At the github page you find a guide for the beginning, maybe that helps you a bit.
Yes, for this modpack, it's very advised for a beginner to start in a warm temperate forest area with very short winters, so you can at least survive on berries and stuff in the worst situation.
Separately, a minor bug I found: the advanced sun lamp lighting outline is a bit misleading. 4 of the corner squares which are covered by the outline are only "50% lit" not "brightly lit".
Quote from: Shad on April 11, 2017, 04:14:33 PM
Yes, for this modpack, it's very advised for a beginner to start in a warm temperate forest area with very short winters, so you can at least survive on berries and stuff in the worst situation.
Separately, a minor bug I found: the advanced sun lamp lighting outline is a bit misleading. 4 of the corner squares which are covered by the outline are only "50% lit" not "brightly lit".
hmm they should be same as stocklight as besides research and materal the lights for the sunlight should be untouched. can u post a SS or post a SS compareing the size of vanilla vs modpack?
Here is the screenshots. In the first one you can see the range, in the second, the bush placed in the corner within the zone not getting enough light.
[attachment deleted by admin due to age]
Quote from: Canute on April 11, 2017, 03:55:29 PM
It isn't realy a bug, it is just lazy developer who didn't update the description.
You mention the research page where you saw the conduit. Look there if you can find the batteries somewhere. Sorry i don't have the modpack active anymore, but i just saw at the def's you need "Electronics I" if that helps.
Oh my god! You saved my game, thank you, I found it :) I was searching for it but missed it because I was looking for icon similiar to vanilla battery (like conduict for example). In my game battery is under "Electronics basics" very close to researched by default "Power". I dont know how I could not noticed it, seriously :D
And thanks for info about begginer guide, I'll read it :)
the sunlamp is same stats as stock but probaly it being 2 blocks now instead of 1 is throwing it off. ill tell sky about it as he knows how to do the dimtions better than me.
on the research topics not being same as what they say. its not causes we lazy but a research overhaul is planed but serous RL issues came for the one incharge of it so its been delayed.
Danm you cassandra: throwing "Lord of Darkeness" only 1.5 years in. By whole colony was dead in seconds. How are you even supposed to fight this?
Quote from: Shad on April 12, 2017, 01:30:27 PM
Danm you cassandra: throwing "Lord of Darkeness" only 1.5 years in. By whole colony was dead in seconds. How are you even supposed to fight this?
the darkness lasts a few hours all u need to do is stay in a lit area. when event starts u get a timer so if u build a bunch of campfires and keep your guys in that area u pass it easy as the creatures cant go into the light.
Quote from: sidfu on April 12, 2017, 02:55:49 PM
the darkness lasts a few hours all u need to do is stay in a lit area. when event starts u get a timer so if u build a bunch of campfires and keep your guys in that area u pass it easy as the creatures cant go into the light.
Oh, so that's what it was.
The way it went for me was:
1. The base is well lit, I will be fine
2. Oh, it's getting dark... Really dark. I should should be fine, though...
3. Electrical sound, lights start to flicker.
4. Oh, the batteries were discharged earlier due to not having enough wind and now not enough power for the base in on intermittent power. Now, to the master switch... oh it's in the darkness too.
5. Colonists huddle in the living room with a glowstone lamp having lost one of them in the run to the room.
6. "Major risk of a break down". What's wrong? Urgently hungry? Well, the serving table is right here in this sealed off room, you should be fine... oh, you just oneshotted.
7. Now you fiance and a friend a having a break... and dead.
8. FUN (http://dwarffortresswiki.org/index.php/v0.34:Losing)!
what u can do is if u have glowstone lamps build enough to light your freezer and kitchen. when u get electrial power if u use those lights just keep the glowstone lamps stored for emergencys. same thing with the blow lamps they last 3 days off 1 filling so u just need to make sure u keep a few in storage u dont sell after u advance past them.
what do is the important areas like kitchen,freezer and med area area always connected and lighted by glowstone incase of a emercy.
I think for the next Darkness event you will be more prepared ! :-)
And hint Mining helmets got buildin light, they can help too.
Better light out your dinning area, assign a light area there, then you can assign them to that area next time.
But you still can loose people when someone is far away from the base.
And be warned there are some other very bad unique events out there ! :-)
Quote from: Canute on April 10, 2017, 05:28:44 PM
Quote from: XDevilDanteX on April 10, 2017, 04:01:19 PM
Hi guys!
After many months I hadn't played with this modpack, today I decided to download it again and make a new adventure.
Unfortunatly, even if the game and the modpack seem to work perfectly, the game don't allows my colonists to pick up and equip any weapon. I right-click as usual on the weapon with the colonist selected, but none option appears.
Do you know about this problem? How can I resolve it?
Mosttimes the problems are because you didn't install the modpack like it is written at the instructions.
Delete all, install a fresh Rimworld, unzip/copy the modpack and copy the modconfig.xml to the config.
Ok, after reinstalled the mod it seems to work now.
But now I have another problem in game...
I can't haul animals in stockpiles even if I allow animal corpses (also rotten corpses). Obviously, I have allowed all the colonies to haul and unforbidden the carcass.
I noticed that if I prioritize to butcher directly on the butcher table it works. Instead, if I try to pick up the meat the game says that "there are no empty place to store it". I don't know how this can be possible... maybe a bug of the mod?
P.S: The animal in question is an Okapi
Did you notice the modpack include a new overall tag "fresh" ?
Does HSK change anything about Malaria?
Not sure, but they changed immunity gain at beds by building material.
If you got trouble with infections don't let your pawn's healrest at beds with lower then 100% immunity gain or they never develop immunity at natural way and allways need extra medicine that improve the healing.
Even with 120% immunity gain it can be critical when the infection allready got to far ahead.
Seting a patient at Anestetic can improve the healing too.
Quote from: Canute on April 13, 2017, 02:09:00 AM
Did you notice the modpack include a new overall tag "fresh" ?
So? What do you mean?
Check the storage filter, on top you got rotten and fresh.
But sure the stockpiles for your corpse got fresh enabled.
Quote from: Canute on April 13, 2017, 05:10:31 AM
Not sure, but they changed immunity gain at beds by building material.
If you got trouble with infections don't let your pawn's healrest at beds with lower then 100% immunity gain or they never develop immunity at natural way and allways need extra medicine that improve the healing.
Even with 120% immunity gain it can be critical when the infection allready got to far ahead.
Seting a patient at Anestetic can improve the healing too.
don't forget anti-biotics, and mushroom/healroot tinctures (they increase blood filtering rate temporarily, good early on if beds/materials aren't sufficient), also, copper hospital beds give such massive immunity gain that it is basically game breaking.
Quote from: Slipshodian on April 13, 2017, 09:54:24 AM
Quote from: Canute on April 13, 2017, 05:10:31 AM
Not sure, but they changed immunity gain at beds by building material.
If you got trouble with infections don't let your pawn's healrest at beds with lower then 100% immunity gain or they never develop immunity at natural way and allways need extra medicine that improve the healing.
Even with 120% immunity gain it can be critical when the infection allready got to far ahead.
Seting a patient at Anestetic can improve the healing too.
don't forget anti-biotics, and mushroom/healroot tinctures (they increase blood filtering rate temporarily, good early on if beds/materials aren't sufficient), also, copper hospital beds give such massive immunity gain that it is basically game breaking.
acutaly plasticis higher at 197% or so. by time u get those anyway u shouldnt be worried about diseases anyway.
Hello! First of all great mod!
However, I think something is wrong in my current game. It's day 20 and still nothing major happened: no raid, no traders, etc... I had a couple of people offer help and once there was a locust event but when I looked for the locusts I coundn't find any. The storyteller is set on Hildegarde Hell.
I had a look in the debug logger and the only thing which seemed relevant is the following:
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
SK.Events.IncidentWorker_PrisonerRampage:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
there is a "4" next to it in the log so I guess it happend 4 times. Is it failing to generate incidents?
In my previous two games it seemed to work just fine. Although, in the last one I had an abomination spawn and start killing animals, but for some reason it was invisible.. which I thought was a bug, so I did a clear reinstall of everything.
Quote from: Joseph on April 13, 2017, 07:40:08 PM
Hello! First of all great mod!
However, I think something is wrong in my current game. It's day 20 and still nothing major happened: no raid, no traders, etc... I had a couple of people offer help and once there was a locust event but when I looked for the locusts I coundn't find any. The storyteller is set on Hildegarde Hell.
I had a look in the debug logger and the only thing which seemed relevant is the following:
Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
SK.Events.IncidentWorker_PrisonerRampage:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
there is a "4" next to it in the log so I guess it happend 4 times. Is it failing to generate incidents?
In my previous two games it seemed to work just fine. Although, in the last one I had an abomination spawn and start killing animals, but for some reason it was invisible.. which I thought was a bug, so I did a clear reinstall of everything.
1. the abomation should have been spawned off the map. its a stock game bug. no creatures can spawn invisible as that would mean a texture failed to load and u would get a purple box.
2.the locust event is buggy. somtimes they do spawnin base but most time they fail to spawn or at the edge of the map.
3.the prisoner rampage error can be caused by alot of things for example a prosner that is unable to walk and event fires on her.
I noticed that artificial limbs (i.e bionic limbs) and quite a lot of medical stuff are now considered to be implants, is this intentional?
Edit: It turns out that this doesn't cause any issues with replacing limbs
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.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Cant seem to figure out where this problem is coming from, was looking if anyone could help me out :-\
Quote from: EpicGunBlast on April 14, 2017, 11:09:55 AM
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.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Cant seem to figure out where this problem is coming from, was looking if anyone could help me out :-\
its a bug that happens sometimes with a explosion. to get rid of u have to open the save and a text editor and find the explosion data its seeing and delete it all. far as i know this shoould have long been fixed or atealst happen less often so make sure u useing most updated version from the git by downloading the master
Quote from: sidfu on April 14, 2017, 12:04:41 PM
Quote from: EpicGunBlast on April 14, 2017, 11:09:55 AM
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.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Cant seem to figure out where this problem is coming from, was looking if anyone could help me out :-\
its a bug that happens sometimes with a explosion. to get rid of u have to open the save and a text editor and find the explosion data its seeing and delete it all. far as i know this shoould have long been fixed or atealst happen less often so make sure u useing most updated version from the git by downloading the master
Thank you :) its all fixed now
Hardcore SK in a nutshell. - razor rain is a bitch.
(http://i.imgur.com/Hr2np2C.jpg) (http://imgur.com/Hr2np2C)
And then 30 minutes later I get this a trader with animal genocide
(http://i.imgur.com/4e2Sv59.jpg) (http://imgur.com/4e2Sv59)
Quote from: Zakhad on April 15, 2017, 09:19:22 PM
Hardcore SK in a nutshell. - razor rain is a bitch.
I kinda hate it myself that you can't really build out in the open at all, lest you lose your base to random events. Had one base up for about 8 hours of playtime, only for rocks of doom to fall in a similar fashion, and left most of the map barren as a result. I was just up to getting a solar flare protection going too........
Anyone know what happens if you decline the terminator event? as in does it happen again a year later or something?
Quote from: Slipshodian on April 15, 2017, 10:53:29 PM
Quote from: Zakhad on April 15, 2017, 09:19:22 PM
Hardcore SK in a nutshell. - razor rain is a bitch.
I kinda hate it myself that you can't really build out in the open at all, lest you lose your base to random events. Had one base up for about 8 hours of playtime, only for rocks of doom to fall in a similar fashion, and left most of the map barren as a result. I was just up to getting a solar flare protection going too........
At last the devs reduced the frequency of razor rains, i played a version it happen multiple times the year. Impossible to create an outside base.
But even without razor rains there are too many other meteor events that made a nonmountain base a very difficult thing.
QuoteAnyone know what happens if you decline the terminator event? as in does it happen again a year later or something?
Don't know but i know when you start a 2. colony you can get a terminator event there too.
Okay, i have the next problem - When i start the game in a Temperate Forest [with hardcore SK Enviroment 2.0 version], then i can play for a while, and then it's crashes. And when i start the game in Boreal Forest, it's loading, and then crashes. In the output log it is written that Out Of Memory it's a problem. [or something else] Maybe someone know a solution for this problem, or maybe the Author of the modpack can make a version for the weakest PC of this modpack. It would be nice. :)
Try to play on a smaller map.
The Enviroment 2.0 is pretty new, the Mod devs are still playing/tweaking around with it, since Rimworld is a 32 bit only app, there will be allways a memory problem. And Hardcore-sk is a hungry monster.
Hey everyone. Been a long while since I played rimworld and Hardcore SK.
Is there a recommended story teller and difficulty to get the most out of the mod? I usually just use the default Cassandra with rough settings.
Cheers.
The vanila storyteller arn't "hardcore" :-) Try the 3 new ones they come with the modpack. But like a dev wrote once, the first 2 years no big events will happen anyway.
friends.. is the mod still working? i always get some errors...
I copied the file ModsConfig.xml to this here: C:\Users\USER\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
and the content of the zip to this folder: D:\Programme\Steam\steamapps\common\RimWorld\Mods
i did not delete anything (i have no other mods). when i delete the core folder in "...mods"... the game is only black...
did i make a mistake?
tried now a lot.. (with and without delete). but i still got error messages and after a game start i have the original ModConfig.xml in the folder...
any advices?
(http://fs5.directupload.net/images/170416/temp/3458g8ll.png) (http://www.directupload.net/file/d/4693/3458g8ll_png.htm)
Yep the mod is working.
And you did right to keep "core".
What Rimworld version do you using ? (0.16.1393 should be the last)
Maybe you use the wrong \config\ folder.
Open rimworld, then at the option you got the button "Open saved game folder".
Does it is the same location you copied the ModConfig.xml ?
Quote from: gms0012 on April 16, 2017, 09:23:32 AM
friends.. is the mod still working? i always get some errors...
I copied the file ModsConfig.xml to this here: C:\Users\USER\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
and the content of the zip to this folder: D:\Programme\Steam\steamapps\common\RimWorld\Mods
i did not delete anything (i have no other mods). when i delete the core folder in "...mods"... the game is only black...
did i make a mistake?
tried now a lot.. (with and without delete). but i still got error messages and after a game start i have the original ModConfig.xml in the folder...
any advices?
(http://fs5.directupload.net/images/170416/temp/3458g8ll.png) (http://www.directupload.net/file/d/4693/3458g8ll_png.htm)
What version did you download? I recently tried the mod for the first time, and found that the version linked to the "download" button on the main page is outdated and does not work. The install instructions on the main page here are also outdated. Go to Github and download that version, and follow the instructions there. That should do the trick for you.
yes, i have 1393...
so i still need the CORE folder in mods...
and then i need the Hardcode folter also?
this: mods\core
mods\Hardcore-SK-4.2.1 -> and here all the subfolders?
yep.. the DOWNLOAD Version. will try the other one...
I had the exact issues that you are having until I went to Github and used the 5.0 version, and followed the updated instructions there. Then it worked perfectly with no errors. Hopefully someone can update the front page in this thread to reduce confusion for new users.
thx gyus.. working now.. only translation errors (perhaps because i have the german version).
With the GITHUB files... everything is ok.
how can i use these files: Hardcore-SK/HighRes surfaces/Surfaces/
Ja klar, Hardcore-SK hat keine deutsche uebersetzung, du solltest engl. spielen, selbst da stimmen die Beschreibungen nicht mehr 100%.
Auch empfiehlt es sie den Guide von der github page mal zu lesen.
Quotehow can i use these files: Hardcore-SK/HighRes surfaces/Surfaces/
copy them to
RimWorld1393Win\Mods\Core_SK\Textures\Terrain\Surfaces
Hello,
i've searched for a few hours about this, but i didnt find anything. How can build electric smelter? I researched every possible technology, but now im stuck, because i cant make silicon. Please help.
Do you notice at the 2. research screen you see icon at the research, when you hover the mouse over these icon you see a tooltip.
At this way you can look self what nessesary research you need.
I don't have the modpack active anymore, but look for
ElectricSmelting or Metallurgy.
Thanks you very much.
[Bug?]
I can't install any 'natural' custom organs. Specifically, noses and legs. Any advice? One was bought from a trader and one was made in an organ vat.
Quick Question about manned turrets
Do they have fixed accuracy or does shooting skill affect it?
Since my gameplan was to put ppl without passion for shooting on turrets;) But if they are going to miss everything it doesnt make much logic!
Is there anything that can be done with terminator bodies? Can I disassemble them in any workbench? Or do I just bury/cremate?
I cannot for the life of me find the way to roll smokeleaf joints. Can anyone help me out? About a 100 pages back someone mentioned a crafting table I also can't find.
Wonderful mod, thanks to the author for his work. Just a question. It is me, or agriculture is nonviable? A potato field of 5X5 made with the "hydroponics", the one made with nitre, sand and wood plank, gives barely enough potato for reseed the patch. Am I doing something wrong? Right now it is an enormous amount of work for no results!
Quote from: twisted067 on April 18, 2017, 06:16:16 PM
Is there anything that can be done with terminator bodies? Can I disassemble them in any workbench? Or do I just bury/cremate?
What are you doing with human/animal bodies, do it the same with terminators, butcher them.
Quote from: Probe1 on April 18, 2017, 10:06:15 PM
I cannot for the life of me find the way to roll smokeleaf joints. Can anyone help me out? About a 100 pages back someone mentioned a crafting table I also can't find.
1. allways try to use the colony manager first, look if you can set an order then, then you got the nessesary bench allready. Since HCSK is very complex you can use the Dev mode god tool to instant build a missing table and check if the recipe is there, and destroy it with the destroy tool afterwards.
2. you need to have the proper research, you can't roll them like in vanilia without, but it is an easy one.
One of the neolith crafting tables should have the recipe at last, not sure about the other tech tables.
Quote from: Captain_Goatse on April 18, 2017, 11:15:37 PM
Wonderful mod, thanks to the author for his work. Just a question. It is me, or agriculture is nonviable? A potato field of 5X5 made with the "hydroponics", the one made with nitre, sand and wood plank, gives barely enough potato for reseed the patch. Am I doing something wrong? Right now it is an enormous amount of work for no results!
You need assign someone with higher skill to harvest. Higher skill better chances for seed.
If you run out of seeds but still got potatos you can made seeds at a table 25 for 5 seeds.
Look I'm appreciative of your time there Canute but if you don't know just say so. I did what you said already.
The problem are i don't have the modpack active anymore, so i can't check it and give you a 100% accurate answer.
So i just can say what i remember. And i know i was looking self the first time.
If you want a more accurate and faster answer, try the discord channel where all the HCSK devs like to hangout.
Quote from: Canute on April 19, 2017, 02:46:26 AM
Quote from: Captain_Goatse on April 18, 2017, 11:15:37 PM
Wonderful mod, thanks to the author for his work. Just a question. It is me, or agriculture is nonviable? A potato field of 5X5 made with the "hydroponics", the one made with nitre, sand and wood plank, gives barely enough potato for reseed the patch. Am I doing something wrong? Right now it is an enormous amount of work for no results!
You need assign someone with higher skill to harvest. Higher skill better chances for seed.
If you run out of seeds but still got potatos you can made seeds at a table 25 for 5 seeds.
Thanks!
Quote from: Canute on April 19, 2017, 07:48:41 AM
The problem are i don't have the modpack active anymore, so i can't check it and give you a 100% accurate answer.
So i just can say what i remember. And i know i was looking self the first time.
If you want a more accurate and faster answer, try the discord channel where all the HCSK devs like to hangout.
Thanks man I appreciate the link and that will help :)
Does it matter what materials you use to build your wind turbines/solar panels? Would higher quality materials produce more electricity than just steel?
Quote from: twisted067 on April 20, 2017, 05:55:05 PM
Does it matter what materials you use to build your wind turbines/solar panels? Would higher quality materials produce more electricity than just steel?
nope not for wind turbines. it only decides its hp. now on other hand most work benches the material decidesits work speed and hp
Greetings, I used to play on a14e Hell Effect and I downloaded the a16 version today, but I have this weird issue where I can not see what materials I need to build stuff (appliances, furniture etc...)
It is quite annoying to play this way, I just do not know what materials I need so I'm kind of stuck...
A bit of help would be welcome
Thanks a lot
Quote from: Strelok on April 21, 2017, 08:57:10 AM
Greetings, I used to play on a14e Hell Effect and I downloaded the a16 version today, but I have this weird issue where I can not see what materials I need to build stuff (appliances, furniture etc...)
It is quite annoying to play this way, I just do not know what materials I need so I'm kind of stuck...
A bit of help would be welcome
Thanks a lot
not installed correctly. make sure u copy over the core with the core thas included. enable dev mode also to see if u got errors.
I have played with a mod for a couple of days and I'm really satisfied with it :) every major building feels like a big accomplishment from my colonists and thats really good, I like slower pace too, it feels like a big single player game for a long time. Maybe recipies for guns are too expensive but maybe I'll change my mind later ;p But anyway, I dont understand one thing. Whats the point of glass windows? They are not giving any beauty (like glass autodoors), sun provided by them is not affecting plants or flowers in a base (tested), so... why bother building them? Whats the point?:)
Quote from: Bronthion on April 21, 2017, 09:49:25 AM
I have played with a mod for a couple of days and I'm really satisfied with it :) every major building feels like a big accomplishment from my colonists and thats really good, I like slower pace too, it feels like a big single player game for a long time. Maybe recipies for guns are too expensive but maybe I'll change my mind later ;p But anyway, I dont understand one thing. Whats the point of glass windows? They are not giving any beauty (like glass autodoors), sun provided by them is not affecting plants or flowers in a base (tested), so... why bother building them? Whats the point?:)
because they look good.
major udpate to pack 4 hours ago. this may or maynot break your save.
Apologies if the question has been asked and answered previously, but is the mod modular? For example say i do not want to have the 'more floors mod', can I deselect just that sub-mod? Or does Hardcore SK only work as a complete package?
Quote from: corestandeven on April 22, 2017, 05:10:40 AM
Apologies if the question has been asked and answered previously, but is the mod modular? For example say i do not want to have the 'more floors mod', can I deselect just that sub-mod? Or does Hardcore SK only work as a complete package?
For the most part yes it says in the OP that you can disable everything apart from CORE, CORE_SK, and Combat realism and the pack will still work fine but if you did that it would not mean that you would only be playing with combat realism selected as CORE_SK contains a bunch of mods that you cant de-select
Quote from: sidfu on April 21, 2017, 07:12:18 PM
major udpate to pack 4 hours ago. this may or maynot break your save.
Has anyone tested to see if their save broke? I am unable to test for a while
Quote from: twisted067 on April 22, 2017, 09:51:26 AM
Quote from: sidfu on April 21, 2017, 07:12:18 PM
major udpate to pack 4 hours ago. this may or maynot break your save.
Has anyone tested to see if their save broke? I am unable to test for a while
minne didnt but some have had it break their save
Quote from: sidfu on April 21, 2017, 07:12:18 PM
major udpate to pack 4 hours ago. this may or maynot break your save.
What all is in this major update? Is there a change log? Could you let us know of the changes made?
Edit: Updating breaks everything unfortunately. What all was in the update so that I can determine if its worth restarting a colony again.
when their a update all the changed files are listed. u can also go thru each area in git and see which are changed.
have to remember sometimes changes cant be modfications of thousands if segments of xml.
Is there any way to have a list of the materials effects for buildings and items? I stumbled by chance on the fact that a workshop made of Tin has a speed bonus (why?) and that a bed made of Hemp has a healing bonus (whywhywhy?)
Is there a trader that buys plasma bolts/charged rail rays/charged laser beam/charged ray rail etc, ammo types? 7 years into my game with half of that having a comms console for trade ships, and so far nobody buys/sells this ammo type. By now, I'm pretty sure I've encountered all the trader types available. Bug?
Quote from: Captain_Goatse on April 27, 2017, 07:39:30 PM
Is there any way to have a list of the materials effects for buildings and items? I stumbled by chance on the fact that a workshop made of Tin has a speed bonus (why?) and that a bed made of Hemp has a healing bonus (whywhywhy?)
Believe there is a google doc that is updated that has a list of all materials and their modifiers. Think you can find that pinned on the HardcoreSK discord.
(https://puu.sh/vzGd5/273428fb06.png)
(https://puu.sh/vzGeV/12dd8b396f.png)
(https://puu.sh/vzGfl/e242ab1f50.png)
Had a T-1000 join me. T-800/T-1000 + insectoid raid on me afterwards. Used dev mode to restore body parts/heal random injury on a colonist .25 hours from bleeding out. Then had this pop up on me when trying to save. I reverted to an earlier save where the first event and the T-8/T-10 raid happen and don't have any issues with saving. Running latest version for A16
Edit: Looked at world map, getting a bug on caravan description of the t-800
(https://puu.sh/vzH85/7130caef8d.jpg)
disable colonist bar it has issues with aleins. OOM on load is a base game bug nothign we can do about that.
Hey, I played this mod a bunch but I noticed everything breaks down really quickly, and the larger the base the more things need maintenance, even capsules which are designed to last hundreds of YEARS break down in a week...
Is a mod responsible for this? Which one is it, because its kinda insane having to assign 6-8 dudes fulltime repairmen. And there's no bots that you can craft that will do that for you. Last I checked at least.
Apart from that, It's a modpack that must be played like Dorf Fortress, which is quite entertaining. Love all the new factions!
Been enjoying Rimworld for a few weeks now in vanilla and am pretty excited to test out this mod pack a bit. Running into a bit of an issue though. I loaded up a new world with 6 colonists and some basic gear to start me like usual, but even for the number of mods the game is taking a ridiculous amount of resources. My i7-5820k clocked at 3.3GHz is maxing out all 12 cores to 100% with the colonists just standing around, so the lag is terrible. With the game closed my usage is 1-4% since the only other thing open is google chrome with pandora running like usual when I play. Rest of the system is 16GB of DDR4 RAM and a GTX 980ti.
Side note, which mods would you guys recommend me reading up on before playing so its not too confusing? I did play for a few minutes through the lag just to see some things and I couldn't seem to make a door because it kept saying no resources despite enough wood that I had a wall up already.
Quote from: Kellion on April 29, 2017, 06:59:28 AM
Is a mod responsible for this? Which one is it, because its kinda insane having to assign 6-8 dudes fulltime repairmen. And there's no bots that you can craft that will do that for you. Last I checked at least.
There are 2 things
1. things can break, and you need a component to fix them, that is vanilia gameplay and still happen at HCSK too.
2. Useable things slowly degrade and need to be fixed, that is indeed a special mod that also include into HCSK modpack.
Once i got the terminator i let him do most of the maintance job, while i force my main constructor to do important constructions.
Since the terminator is pretty fast and don't need sleep, it becomes fast the high skilled one.
QuoteBeen enjoying Rimworld for a few weeks now in vanilla and am pretty excited to test out this mod pack a bit. Running into a bit of an issue though. I loaded up a new world with 6 colonists and some basic gear to start me like usual, but even for the number of mods the game is taking a ridiculous amount of resources. My i7-5820k clocked at 3.3GHz is maxing out all 12 cores to 100% with the colonists just standing around, so the lag is terrible. With the game closed my usage is 1-4% since the only other thing open is google chrome with pandora running like usual when I play. Rest of the system is 16GB of DDR4 RAM and a GTX 980ti.
Unfortunably, the modpack isn't perfect. Sounds like you got an repeating error that cause the lag.
Try to disable the colonistbar mod, and look if that help with the lag.
Ok cool. I found the one called Fluffy breakdowns, I'll take my chances with the Random breakdowns. But I'm looking forward for a Terminator to join in. Those guys can really take a pounding.
Colonists set to tame animals go and grab the needed food, and they eat it. I have no idea how to produce an 'error' log assuming there is one. I went in dev mode and opened the debug log thingy and no popups there on action.
The handler is full, in fact this guy gave himself food poisoning a few times. When prioritizing the tame function he moves to take the needed treats and eats it, ate a batch of 28 coconuts on top of his jerky meal.
Might be a case of working as intended.
Do you use the modpack only, or do you use addional mods like Smarterfood selection too ?
Good mod overall. Just some things to complain about (even if they are about the packed mods);
-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.)
Edit: Damn, looks like meteors are bugged for my entire game now, they do no dmg to anything.
Quote from: canshow on April 30, 2017, 03:18:38 AM
Good mod overall. Just some things to complain about (even if they are about the packed mods);
-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.)
Edit: Damn, looks like meteors are bugged for my entire game now, they do no dmg to anything.
1. of course moutain gonna be imbalanced as moutains spawn ore deposits. there nothing we can do there. cause it would look wierd to have deposits of raw mats on surface on plains with no moutains
2. yes and no to textures causeing long load times. the texutes do increase it some but not much. alot of it comes from it loading xml. hardcore sk has alot of xml entries to read. inface the core sk folder has more xml than the main game
3. there are 2 factions for terminators. u have the raider type terminators that randomly raid u. then u have the ones that are assiated with the skynet events.
4. the locusst spawn is known bug caused by base game
5.did u read the name this is hardcore sk. not base game use raw ore to make everything.
6. bad hygine does hygine like food unless its low enough they dont use. they treat a sink like its a source to shower or bath in so if u have something that gives higher aka shower or tub they go to it to wash. what it does give is something they can use randomly to top off or for u to right lcik an dhave them use.
7. we had no reports by others that the HVAC of redist heat is throwing errors. we use a older version of it that should be working fine as current most updated one has issues.
8. dont understand what u mean about the nuclear fallout incident?
9. are u sure its a metor or not just razor rain. razor rain dont realy do much. metor event is a 1 hit massive crator hit.
Guys, I tried to make sterling silver alloy, but colonists use 200 of silver and 30 or about of other ores...
It is a bug or what?
Quote from: sidfu on April 30, 2017, 02:52:32 PM
Quote from: canshow on April 30, 2017, 03:18:38 AM
Good mod overall. Just some things to complain about (even if they are about the packed mods);
-Mountain terrain compared to rest is super imbalanced
-Loading main menu and save games takes forever. Is this the high def textures causing it?
-If terminator bandit faction is set as hostile, why do they still send them as visitors to colony disguised as humans? Also, it is possible (and easy) to get them to fight eachother, or move off the map (if faction is non-hostile).
-Locusts hardly ever spawn inside home location (even though the event claims they do)
-Resource costs for buildings is insane.
-Colonists do not use closest available handsinks to wash their hands.
-Duct inlets/outlets and temperature pipes are bugged to hell. They literally cause millions of dev-log entries. (transferring 3.5k C air through pipes to a different location causes no temperature change on the receiving end lol)
-Strange eclipse creatures do not attack/hunt
-I have a feeling nuke fallout event is bugged. (I got the event text pop up (and resulting terminator death) only 1 out of 3 times (1st time the event happens in the game each time))
-Sometimes meteors don't destroy grass and other foilage. (could just have to restart the game.)
Edit: Damn, looks like meteors are bugged for my entire game now, they do no dmg to anything.
1. of course moutain gonna be imbalanced as moutains spawn ore deposits. there nothing we can do there. cause it would look wierd to have deposits of raw mats on surface on plains with no moutains
2. yes and no to textures causeing long load times. the texutes do increase it some but not much. alot of it comes from it loading xml. hardcore sk has alot of xml entries to read. inface the core sk folder has more xml than the main game
3. there are 2 factions for terminators. u have the raider type terminators that randomly raid u. then u have the ones that are assiated with the skynet events.
4. the locusst spawn is known bug caused by base game
5.did u read the name this is hardcore sk. not base game use raw ore to make everything.
6. bad hygine does hygine like food unless its low enough they dont use. they treat a sink like its a source to shower or bath in so if u have something that gives higher aka shower or tub they go to it to wash. what it does give is something they can use randomly to top off or for u to right lcik an dhave them use.
7. we had no reports by others that the HVAC of redist heat is throwing errors. we use a older version of it that should be working fine as current most updated one has issues.
8. dont understand what u mean about the nuclear fallout incident?
9. are u sure its a metor or not just razor rain. razor rain dont realy do much. metor event is a 1 hit massive crator hit.
1. Hey, ore deposits are always nice lol. But i meant more in regards to events. Other than infestation there really isn't anything to even it out, if that makes sense?
7. Ok. Well I took the latest version of hardcore sk that was posted about 2 weeks ago. I had an AM reactor in a room under a mountain, and funneled the air to an unroofed area using pipes and outlets/inlets. The temperature of the unroofed area wouldn't change, and the temperature of the AM reactor room would go as low as -190 F when it was cooling down (i had reduced the temperature of the room from 3.5k F (not c) to around 400 F using the pipes and 1 vent when it was under normal operation). The unroofed area was separated from the mountain with doors, and it would take the mountain temp if all the doors were open. So idk. Maybe it's the way an unroofed (not outside) area is treated by the outlets. Temperature was very weird though. In the mountain it was 120 F, and in a small ennclosed area with 5 open doors leading outside was also 120F. Outside temp was always significantly lower.
And in my current game, just the way my base is maintaining temperature is really weird. Outside temp is 16F. I have 8 industrial coolers blowing 16F air into my base, and 2 medium coolers blowing 25F air into an 5x8 meatlocker inside my base. Hallway maintains 70F. Rooms/storage/kitchen maintain 70F. 3 Production rooms around 75F, 86F, 106F (75F, 86F, 80F ish when not being used).
https://puu.sh/vBu9v/64ac4f5c64.jpg (https://puu.sh/vBu9v/64ac4f5c64.jpg)
Here is what I see on my dev log;
https://puu.sh/vBuWM/38fa6308a7.png (https://puu.sh/vBuWM/38fa6308a7.png)
In my first game, heat is mysteriously disappearing. In this game, heat is mysteriously being created. The industrial coolers being the common theme in both games. There is an issue somewhere, what it is exactly idk.
8. When the colony gets hit by a nuclear warhead. I reloaded an earlier save game whenever this happened. 2 out of 3 times this happened, 2 colonists got hurt. The other time I got a pop-up Terminator event message, and my T-800 was killed. So I am not sure if the terminator event is always supposed to happen when the colony gets nuked (when player has a terminator), or if it's supposed to happen randomly when the colony gets nuked and the player has a terminator.
9. Meteors, meteor showers, and razor rain did not do any damage to terrain or any game objects. This was about ~6 years into my game when it started happening, and reloading the game or restarting the game did not help but creating a new game did. Also, when I loaded a a game that I had saved a few seconds after the meteor shower event activated, it got bugged sometime in the middle of the shower where an explosion/impact sprite was repeating itself in one spot of the map like 20 times a second, causing the screen to shake nonstop. This only happened once, and I wasn't able to reproduce it.
Also, looks like anything with animations causes the game to lag. Antimatter reactor, Nuclear Reactor, Tesla generator, and the Gauss wind turbine are huge laggers. Is there anyway to disable their animations?
Quote from: XDevilDanteX on April 30, 2017, 03:06:19 PM
Guys, I tried to make sterling silver alloy, but colonists use 200 of silver and 30 or about of other ores...
It is a bug or what?
https://puu.sh/vBv5U/2a369ef241.png (https://puu.sh/vBv5U/2a369ef241.png)
See on the side where it says 'small volume ingredients require 20x as much'? Silver is a small volume ingredient. Hence why it uses 200 silver instead of 10. This is through a smelter.
Anyone know where I can make 'launcher weapon components'?
Nvm i found it, I needed advanced metalworking research.
Is there a way to get the text properly translated? That runglish is horrible, and some descriptions are really misleading.
Sure, join their Discord channel (look at the 1. posting) and get a github account.
Then translate proper and made a merge request.
But aware they change something faster then you can translate :-)
I have got a problem with making caravans with animals to help me carry my stuff to other places... Everytime I try it my HUD dissapears and I cant even open menu. My game continues like nothing happened but I cant do anything. Anyone got any help?
Try to disable the Colonistbar from the modlist and look if it helps.
Quote from: Canute on May 02, 2017, 03:03:07 AM
Sure, join their Discord channel (look at the 1. posting) and get a github account.
Then translate proper and made a merge request.
But aware they change something faster then you can translate :-)
Sorry tovarish, maybe I was not clear. I do not speak russki. Can you get some russian friend with good English and tell him to make a better translation?
BTW, in the new update I am being attacked way less frequently. Is that normal?
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_MakeMapCondition.CanFireNowSub (IIncidentTarget target) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker.CanFireNow (IIncidentTarget target) [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp_RandomMain+<MakeIntervalIncidents>c__IteratorA4.<>m__1FB (RimWorld.IncidentDef d) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.IncidentDef].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[IncidentDef] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.IncidentDef& result) [0x00000] in <filename unknown>:0
at RimWorld.StorytellerComp_RandomMain+<MakeIntervalIncidents>c__IteratorA4.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller+<MakeIncidentsForInterval>c__Iterator9D.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Seeing this in my dev log. Events just stopped happening. Got like 6 insectoid raids in a row (in extreme desert climate) mixed in with a nuke beforehand. Also on worldmap, UI disappears if I'm not zoomed in all the way to the terrain. Didn't happen on my last game, don't know why it started doing this on this one. Oh, I built a wall and roof around a geyser. Room temp hits 200-300 F. I build a xenon-ion turbin generator and the room automatically takes outside temperature, and the generator is at a 1% efficiency at a 20F world temperature.
QuoteOh, I built a wall and roof around a geyser. Room temp hits 200-300 F. I build a xenon-ion turbin generator and the room automatically takes outside temperature, and the generator is at a 1% efficiency at a 20F world temperature.
The turbine consume the heat, like a big duct intake. It need more heat then the geyser can produce.
Quote from: Captain_Goatse on May 02, 2017, 07:07:55 PM
Quote from: Canute on May 02, 2017, 03:03:07 AM
Sure, join their Discord channel (look at the 1. posting) and get a github account.
Then translate proper and made a merge request.
But aware they change something faster then you can translate :-)
Sorry tovarish, maybe I was not clear. I do not speak russki. Can you get some russian friend with good English and tell him to make a better translation?
Me either.
Since you notice it is a bad engl. translation, you just could write a better one with your mod gameplay expierence and submit them to the github page.
QuoteBTW, in the new update I am being attacked way less frequently. Is that normal?
What did i wrote before,
QuoteBut aware they change something faster then you can translate :-)
The tweak and code around, i played a version once when it was nearly impossible to build outside bases because each seasion a razor rain.
Hey,
I love your modpack , but A17 alpha just dropped and I want to try it. Normally rimworld disables mods when it updates, but I think in your case you replace the core mode, and maybe that complicates things?
What do I need to do to get back to unmodded A17? Is there a particular uninstall process I need to follow?
Thanks,
Ken
Quote from: kenmtraveller on May 03, 2017, 02:31:58 PM
Hey,
I love your modpack , but A17 alpha just dropped and I want to try it. Normally rimworld disables mods when it updates, but I think in your case you replace the core mode, and maybe that complicates things?
What do I need to do to get back to unmodded A17? Is there a particular uninstall process I need to follow?
Thanks,
Ken
Easiest method is to delete everything in the config folder, then delete everything in the mods folder. After that, run verify files via steam. It will re download the core files you need and then next launch, the game will recreate the other files from the config folder in default state.
a17 hasnt droped it is in testing only.
Would there be too much trouble in adding (me) and adapting the medieval times mod to this, I ask mostly because there are some great stuff in HSK that'd work in a medieval only playthrough
Hello. :)
I have a problem with building a simple grill or cooking table, I can't find any way of seeing the resources needed for it. If I hover over it all I see is the building materials needed for the milling stone (which is at the bottom)??????
Looking forward to your next update.
Quote from: Cabdono on May 03, 2017, 10:32:03 PM
Would there be too much trouble in adding (me) and adapting the medieval times mod to this, I ask mostly because there are some great stuff in HSK that'd work in a medieval only playthrough
Welp nevermind that, guess it'd be easier if I just pick the parts from HSK and adapt them for a clean game w/medieval
Decided to do a full reinstall of everything, also got the updated version of the mod from 2 days ago.
So one of the things I noticed after loading up a saved game... lol
(https://puu.sh/vGMi4/25f372eaa1.jpg)
Alt F4d and reloaded and the stats got randomized again.
Getting the following error for the child backstory (and a similar one for the adult one as well)
Couldn't load child backstory with identifier Skynet_off_Intellectual_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
also getting this error spammed in dev log,
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()
I rescued a spacer from a drop pod, after joining she revealed herself as a t-1000 and told me about herself. After that, I saw some humanoid meat in the pantry (even if my butcher have orders to NOT butcher humanoids) and all the colonist had the "a colonist died" bad thought. Bug?
Small bug detected: cats refuse to eat processed cat food, but they know how to open bottles and get sh!tfaced drunk. My male cat has cirrhosis, and the females have all alcohol tolerance. This also means that I cannot make alcohol, since cats do not respect animal zones.
Hey guys, loving the game and this mod. Just wondering about how the character backstories are supposed to work. So I created a party and tweaked everything and picked out specific backstories for my characters but when I loaded into the game, their backstories were all different, with traits that often nullified their skill specialties. For instance, my soldier would be incapable of violence and had few skills outside of combat skills which he can lo longer use. And so on. So I had saved my party and loadout as a preset so I just reseeded/generated and loaded up that preset and got into another game. I tried this several times but each time their backstories changed into something random and each one had a critical skill rendered useless on at least 2 of my characters. Is this a bug and if so, how can I fix it? It's too frustrating for me to play it that way so I will probably not use the mod if that is a feature. At least with the base game I can reroll until I find a suitable character and then be confident that it will be the one I load into the game with.
Thanks.
Anyone know where I can make explosives? Cannot figure out which bench makes prometheum
when u prepare carefully it dont block backstories from a race that cant use it. what happens is then when u get in game the game will auto fix it.
I have an error that while I was playing SK this came up
https://gist.github.com/c4bc564bd56177ce67d53a65cc2669c3
installed the mod and seem to have issues with random events that spawn attacks or anything pawn related.
started and played 4 different games now... playing for around 5 years in game, as thats as far as i can get before its too laggy.
but each and every time its the same..... within days with get a caravan, then 1 or 2 single manhunter packs. the a.i event about taking you offworld.... then its just insectiod spawn, nothing but various sized raids, sometimes event about insectoid scouts, quickly followed by another insectoid raid.
in fact after those first few events, i'll never see another pawn until i get comms and request one.
im just sick of insectoid raids.
Quote from: Robloxsina66 on May 07, 2017, 03:37:23 PM
I have an error that while I was playing SK this came up
https://gist.github.com/c4bc564bd56177ce67d53a65cc2669c3
those errors are fine. thats just the game saying it cant find anyone in yourf wealth range to spawn for raids or traiders
ohh alright then
Can somebody fix the uncraftable shirt bug? It is very annoying to have to use the medieval era shirts because someone forgot to add the data for a simple cotton t-shirt.
Quote from: Captain_Goatse on May 09, 2017, 12:22:56 PM
Can somebody fix the uncraftable shirt bug? It is very annoying to have to use the medieval era shirts because someone forgot to add the data for a simple cotton t-shirt.
u need to descirbe why it is uncraftable. ive already checked and the tshirt crafting fine for me. remember the tshirt is made out of <stuffCategories>
<li>Fabric</li>
</stuffCategories>
which means it cant be made out of raw cotton. nothing in this mod pack can be made out of the raw material it needs to be processed first. cotton has to be processed into cloth to be used in anything.
Ooops, my fault, I've put the advanced tailor in place of the old tailor's workbench. Marine T-shirt sucks, by the way. Is there any way to tan the leather at the loom to get a "tanned leather" that I can use? The electrical loom has no such bill available.
Awesome update on the github.
"Big update. New game required.
New multi walls, windows, doors mechanic! A bunch of cool arts!
195 changed files, 840 additions and 998 deletions."
The devotion this guy has to this mod is unreal!
Every update is always appreciated, so please don't stop anytime soon! + Kudo's to the people who help out on the Github also :)
Really awesome modpack, I really enjoyed the pace and at my tribal tun it felt like advancing through ages.
I found a few things that didn't really fit
1. The stone mill have the recipe to grind corn into floor and anoter recipe to grinf corn into cornmeal, but there are no recipes with cornmeal.
2.I find the power fuel balance is a little off. The coal powerplant lasts 1month with coal or peat, that are easy to get, but the biogenerator and steamgenerator last only 1-3 days with ethanol or biodiesel. While the fuel powerplant lats 3 days with oil fuel which is harder to get than coal. Maybe its a 0 off on the coal generator, that was suposed to last 3days?
3.I found it hard to create a sustainable pasture with the seeds system since when the animals eat the plants they dont drop seeds. Maybe give the option to grow grass without seeds?
4. The terminators are a little op but they are pretty fun soo IDK
5. Got a huge mechanoid invas with the mechanoid terraformer and got totally wiped, but I guess the difficulty I was playing was the problem
6.Guns are pretty expensive to make especially on non mountain biomes with little iron. Compared to the cost to make them its way cheaper to just buy.
7. Composter recipe feels a little hard because it need to much items like nitre and ash. Maybe it could produce more?
8. The biodiesel producing is really not worth it, the recipe makes only 10 at a time while the ethanol makes 35.
Quote1. The stone mill have the recipe to grind corn into floor and anoter recipe to grinf corn into cornmeal, but there are no recipes with cornmeal.
Didn't played the latest version so far, but before you could made polenta out of cornmeal and bake something at the oven.
QuoteWhile the fuel powerplant lats 3 days with oil fuel which is harder to get than coal.
Fuel is hard to get ? Maybe you are doing something wrong.
After you build a oil thing, build a refinery before is so the output of the oil goes into the input of the refinery, set the refinery to fuel.
Place a small quantum relay next to the refinery output link it to a quantum warehouse, and a 1x1 empty stockpile at the refinery output.
When you place the warehouse next to the powerplants the fuel get teleport right to it.
Quote3.I found it hard to create a sustainable pasture with the seeds system since when the animals eat the plants they dont drop seeds. Maybe give the option to grow grass without seeds?
Thats an old things since "Seeds please" exist. I suggest you exclude the growing area's for your animals and let them just use natural grown grass areas.
Quote4. The terminators are a little op but they are pretty fun soo IDK
Yes overpowered but very stupid. Did you notice they allways attack the nearest target ? :-)
Use your own terminator as meat shield behind cover, maybe with a shield while your pawns try to attack from the flank.
Don't forget to break the necks on downed T-1000/X before they power up again ! :-)
Quote5. Got a huge mechanoid invas with the mechanoid terraformer and got totally wiped, but I guess the difficulty I was playing was the problem
Yes difficult and the wealth of your colony.
Or maybe you damage the terraformer and started the invasion ? VERY bad idea if you arn't prepared.
Normaly you are just geting a small mechanoid raid after you investigate it. And the big invasion if you didn't stoped the terraformer after all pylons appeared.
Quoteon non mountain biomes with little iron
Same thing like the fuel, you can setup mines on these minerals deposits. They automatical mine for resources until they collapse.
Normaly you shouldn't be short on iron.
Quote7. Composter recipe feels a little hard because it need to much items like nitre and ash. Maybe it could produce more?
There is a better on with better research, which turn any organic materal into fertilizer.
This modpack got a bad learning curve when you play it the first time, but this made this modpack very enjoyable for me.
I hope you survive Zeon ! :-)
Quote from: Canute on May 12, 2017, 09:39:23 AM
Quote1. The stone mill have the recipe to grind corn into floor and anoter recipe to grinf corn into cornmeal, but there are no recipes with cornmeal.
Didn't played the latest version so far, but before you could made polenta out of cornmeal and bake something at the oven.
QuoteWhile the fuel powerplant lats 3 days with oil fuel which is harder to get than coal.
Fuel is hard to get ? Maybe you are doing something wrong.
After you build a oil thing, build a refinery before is so the output of the oil goes into the input of the refinery, set the refinery to fuel.
Place a small quantum relay next to the refinery output link it to a quantum warehouse, and a 1x1 empty stockpile at the refinery output.
When you place the warehouse next to the powerplants the fuel get teleport right to it.
Quote3.I found it hard to create a sustainable pasture with the seeds system since when the animals eat the plants they dont drop seeds. Maybe give the option to grow grass without seeds?
Thats an old things since "Seeds please" exist. I suggest you exclude the growing area's for your animals and let them just use natural grown grass areas.
Quote4. The terminators are a little op but they are pretty fun soo IDK
Yes overpowered but very stupid. Did you notice they allways attack the nearest target ? :-)
Use your own terminator as meat shield behind cover, maybe with a shield while your pawns try to attack from the flank.
Don't forget to break the necks on downed T-1000/X before they power up again ! :-)
Quote5. Got a huge mechanoid invas with the mechanoid terraformer and got totally wiped, but I guess the difficulty I was playing was the problem
Yes difficult and the wealth of your colony.
Or maybe you damage the terraformer and started the invasion ? VERY bad idea if you arn't prepared.
Normaly you are just geting a small mechanoid raid after you investigate it. And the big invasion if you didn't stoped the terraformer after all pylons appeared.
Quoteon non mountain biomes with little iron
Same thing like the fuel, you can setup mines on these minerals deposits. They automatical mine for resources until they collapse.
Normaly you shouldn't be short on iron.
Quote7. Composter recipe feels a little hard because it need to much items like nitre and ash. Maybe it could produce more?
There is a better on with better research, which turn any organic materal into fertilizer.
This modpack got a bad learning curve when you play it the first time, but this made this modpack very enjoyable for me.
I hope you survive Zeon ! :-)
1. I think I didn't find the recipes or they are no available but yeah I remember having the polenta recipe and tacos I think
2. I meant the difficulty to get the techs and to build the oil buildings compared to just the mine to get coal. You get a lot of coal with the mine extractor that can go straight to the powerplant while the fuel needs refining and drilling. Also thanks for the tips, I didn't try to use the quantum warehouses yet, gonna give it a try.
3. Never played with the seeds please mod so still getting used to it. But I found flowers dont use seeds so i started growing flowers as grass
4. Yeah after a few tries I killed he terminators easily with my terminator. After that I started using just the terminator to fight the raids, don't even bothered to send the rest of the colonists
5. Yeah, I just let the terraformer sit while I collected the pylons for parts. I guess that triggered the invasion, opss
6. I guess the mines are really essential to build, gotta focus more on them on next run. But yeah the value to sell the components and metal is higher than the value to sell the gun.
7. I started using the composters bins with the small fishs corpses since they produce the same amount. Since a 4meat fish corpse produced the same amount as a buffalo corpse. It would be cool though for them to produce a proportional amount to meat
Quote2. I meant the difficulty to get the techs and to build the oil buildings compared to just the mine to get coal. You get a lot of coal with the mine extractor that can go straight to the powerplant while the fuel needs refining and drilling.
You need to build the drilling and refinery anyway because you need the other products to made plastic,rubber ....
But after a while you got enough of them, so you can let the refinery just made fuel, which you could sell well too.
How do you make reinforced concrete?
In the electrical stonecutter, "machining" tab.
Thanks!
Wasn't there a way to look up particular items to find out what you needed to research them?
I cannot find anything I need (batteries), it's ridiculous.
Sorry the reseach tree don't got a search function (yet).
But at the research tree you maybe notice the icon's at the researches, you will find the battery too, but they look different then vanilia ones.
You are the 3. who ask about batteries now at the last month, i think it was electronic basic/micro.
Quote from: Canute on May 14, 2017, 01:10:29 AM
Sorry the reseach tree don't got a search function (yet).
But at the research tree you maybe notice the icon's at the researches, you will find the battery too, but they look different then vanilia ones.
You are the 3. who ask about batteries now at the last month, i think it was electronic basic/micro.
I saw Sky had put up a YouTube video showing the help system back in action. Most likely still running into some issues I guess. :(
Quote from: BlackSmokeDMax on May 14, 2017, 03:51:12 AM
Quote from: Canute on May 14, 2017, 01:10:29 AM
Sorry the reseach tree don't got a search function (yet).
But at the research tree you maybe notice the icon's at the researches, you will find the battery too, but they look different then vanilia ones.
You are the 3. who ask about batteries now at the last month, i think it was electronic basic/micro.
I saw Sky had put up a YouTube video showing the help system back in action. Most likely still running into some issues I guess. :(
tbh I'm kinda glad, I thought I was just inept at finding it as I hadn't played Rimworld in ages lol
Could be a small fix to write batteries into the description of advanced electronics or something.
Are i'm blind or can i be sad that both the fence and the palisade are gone? :'( No early game light defense structure and plantation-defense anymore?
Quote from: Kitsune on May 14, 2017, 06:36:33 AM
Are i'm blind or can i be sad that both the fence and the palisade are gone? :'( No early game light defense structure and plantation-defense anymore?
due to changes in wall code pallisades became useless.
Is there a changelog or something where i can read changes? Or is github the only place for information because i tried to read the changes there but i cant really get it because the only info's i see there are mostly the changes in the code, if there is no other way it's ok. :D The work on the mod pack is already lots of work and to document the changes are not a priority in time managment.
Hi, is this a bug whereby raids/visits never happen?
(http://i1049.photobucket.com/albums/s391/ZulMendez/Raid_zpscaemtp5i.png) (http://s1049.photobucket.com/user/ZulMendez/media/Raid_zpscaemtp5i.png.html)
Quote from: MrSpecialSnowflake on May 15, 2017, 09:56:14 AM
Hi, is this a bug whereby raids/visits never happen?
(http://i1049.photobucket.com/albums/s391/ZulMendez/Raid_zpscaemtp5i.png) (http://s1049.photobucket.com/user/ZulMendez/media/Raid_zpscaemtp5i.png.html)
not a bug. its justt a message saying it cant find a raid for your wealth level. visits are rng. u can somtimes gge a few a year to going years without one.
Got a mechanoid terraformer 95 days in... any tips on destroying it? all ways found them to be way too OP
The only unwanted Mechanoid attack are from the investigate mission at first when a "small" Mech raid land next to it.
After that you should build a tent with bed and toilet/wash and let your main researcher research one of the 2 ways.
When you (or something else) don't damage the terraformer, no big mech raid spawn and you can disassemble/extract the terraformer.
Don't forget to deconstruct the pylons before.
How can you build a smooth wall in last update of the mod?
Quote from: Canute on May 17, 2017, 03:30:16 AM
The only unwanted Mechanoid attack are from the investigate mission at first when a "small" Mech raid land next to it.
After that you should build a tent with bed and toilet/wash and let your main researcher research one of the 2 ways.
When you (or something else) don't damage the terraformer, no big mech raid spawn and you can disassemble/extract the terraformer.
Don't forget to deconstruct the pylons before.
ahhh, thank you!
With a fresh install of alpha 16 or 17, hardcore sk is no longer working for me - tons of errors at startup and it won't generate map :(
Quote from: sidfu on May 15, 2017, 04:59:38 PM
Quote from: MrSpecialSnowflake on May 15, 2017, 09:56:14 AM
Hi, is this a bug whereby raids/visits never happen?
(http://i1049.photobucket.com/albums/s391/ZulMendez/Raid_zpscaemtp5i.png) (http://s1049.photobucket.com/user/ZulMendez/media/Raid_zpscaemtp5i.png.html)
not a bug. its justt a message saying it cant find a raid for your wealth level. visits are rng. u can somtimes gge a few a year to going years without one.
Hey dude, I didn't quite understand what you meant.
How often are raids? ive spent ages waiting for them so i got curious and messed with dev tools. i Manually exucuted a raid and it still didn't work. any insight would be appreicated.
@mephis errors at startup mean either not insstalled right or u have a a17 mod. pack is still a16
@iztrabiid see in the message points it says that means there no pawns that can be spawned with the points based on your wealth. if u want more raids try the custom story tellers. they are more designed with the the mod packs values
It seems like something is bugged with the "common cold" - the description states that I should put people to bed in hospital, but they won't go there and I can't force them to the hospital bed.
Also the common cold causes sick people to vomit all the time... Why?
As it is, common cold is untreatable, it's unclear what you should have your colonists do and it slows them down something awful for like 2 weeks before it mysteriously disappears again. Meanwhile add the vomiting into the slow moving and you have colonists who're also getting interrupted constantly.
Working as intended?
Thanks for a great modpack!
Quote from: Brasidas on May 19, 2017, 07:44:01 AM
It seems like something is bugged with the "common cold" - the description states that I should put people to bed in hospital, but they won't go there and I can't force them to the hospital bed.
Also the common cold causes sick people to vomit all the time... Why?
As it is, common cold is untreatable, it's unclear what you should have your colonists do and it slows them down something awful for like 2 weeks before it mysteriously disappears again. Meanwhile add the vomiting into the slow moving and you have colonists who're also getting interrupted constantly.
Working as intended?
Thanks for a great modpack!
ill check it. common cold should hurt them but not to bad. and it goes away over time. it shouldnt last 2 weeks throu.
update.
ok changed the sick time to 2-5 days for cold and puke to twice a day
use this file till its updated on github put in RimWorld\Mods\Core_SK\Defs\HediffDefs
Is it at all possible for us to add other minor mods to our game (while using this pack) without messing something up? I tried several times to add another race mod to my game, only to have my colonists be struck by the "wandering" bug, where they just permanently wander around the map despite there being a quadrillion tasks to do, even in new games.
At this point I'm wondering if this is intended or if I'm doing something wrong, load order-wise.
I have a little question i alway's make a building like a tavern for guests to sleep and as workplace for my cook's and a nice place to eat. I'm early in the colony building so only pot's to store food for a bit longer freshness. ;D The thing what confuses me is i have a pot in the first room with roasted meat and in my storeroom jerky, the thing is my colonists are ignoring the roasted meat and take the walk thats double the lenght to the jerky. ???
The roasted meat even have more nutrition but they only eat them if i have no jerky and i think i dont have to say what spoils first. ;)
So is that a bug, intended and if, what can i do other than manualy evertime to forbid the jerky?(whole lot of micromanagment)
hello i need help about a dumb thing but ....
how the fuck do the alcohol crate work i can't figure out how to open them please help
crates u need to research the beer making before u can open them.
kitsune its base game behavor. they normaly go for food that fills them closes to 100 without going over or someething that has joy on it first before normal foods.
Thank you sidfu, then i have to think about a solution about this. ;D Sad that we cant say "eat that or that befor that". :-\
@ankhtar yep u ccan add alot of mods to it. if u wonder if a mod works with the pack or is partialy included your welcome to jump on discord and ask.
Quote from: Kitsune on May 23, 2017, 11:14:06 AM
Thank you sidfu, then i have to think about a solution about this. ;D Sad that we cant say "eat that or that befor that". :-\
Actually, you can to some extent. There's a mod named "WM Smarter food selection". It was intended for vanilla game, but kinda works with this modpack too. I've used it to get rid of that annoying "eat raw food, ignore meals" problem, but with some xml tinkering you can set up your own rules (including meals preferences etc)
When I try to buy animals from a faction as a caravan my whole GUI disappears and when I zoom out on the world map my GUI also disappears.
While zoomed out i get this error
Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[System.String,UnityEngine.Texture2D].TryGetValue (System.String key, UnityEngine.Texture2D& value) [0x00000] in <filename unknown>:0
at Verse.ModContentHolder`1[UnityEngine.Texture2D].Get (System.String path) [0x00000] in <filename unknown>:0
at Verse.ContentFinder`1[UnityEngine.Texture2D].Get (System.String itemPath, Boolean reportFailure) [0x00000] in <filename unknown>:0
at Verse.MaterialPool.MatFrom (System.String texPath, UnityEngine.Shader shader, Color color) [0x00000] in <filename unknown>:0
at RimWorld.Planet.FactionBase.get_Material () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldLayer_WorldObjects.Regenerate () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldLayer.Render () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldRenderer.DrawWorldLayers () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
at Verse.Game.Update () [0x00000] in <filename unknown>:0
at Verse.Root_Play.Update () [0x00000] in <filename unknown>:0
For the steam version, is there any way to revert back to the previous version?
Quote from: RobBrown4PM on May 28, 2017, 10:54:03 AM
For the steam version, is there any way to revert back to the previous version?
Select rimworld in steam, right click go to properties then select betas then select alpha 16.
[attachment deleted by admin due to age]
After following the install instructions on the original post and using the latest version from github and alpha 16 I booted up the game and got these errors: https://gist.github.com/HugsLibRecordKeeper/a4e6712cd833cdb8702bae692d9949cd
When I went ahead and tried to start a game anyways the map generated and my colonists dropped but the ui was rather broken:
http://steamcommunity.com/sharedfiles/filedetails/?id=935024581
http://steamcommunity.com/sharedfiles/filedetails/?id=935024533
http://steamcommunity.com/sharedfiles/filedetails/?id=935024481
http://steamcommunity.com/sharedfiles/filedetails/?id=935024423
Any way to fix this?
EDIT: Fixed by putting hospitality and fluffy breakdowns at the bottom of the load order.
Quote from: Zakhad on May 28, 2017, 01:00:00 PM
Quote from: RobBrown4PM on May 28, 2017, 10:54:03 AM
For the steam version, is there any way to revert back to the previous version?
Select rimworld in steam, right click go to properties then select betas then select alpha 16.
Mucho Gracias, sir.
2 quick questions.
1 - where's the multi-analyzer in the research ?
2 - where can I make cigarello's etc.. ? It says in the crafting spot (in the description), but I cannot find that anywhere either.
Any help appreciated.
Nobody?
Quote from: thefinn on May 30, 2017, 02:19:08 AM
2 quick questions.
1 - where's the multi-analyzer in the research ?
2 - where can I make cigarello's etc.. ? It says in the crafting spot (in the description), but I cannot find that anywhere either.
Any help appreciated.
1. Ergonomics III
2. Craftsman Table (in production menu - called Weapons Crafts (separate lines) and is available from start of game)
Are you playing a current version of the mod? If so, the help system is back in, just click Help (4 or 5 from right in bottom menu), then type in what you are looking for. It is awesome! So glad it is back in the game!
Quote from: BlackSmokeDMax on May 30, 2017, 02:14:34 PM
Quote from: thefinn on May 30, 2017, 02:19:08 AM
2 quick questions.
1 - where's the multi-analyzer in the research ?
2 - where can I make cigarello's etc.. ? It says in the crafting spot (in the description), but I cannot find that anywhere either.
Any help appreciated.
1. Ergonomics III
2. Craftsman Table
Are you playing a current version of the mod? If so, the help system is back in, just click Help (4 or 5 from right in bottom menu), then type in what you are looking for. It is awesome! So glad it is back in the game!
Oh thank god. I wasn't on latest version, but u better believe I'm downloading it now.
Thanks for the answer too!
Quote from: thefinn on May 30, 2017, 02:15:31 PM
Quote from: BlackSmokeDMax on May 30, 2017, 02:14:34 PM
Quote from: thefinn on May 30, 2017, 02:19:08 AM
2 quick questions.
1 - where's the multi-analyzer in the research ?
2 - where can I make cigarello's etc.. ? It says in the crafting spot (in the description), but I cannot find that anywhere either.
Any help appreciated.
1. Ergonomics III
2. Craftsman Table
Are you playing a current version of the mod? If so, the help system is back in, just click Help (4 or 5 from right in bottom menu), then type in what you are looking for. It is awesome! So glad it is back in the game!
Oh thank god. I wasn't on latest version, but u better believe I'm downloading it now.
Thanks for the answer too!
Welcome and be careful it might mess up your save, think the last couple updates have been a bit brutal on older saves, so take precautions! (archive that save!)
By the way, the other way to find those things (when Help menu is not available) is to search the file structure via windows explorer with a program like AstroGrep, then when you find references, open the actual file in something like Notepad++ and see the fine details.
Going to chime in with an obvious question, any news or ETA on A17 version?
Hi, thanks for this great mod and much appreciate the effort you put into this. I've been playing it nonstop for like 3 months and still eager to start new colonies.
I'd like to ask and possibly if you'd let me, make a criticism about an ingame tech called geology which opens the way to building mines for extracting ores and other stuff. I've started like maybe 30 or more games and had great fun until the time that tech is finished. With that invention I quickly build tin ore mines and set them to mine for coal or iron. I turn them to components and later to mechanisms . And the great game I've had so fun playing, counting every bullet not to waste becomes boring soon. I keep them mining for coal and iron and quickly go to the other overpowered tech orbital networks. Then I make two subspace burst transponders and buy stein alloy, carrots, eggplants in huge numbers by selling the mechanisms. Meanwhile I keep making more mechanisms and sell them via the subspace transponders to let me fill the treasure of the colony. Probably you won't agree but the challange of the mod is gone then. There is no need for growing or searching for mineral veins in the mountains, because there is already the mines who can do the job for you. There is no need for research to agriculture techs or the enhanced scanner for spotting ores techs. For my games I usually play on temperate terrains, mountains and make a colony near deposits of minerals. That may be my problem only though I'd gladly enjoy the late game if I had to search for veins of ilmenite (and be happy if I ever find that vein) instead of building an advanced mine and let it mine a huge amount of ilmenite at the cost of power consumption. The other thing about the geology tech is that, it renders the renewable power tech tree obsolete. The reason is with coal you mine you can simply build coal power plants which can produce an extreme amount of power.
-Geology tech overpowered.
-Orbital networks overpowered.(just build 2 subspace and you won't ever need to grow any food, or try to produce stein alloy cause they sell like 500 stein alloys)
Those are my thoughts on the games I played. I'd like the idea of not having the means to have access to infinite materials but instead I'd take the challenge to even abandon the colony and settle to another or wait for caravans to trade or wait for raids to scavenge their items. Yet again this is possibly the greatest mod in Rimworld for me and really thanks for it.
I can't speak for the Devs, but i think the infinite resources are a wanted feature, since the dangers of these events are much higher.
The geology veins are mosttimes never there where you want them, so they are mosttimes a bit outside and unprotected.
When you got 3 times the year a razor rain you wished you would settle into a mountain and don't need to rebuild nearly anything which is very resource intensive.
Mines are essential to survive past the early game. As mentioned before, razor rain, or infestation repairs cost a lot of resources and you can get those really early.
Also, late-game things cost a lot of resources (the sheer amount of sand you need for a microprocessor chip). You literally would run out of rocks, even if you start on a mountain. In my recent non-mountain games, the resource shortage can bite quite early on. If you don't have mines, you are literally done for.
Speaking of mines: pit mines seem to produce "rubble" as a from failed mining attempts. But unlike the resource named "rubble", the pit mine produces just a form of "dirt" named "rubble" which just makes colonist unhappy, and feels like a lot of wasted workhours from the colonist. It would be nice if the mine produced the resource "rubble" from fails instead.
Regarding future development: have you looked at integrating the "Increased Forest Density" mod into the pack? It really does make forests feel like forests teeming with dangerous animals.
I cant figure out how to heat anything. Sometimes a Simple campfire or heating stove causes a room to easily reach above 80-100F but putting it in a nearby room with a vent never seems to give enough heat. I had better luck using radiates but the multi fuel stove had a bug I think where it made heat even with no fuel in them.
I dont know if Im doing something wrong but I also dont have any other mods affecting heat. Definitely a bigger problem with tiny jail cells. I never had this problem in vanilla.
P.S. Great mod/modpack I basically cant play rimworld without hardcore sk.
At early stage of my colony i used power generators with coal/peat to heat my big main room. Vents to get the heat to neightboors rooms and outside if needed.
Later electric heater and smart vents to control the temp. automatical.
After that i setup a power generator room, and transport the heat with ducts to the rooms.
But thats was on a very cold biome. On other biomes i just would use elect. heater because of the temp. control and let the power generators outside.
Back there was an option to construct something with hi-skilled guy. Can someone tell me where or if that option still do exist?
EDIT and why don't D:
Quote from: Krajca on June 02, 2017, 04:22:45 PM
Back there was an option to construct something with hi-skilled guy. Can someone tell me where or if that option still do exist?
EDIT and why don't D:
Sounds like you are looking for Quality Builder, I add that mod to this modpack with no problems.
I seem to get this strange rubber banding effect with my colonists after an hour er so of play
was having the same issues in A16, seemed possibly something to do with their mood modifiers (that list would flicker between the full list and maybe 1-3 modifiers) whenever they got close to other colonists or something that affected mood.
Got to the point where every game i played ended when the game just wasnt able to load the save anymore and just crashed.
Hoping A17 takes some of those problems away as they did do some memory improvements, we'll see
I don't envy the guys behind this mod project. With the massive list of mods, and these new base game versions, it seems like they're going to have to take the whole thing apart and rewrite it all, at some point. That's going to be a lot of work and messing about. This being modular is all well and good but it would probably work smoother if it were rewritten and packaged together.
They're doing a brilliant job so much that I can't even play Rimworld without Hardcore SK anymore. It's just too essential. Looking forward to the A17 update.
I'm not getting any visitors to my colony or any trade caravans and have had zero raids. It's almost the beginning of winter and nobody has shown up. I've had 2 events where a person wanted to join but other than that nothing. I've had one manhunter attack, it was a single terramorph. I didn't have any silver or steel to start and only have about 290 silver that one of the colonists donated so maybe that's part of it. Any ideas on a fix?
It has nothing to do how many wealth your colony got. I allways remove any silver from my start to add some extra wood (when on ice) or some weapon with EdB PC.
It is just bad luck combined with too far away from nearby outposts maybe.
A fix, research the com. console, mine some silver then call Trade caravans (600 silver).
I got my first raid on the 6th of winter. 3 tribal raiders. Seems things are working afterall and I just needed more wealth for the raids at least. Still strange that I don't get any visitors or trade caravans. I will have to try building a com relay for trade.
Hey Guys hello.
Does anyone know if the steam generator no long accepts Peat as fuel? The strangest thing happened, I started a game a few days ago, and the generetor would accept peat. Now, it wont accept it. Is there a way to change this in config files? Thanks
I also would like to know how to disable the swarm event. Is it possible?
Quote from: gustavoghe on June 05, 2017, 07:54:59 PM
Hey Guys hello.
Does anyone know if the steam generator no long accepts Peat as fuel? The strangest thing happened, I started a game a few days ago, and the generetor would accept peat. Now, it wont accept it. Is there a way to change this in config files? Thanks
I also would like to know how to disable the swarm event. Is it possible?
Coal generator works on coal or peat.
Yes u can disable. Just find xml: Mods\Core_SK\Defs\IncidentDefs\Incidents_SK_Events.xml
and find <defName>Swarm</defName>, then set <baseChance>0</baseChance>
Quote from: Dama on June 04, 2017, 02:00:52 PM
I got my first raid on the 6th of winter. 3 tribal raiders. Seems things are working afterall and I just needed more wealth for the raids at least. Still strange that I don't get any visitors or trade caravans. I will have to try building a com relay for trade.
We are already working on A17, Event generation, trader caravans and their chance reworked.
Have you guys considered adding the Recon and Discovery Mod to hardcore SK? I'm playing with it and it adds a lot more reasons to travel on the world map.
Hi guys. Do you know if AdogSaid is working with all the animals?
Just noticed something odd - is the Glassworks table suppose to constantly generate heat even when not in use or do I have a bug somewhere?
That room alone sits at about 45deg.
If I manually switch it off, heat drops to normal.
Switch it on, back up to 45. It also has the orange glow around it like someone's working at it.
Added:
Yep I think it's a bug (unless it was deliberate for some reason?)
It's the same code that makes things that are fueled generate heat when they are running..
Except this isn't fueled and is always running so makes the room it's in sit at 45deg permanently.
Same applies to the Candy Table.
I removed those bits of code from this file to fix it locally: Core_SK\Defs\ThingDefs_Buildings\buildings.xml
So for whatever reason, I can't produce anything at the ammo crafting table other than sulfur, gunpowder, napalm, and depleted uranium cores. Anybody have any ideas?
Quote from: msloger on June 11, 2017, 01:57:50 PM
So for whatever reason, I can't produce anything at the ammo crafting table other than sulfur, gunpowder, napalm, and depleted uranium cores. Anybody have any ideas?
Got research to produce whatever you want to produce?
or
Try reinstall mod.
Request:
It's rather inconvenient to have so much clothing without info about layer/s they use so I will be most grateful for adding it.
EDIT
Bug Report:
When Surgery goes bad and colonist should get damage, it can be blocked by power armor energy shield.
Something similar with hand shield - my colonist was ablaze and he parry fire dmg with shield.
It seems I can no longer form any caravan.
As soon as they leave the map, the UI vanishes and I can't do anything or click anything.
This sound familiar at all?
It may well be that some of the handful of Steam mods I added got updated to a17 and turned red, so I removed them.
e.g. Quality Builder was the last one. Maybe I'll try re-adding it regardless, I really missed that mad anyway.
Added:
Aah good, nothing to do with mods..
More to do with a cargo Muffalo - when you load one up in a caravan, the UI vanishes when they leave the map.
Works fine without the Muffalo.
Ahoy!
I seem to be unable to shoot through embrasures at close enemies or even at certain angles. Is that intentional or I am missing some vital embrasure mechanic?
1 quick question I thought of - shouldn't beauty reduction of things like leathers logically 'go away' when it's stored in a chest? Rather than simply adding it all up?
Or is that a limitation of the game?
Quote from: CreepyD on June 12, 2017, 12:44:40 PM
It seems I can no longer form any caravan.
As soon as they leave the map, the UI vanishes and I can't do anything or click anything.
This sound familiar at all?
It may well be that some of the handful of Steam mods I added got updated to a17 and turned red, so I removed them.
e.g. Quality Builder was the last one. Maybe I'll try re-adding it regardless, I really missed that mad anyway.
Added:
Aah good, nothing to do with mods..
More to do with a cargo Muffalo - when you load one up in a caravan, the UI vanishes when they leave the map.
Works fine without the Muffalo.
Colonist Bar makes the UI disappear anytime you form a caravan. Try removing the mod from the approved mod list and restart the world. You will see that you can form caravans without the UI disappearing. I believe the reason the colonist bar causes the issue is due to the other races in the game (Asari, Nova, Terminator, etc).
Quote from: Dragnov on June 12, 2017, 01:37:16 PM
Ahoy!
I seem to be unable to shoot through embrasures at close enemies or even at certain angles. Is that intentional or I am missing some vital embrasure mechanic?
This is an intended feature. Basically it is the target being covered too much by the defensible object (in this particular case the embrasure. When that happens the game is calculating your to hit accuracy and if it is at 0% ability to hit, the game won't let you even shoot. You can see this happen in other areas such as a small animal moving behind chunks or even trees sometimes.
relatively new rim world player here with some quick questions :D. from what i see on the modpack list, this doesnt contain the sweet robots mod :( any chance it will be added for A17? is it even compatible? sry if im asking basic stuff. anyways i watche some LP's of this mod and it seems great!
Quote from: acreator on June 14, 2017, 05:56:40 AM
relatively new rim world player here with some quick questions :D. from what i see on the modpack list, this doesnt contain the sweet robots mod :( any chance it will be added for A17? is it even compatible? sry if im asking basic stuff. anyways i watche some LP's of this mod and it seems great!
This mod pack used to contain MAI (for A16 or A15 and earlier). It was either removed or just not reintegrated in recent versions. It does contain hauler bots along with cleaning bots though. No idea if they have plans to eventually add MAI back in though.
Hey, I unlocked agriculture research and it says it unlocks fences but I can't find fences anywhere in the build menu. Anyone know what's going on with that?
The problem are, descriptions arn't 100% accurate anymore, special the non russian ones.
So far i remember they removed fences.
Quote from: Canute on June 14, 2017, 11:13:36 AM
The problem are, descriptions arn't 100% accurate anymore, special the non russian ones.
So far i remember they removed fences.
Ok thank you. So, do you guys just put walls around the crops without a roof?
I think so, only a normal wall without roof. I know its uglyier(at least my opinion :D) then the fence but it works i think. ^-^
Is light around roofs ever going to be fixed? Kind of awkward to have a patio or roofed walkway outside be completely dark, even though there's no walls. One tile 100% light, next tile 0% cause roof, don't make no sense. Light levels should be similar to what any other light source does, and fade out.
Quote from: twisted067 on June 14, 2017, 04:03:54 PM
Is light around roofs ever going to be fixed? Kind of awkward to have a patio or roofed walkway outside be completely dark, even though there's no walls. One tile 100% light, next tile 0% cause roof, don't make no sense. Light levels should be similar to what any other light source does, and fade out.
thats a base game thing not a mod pack thing. bug tylian to have direction light souces
Hey Guys, me again with questions.
Where can I find the skill decay config file? Im really bugged about the decay rates, and personally I dont think that the way it is is improving my game play. I know there were some config files, but im having a hard time finding them. A little help please?
What raises the Growing skill?
I'm over a year in and my main plant dude started on 11 and is still on 11 despite having a high passion and maintaining a massive coconut farm and keeping it clear of weeds in the jungle - that's a few hours of work every day.
When I watch, his skill isn't raising when harvesting or cutting.
Added:
I see I have narrowed down the problem.
When harvesting or cutting in a growing area automatically because those plants are 'in the way', growing skill doesn't go up at all.
Other automatic harvesting when I've labelled something to go, skill works fine.
Quote from: CreepyD on June 16, 2017, 11:52:27 AM
What raises the Growing skill?
I'm over a year in and my main plant dude started on 11 and is still on 11 despite having a high passion and maintaining a massive coconut farm and keeping it clear of weeds in the jungle - that's a few hours of work every day.
When I watch, his skill isn't raising when harvesting or cutting.
Yeah something is terribly wrong with the skill degradation.
Quote from: thefinn on June 16, 2017, 12:37:36 PM
Quote from: CreepyD on June 16, 2017, 11:52:27 AM
What raises the Growing skill?
I'm over a year in and my main plant dude started on 11 and is still on 11 despite having a high passion and maintaining a massive coconut farm and keeping it clear of weeds in the jungle - that's a few hours of work every day.
When I watch, his skill isn't raising when harvesting or cutting.
Yeah something is terribly wrong with the skill degradation.
skill decay is fine. far as i know only planting and harvesting give the growing skill. he issue is that it dont give much skill. its like that for any skill. for example a noon passion crafter will need to craft stone blocks like 100 times to go from 2 to 3. that should give u a idea on how long it takes to level skills.
if u wantt to keep your skill high and not degrading make sure to not have all your guys doing everything specalize them some. give them 1 main job to do then 2 side jobs when main job is finish
Quote from: sidfu on June 16, 2017, 12:54:35 PM
Quote from: thefinn on June 16, 2017, 12:37:36 PM
Quote from: CreepyD on June 16, 2017, 11:52:27 AM
What raises the Growing skill?
I'm over a year in and my main plant dude started on 11 and is still on 11 despite having a high passion and maintaining a massive coconut farm and keeping it clear of weeds in the jungle - that's a few hours of work every day.
When I watch, his skill isn't raising when harvesting or cutting.
Yeah something is terribly wrong with the skill degradation.
skill decay is fine. far as i know only planting and harvesting give the growing skill. he issue is that it dont give much skill. its like that for any skill. for example a noon passion crafter will need to craft stone blocks like 100 times to go from 2 to 3. that should give u a idea on how long it takes to level skills.
if u wantt to keep your skill high and not degrading make sure to not have all your guys doing everything specalize them some. give them 1 main job to do then 2 side jobs when main job is finish
If think there is a bug. At the moment you get XP for planting but not for harvesting. The orders "Harvest" and "Chop wood" dont give XP, the order "Cut plants" give you XP, but only for harvestable plants like grass or grown Trees. The behavior is a little strange.
So the best way for getting XP in Growing is at the moment to "Cut plants" on grown Trees and grown grass.
Thanks guys,
I guess, Im still missing the original question. Where can we find the configs for skill degradation. I know there is a couple of mods out there. I installed Mad Skills, to get a better gameplay, but it doesnt seem to work. I really wish for a low degradation.
Quote from: gustavoghe on June 16, 2017, 05:28:42 PM
Thanks guys,
I guess, Im still missing the original question. Where can we find the configs for skill degradation. I know there is a couple of mods out there. I installed Mad Skills, to get a better gameplay, but it doesnt seem to work. I really wish for a low degradation.
Likewise, not aware of a file for the degradation though.
a17 version is out on github. on main of the github page hit the download/clone to get. forum here will be updated soon
Wow, that was pretty quick. Well done to all the team members.
Quote from: BlackSmokeDMax on June 17, 2017, 08:23:27 AM
Wow, that was pretty quick. Well done to all the team members.
well there a few addon mods that havent been updateed yet like redist heat and a few of fluffys mods but its still playable without them.
Did the updater works without problem ? Or is still in testing ?
Quote from: sidfu on June 17, 2017, 09:19:00 AM
Quote from: BlackSmokeDMax on June 17, 2017, 08:23:27 AM
Wow, that was pretty quick. Well done to all the team members.
well there a few addon mods that havent been updateed yet like redist heat and a few of fluffys mods but its still playable without them.
Understood. I wasn't expecting a completed pack, just like that a playable version is out this quickly!
Quote from: x3nit on June 17, 2017, 09:32:43 AM
Did the updater works without problem ? Or is still in testing ?
not sure i didnt use i always manualy install as i wind up haveing to reinstall parts of mod pack alot since i do alot of xml modfications for the pacl.
your welcome to try the installer/updater as any feedback on it is welcome
Hello everybody
Is it normal to get 2 terminators in one colony ?
[attachment deleted by admin due to age]
Hey Guys,
I would like to let you know that, there seems to be a problem with storage. Take pallets for example. Whe you first build it, and set it for one kind of alloy, it will take more than 600 (Which is the cap for a normal floor storage cell). But the minute you aloow for two types of alloy, that single pallet cell that used to take more than 600 wont doit anymore. I believe this is a bug. Can any one please confirm it.
I also, still would like to hear from devs if its possibel to reconfig decaying skill values. Sorry to insist.
I find a bug , UI will freeze when abandon colony...
Quote from: gustavoghe on June 17, 2017, 10:41:37 PM
Hey Guys,
I would like to let you know that, there seems to be a problem with storage. Take pallets for example. Whe you first build it, and set it for one kind of alloy, it will take more than 600 (Which is the cap for a normal floor storage cell). But the minute you aloow for two types of alloy, that single pallet cell that used to take more than 600 wont doit anymore. I believe this is a bug. Can any one please confirm it.
I also, still would like to hear from devs if its possibel to reconfig decaying skill values. Sorry to insist.
not bug. pallets and such are meanat to hold 300 and 75 of 2 mats or a ton of 1. remember pallets and such are there for people who like visual storage where they can see their items. the barrels and chests are for those who like stroage that hids items.
@blackmonsterx we need more info than that. open dev and post the error that happenss
No clue what i should do when its summer. My people complain its to hot but i kinda start with NOTHING so i cant give em anything xDD
I really bad english , I don't know how to explain. please watch on my pictures.
http://imgur.com/gallery/kj9bg
for now I found 2 bug... no addition mod. all Detail below Pictures
Extra : Simple sidearm mod is good , it can mix with Combat Realism , I love auto swap to melee weapon when melee fight.
Yeah i just wanted report UI bug too, after set "until you have" in stonecutting tab, ui takes black color like a shadow :)
Quote from: BlackMonSterX on June 18, 2017, 01:48:49 AM
I really bad english , I don't know how to explain. please watch on my pictures.
http://imgur.com/gallery/kj9bg
for now I found 2 bug... no addition mod. all Detail below Pictures
Extra : Simple sidearm mod is good , it can mix with Combat Realism , I love auto swap to melee weapon when melee fight.
Enable develop mode at the option. This enable little new icons on top of your screen.
With the top left icon you can open the Debug log window, on this window top left you find "share logs".
Use this to upload a log and post this link here, when the freezing UI bug appear.
here : https://gist.github.com/16148e82eaaa4a3e4c9ec121d9f545a2
Quote from: BlackMonSterX on June 18, 2017, 07:21:19 AM
here : https://gist.github.com/16148e82eaaa4a3e4c9ec121d9f545a2
its a colonist bar error. right click on the colony bar and disable the psi settings should fix it
Quote from: sidfu on June 18, 2017, 08:01:06 AM
Quote from: BlackMonSterX on June 18, 2017, 07:21:19 AM
here : https://gist.github.com/16148e82eaaa4a3e4c9ec121d9f545a2
its a colonist bar error. right click on the colony bar and disable the psi settings should fix it
I disable all Colony bar but still not work.
https://gist.github.com/HugsLibRecordKeeper/89f55f67cae1290c416086272df06812
for now I must disable colony bar Mod.
Quote from: sidfu on June 18, 2017, 12:34:46 AM
Quote from: gustavoghe on June 17, 2017, 10:41:37 PM
Hey Guys,
I would like to let you know that, there seems to be a problem with storage. Take pallets for example. Whe you first build it, and set it for one kind of alloy, it will take more than 600 (Which is the cap for a normal floor storage cell). But the minute you aloow for two types of alloy, that single pallet cell that used to take more than 600 wont doit anymore. I believe this is a bug. Can any one please confirm it.
I also, still would like to hear from devs if its possibel to reconfig decaying skill values. Sorry to insist.
not bug. pallets and such are meanat to hold 300 and 75 of 2 mats or a ton of 1. remember pallets and such are there for people who like visual storage where they can see their items. the barrels and chests are for those who like stroage that hids items.
Hello Sidfu, thanks for replying. Im not sure I understood it well. In the description of the pallet, it states that it will allow to storage items much denser that the floor would. I imply from that description, that it should be an upgrade from storing on floor. And it really is, when you allow for one type of material, the first cell of the pallet will hold 1000 of it, and the second will hold 600 (Total = 1600, ehich in turn is 400 more materials than if you used a double cell simple stockpile). The problem arises when you allow for two types of material. I ran some tests, and the results are frustrating. Example: If I allow 2 types of materials and start filling it first with steel, i can get the first cell to go up to 1000, and the i can fill the second cell with copper up to 600. But if i start to fill it in a radom order, the minute there is two types of material in one pallet, the first cell stops accepting anything over 600. It is weird, becouse I can have like 715 in the first cell, and 1 copper in the second cell, and then the first cell wont accept steel anymore.
Well it is some weierd mechanics. I would expect to have some kind of storage upgrade to do some micromanaging of the colony, unfortunatlly i just have to adapt to it until some better options come along.
On the decaying topic. Its really frustrating to get a guy from 15th level to 16th. I have a pawn managinf huge acres of land by himself, and it just doesnt cut it. The extreme decay keeps getting that pawn to the bottom of the 15th level. It would be more, but i guess the mad skillz mod, is keeping it from happening. So, I dont want to ask for rebalance on this, I just wanted the option to mess with it. But i guess there is no config file for that right?
Edit: I came to a solution for the decaying skills. I reinstalled the mod Mad Skills (https://ludeon.com/forums/index.php?topic=11148.0), instead of the tiered version (The one I was using previously), I installed the stop decay altoghether. Not optimal, becouse I believe ther should be dacaying, but for know it suits me. I can get that farmer colonist able to plant grapes..
gustavoghe,
1. Don't listen to the description 100%, they arn't accurate anymore special not the non russian ones. The Dev team change so fast, that noone even take the time to adjust them proper.
2. The pallets/skips are made for standard size stacks (75) not for oversize Hardcore stacks. And maybe you didn't notice how they work so far. They got 2 tiles, one is the input and the other is the storage.
When a pawn drop something at the input, it will add to the the storage if it is the same until the max. storage is reached.
Your pawn's will never drop stuff at the storage tile, allways just the input, or at last not over the regular stacksize limit.
Once you placed one, you should limit the resource to just one, or different resouce will block the input field.
Pallet/skip are only effectiv for small stacksize items. Stuff with 600 stacksize you should put into barrels/chests or use quantum stockpiles.
Hysteresis feature dont work at storage TAB, i mean "refill cells less than" (A17)
Canute, thanks for explaning that to me.
Im getting myself a different bug right now. When I form a Caravan, right after the guy leaves (Caravan was 1 colonist and 2 horses) all the UI in the game breaks. I still see my colony running for a while but cant click in anything.
Try to disable colonist_bar mod !
Many people got since A16 problems with this mod. But not all, thats why the Dev team keep that mod.
A17 already? You guys are working hard, for sure.
Congratz to you and the whole team 8)
Anyone ahve a idea why my guys are always running intro the butcher house to eat the meals in there ? I made a freaking dinner room with a stockpile for food. But they prefer to eat without a table on the fucking ground in a room full of blood and dead bodys.
Hi, started a new game. Now in A17. The first thing I noticed is that the walls dont have the nice textures from A16. Is that correct? Or did I do something wrong?
Thanks
Edit:
I also noticed that for now, colonists wont change equipment as needed. For example, if they equip a hammer, they wont exchange for a handaxe (Both are in the colonist inventory), when they are doing a cut plant job. It seems to me that, they dont have to equip the item to get the work bonuses anymore. But that is just a guess. If someone can confirm it please do.
Where can we get a concenient list of mods that are operating in the game? I think the initial post lists are outdated. There are so many mods, from previous versions, that I cant tell if they are still in the game.
Quote from: Lerin on June 18, 2017, 11:15:36 AM
Hysteresis feature dont work at storage TAB, i mean "refill cells less than" (A17)
Ye noticed so as well :(
Should wild fruit trees disappear after harvest?
plants will respawn on their own like animals. the map will always try to keep a certain ammount of plants.
I've experienced some decent lag problems when I reach something around 10 colonists and start having a decent ammount of machines working. Any ideas on how to reduce that lag?. In Vanilla i have the same problems on 15 colonists and with no storage systems, what for what I've noticed reduces the lag
thanks
There isn't much you can do.
This modpack got alot things to calculate, like the extra maintance (FluffyBreakdowns) or the quantum stockpiles.
You can try to disable FluffyBreakdowns at the modlist and check if that helps.
Quote from: Lonfield on June 19, 2017, 03:19:40 AM
I've experienced some decent lag problems when I reach something around 10 colonists and start having a decent ammount of machines working. Any ideas on how to reduce that lag?. In Vanilla i have the same problems on 15 colonists and with no storage systems, what for what I've noticed reduces the lag
thanks
u can disable some mods next game like calute said or u can more specalize your people. the most common issue of lag later game with alot of pawns is people haveing their pawns able to do everything. that means every job gets checked constantly.
have 1 main job for them to do then a sub job for when the main job is finish or say waiting on more mats like a crafter then 1 last just in case job like hauling and cleaning so they dont be idle.
u can also save some fps by only having say a few be switch flippers( preferably ones that dont go far from base) and have everyones firefighting disabled till u acutaly need to fight fires
Hey, so, forgive me for being a noob, but I've not used this pack before. Does it include everything in the "mods list" section (including those from previous releases) or is it just currently consisting of the two mods included in the A17 update section?
Is there any way to disable the Animal Hunting "event"? It happens waay too frequently early game, 3-4 times a day, and I like to start off with nothing, so I usually just get wiped within a day or two. Any help is much appreciated!
Multi fuel stove from dubs hygiene, dont have this nice "Fuel Filter" any chance to add it ? :)
Quote from: LittleMikey on June 19, 2017, 09:04:53 AM
Hey, so, forgive me for being a noob, but I've not used this pack before. Does it include everything in the "mods list" section (including those from previous releases) or is it just currently consisting of the two mods included in the A17 update section?
sidfu (someone from the dev team) said the A17 release don't got all the mods/features from the A16 yet, but it should be playable.
Quote from: ZuperZam on June 19, 2017, 09:53:52 AM
Is there any way to disable the Animal Hunting "event"? It happens waay too frequently early game, 3-4 times a day, and I like to start off with nothing, so I usually just get wiped within a day or two. Any help is much appreciated!
Ha! I can help with that. Go to rimworld mods folder. Open skcore folder. Go to defs folder. Then find incidents folder. Open it up. There you will find configs for all incidents.
the main page lists all mods that have beenin the pack at one time or another.
the pack is perfecly playable right now.
animal hunting cant be disabled cause its not a event. preditors hunt for food now if u look at the prediotr hunting your pawn they are hungry and there no animals small enough they can kill around so they go after yur pawns and animals.
Can someone give me some advices please.. ?
Which Items should i wear ? there are so many, i made some but its really really hard to remember and know whats actually good. Leather Gloves are really good from what i´ve seen yet, shoes as well. But there are alot of different kinds - is there like some basic like Padded is light armored and so on or how do the names help me ?
And how do i get Turrets ? i researched the turrets and i made the workbenches but to make this turrets, i need the crate - where teh fack i get the crate ? x(
Thanks!
Quote from: Hargut on June 19, 2017, 12:09:04 PM
Can someone give me some advices please.. ?
Which Items should i wear ? there are so many, i made some but its really really hard to remember and know whats actually good. Leather Gloves are really good from what i´ve seen yet, shoes as well. But there are alot of different kinds - is there like some basic like Padded is light armored and so on or how do the names help me ?
And how do i get Turrets ? i researched the turrets and i made the workbenches but to make this turrets, i need the crate - where teh fack i get the crate ? x(
Thanks!
every item but for stone blocks in hcsk has stats. when u make say a leather hat from rodent leather its stats will be differnt from say a cowhide leather hat.
remember clothes normaly dont give a neg to work speed but armor always does.
you have to find out how u like to play. some people jusst like to make elaborate trap systems so their pawns never realy need to worry about armor. others like a solid row of armored pawns fighting.
the mod pack includes some lockers that can be claimed by a pawn and when a raid starts u can swap out gear instanly.
weapon crates need to be made or bought. use the help and search for the crates name and u see where its made.
Quote from: Hargut on June 19, 2017, 12:09:04 PM
Which Items should i wear ? there are so many, i made some but its really really hard to remember and know whats actually good. Leather Gloves are really good from what i´ve seen yet, shoes as well. But there are alot of different kinds - is there like some basic like Padded is light armored and so on or how do the names help me ?
Yeah it is very hard to compare all these things.
Like sidfu mention, armor stats vari with the material you made them.
But if you just want look at the special effect of armor/weapons. Use the develop mode, spawn a few armor/weapons, inspect them and use the destroy tool to destroy these items.
There is no overview or wiki that show all these kind of items or material stats.
QuoteAnd how do i get Turrets ? i researched the turrets and i made the workbenches but to make this turrets, i need the crate - where teh fack i get the crate ? x(
If you arn't sure use the colony manager.
Search for crate, and if you don't get an result you didn't build the nessesary workbench yet. But if i remember right at the A16 version the bench called like heavy weapon assembler.
Quote from: sidfu on June 19, 2017, 08:50:37 AM
Quote from: Lonfield on June 19, 2017, 03:19:40 AM
I've experienced some decent lag problems when I reach something around 10 colonists and start having a decent ammount of machines working. Any ideas on how to reduce that lag?. In Vanilla i have the same problems on 15 colonists and with no storage systems, what for what I've noticed reduces the lag
thanks
u can disable some mods next game like calute said or u can more specalize your people. the most common issue of lag later game with alot of pawns is people haveing their pawns able to do everything. that means every job gets checked constantly.
have 1 main job for them to do then a sub job for when the main job is finish or say waiting on more mats like a crafter then 1 last just in case job like hauling and cleaning so they dont be idle.
u can also save some fps by only having say a few be switch flippers( preferably ones that dont go far from base) and have everyones firefighting disabled till u acutaly need to fight fires
This is what I meant!!!, thanks!. I knew the reasons the game was lagging, but didn't think about giving them like exclusive jobs.
I've already disabled some minor mods to improve performance.
Thanks for the help
Edit: I've found another doubt. I think it may be related with the new version but my walls are not looking as cool as before, they have that vanilla look not the old school rusty one from the last time I played in a16. Have I messed something?
There is a extra folder in the mod rar. Its named "highres surfaces"
u have to put it intro Mods\Core_SK\Textures\Terrain\Surfaces
Im Sorry @Hargut,
But i dont think thats the problem. I just updated the modpack, and Im getting the same problem as @Lonfield. The walls are not getting the nice textures from A16. I checked the Texture Folder, and the sprites are there. Something is not loading them right in the A17 version.
I tested your proposal and it didnt work.
oh ye u right, i didnt play A16 so i didnt know they looked TAHT different xD
Iam not sure but i play the normal girl story teller on rough and its nothing happening pretty much. Iam 2 years intro the game and had like 7 raids and 2 poison shipz
the new wall texture are currently disabled at the artist request while he is on vacation u will have to wait for them but they will comeback
I am having a lot of problems
I used the EdB Prepare carefully to delete all original starter characters and added 4 of my own
Orassan, Human, Asari, Nova.
When i spawn in the map the orassan has a different skin colour than i set it to have and the human has this kinda cyborg eye ( always ) with different hairstyles ( I want him to have the emo hair style )
Everytime i try to create new colony and load from that preset, everything is fine in EdB but when i spawn in the Human always has a different hairstyle and the orassan has either dark brown or white skin colour ( i set it to tan ) and the Asari has this green skincolour with no hair, always, no matter how much time i try to repeat the spawn
a major issue is that i cannot draft the human, 10+ repeats, none of them i can draft the human and he always has this terminator eye and a different hairstyle, he's the main character for me. any solutions?
screenshots
EB - http://prntscr.com/flv084
On Map - http://prntscr.com/flv0ix
Cannot Draft human + orassan took off all her armour a few seconds in - http://prntscr.com/flv1k8
xRude,
what scenario do you start with ?
its not recommened to use PC for aliens. the human like ones like nova should be fine. but asari and ossarain have issues at times. for 1 pc cant tell if a backstory is limited ot just a alein race and some like asar cant have hair.
if u want to start off with 1 of each this is hat i recommend. pc the single human. start game. enable dev then save and spawn in random asari and such till u get 1 u satisfied with. thats the safe least headache inducing way.
u can blame game for not having any support for aliens being the cultpult
(nvm found where it was located) Just so ya know, the song used in the intro is copywriten and will lead to strikes if used on any videos. It can be found in the coreSK/intro folder.
http://www.5alarmmusicsource.com/#!details?id=5452843
Quote from: SilverDragonLord on June 20, 2017, 02:31:40 PM
(nvm found where it was located) Just so ya know, the song used in the intro is copywriten and will lead to strikes if used on any videos. It can be found in the coreSK/intro folder.
http://www.5alarmmusicsource.com/#!details?id=5452843
sent him a message about it will send u a message on what he says about it.
Hey peeps,
Im having this probloem with A17. Sometimes when I tell a character to reload, it wont reload the full cap of weapon. This happened with bows, and rifles. I checked and they are all carrying ammo. Is this a thing? Other times they reload fine.
EDIT:
Nevermind, the pawn was trying to load the 2 metal arrows, and it suppose to reload with the stone ones I assigned. Which is weird, becouse why he kept the metal arrows it it wasnt assigned? Well...
Can I ask something: Where do we stand on adding rimsenal mod to this pack?
Quote from: gustavoghe on June 20, 2017, 05:26:08 PM
Hey peeps,
Im having this probloem with A17. Sometimes when I tell a character to reload, it wont reload the full cap of weapon. This happened with bows, and rifles. I checked and they are all carrying ammo. Is this a thing? Other times they reload fine.
EDIT:
Nevermind, the pawn was trying to load the 2 metal arrows, and it suppose to reload with the stone ones I assigned. Which is weird, becouse why he kept the metal arrows it it wasnt assigned? Well...
Can I ask something: Where do we stand on adding rimsenal mod to this pack?
we already have a one of weapoons. also once combat extended is stable enough we moveing to it from combat realism, if u want to switch ammo types right click the ammo button to switch.
Quote from: Canute on June 19, 2017, 01:35:16 PM
Yeah it is very hard to compare all these things.
Like sidfu mention, armor stats vari with the material you made them.
But if you just want look at the special effect of armor/weapons. Use the develop mode, spawn a few armor/weapons, inspect them and use the destroy tool to destroy these items.
There is no overview or wiki that show all these kind of items or material stats.
Owlchemist made a cheatsheet of sorts that should still be up to date unless some sweeping balance changes have been made since. That is found here (https://docs.google.com/spreadsheets/d/12S8CbrwwbircwbaUqkPMy4qptjDuqqxn0ldeNJTZii8/edit#gid=990877637#). Last I played this pack, it didn't account for the armours that provided shielding or shield stats of some sort however. But it includes practically everything else you should want to know.
Quote from: Canute on June 20, 2017, 02:10:46 AM
xRude,
what scenario do you start with ?
I created the preset with Lost Cannibals but loaded it with
I loaded it with Crashlanded and Classic, same outcome
Quote from: sidfu on June 20, 2017, 01:22:36 PM
its not recommened to use PC for aliens. the human like ones like nova should be fine. but asari and ossarain have issues at times. for 1 pc cant tell if a backstory is limited ot just a alein race and some like asar cant have hair.
if u want to start off with 1 of each this is hat i recommend. pc the single human. start game. enable dev then save and spawn in random asari and such till u get 1 u satisfied with. thats the safe least headache inducing way.
u can blame game for not having any support for aliens being the cultpult
Really? cause my normal mods have like 5 Races and they all go through PC normally.. ugh human, orassan, zabrak, apini, crystalline... i normally have no issue setting them up through PC
nice mod, specially the texture of terrains, hope they also release separate mod for just texture of terrain
Sorry for noobism. But what is PC?
Also, I think the vanilla game really needs improvment on how to handle other texture packs.
And, I just think rimsenal is too cool to be left out of this awsome pack. Awsomeness should stick toghether...
Finally, am I the only one playing this pack like there is no tomorrow?
So i started playing this modpack again yesterday and noticed that whenever one of my colonists would go to tend someone the dev log would pop up with an error. ( like to play with the tools enabled just for this reason) Wanted to know if anyone else is having this happen and/or if it is fixable, it does not seem to degrade the game at all when it happens but i may just be missing something. I have some extra mods enabled, and some of the optional ones disabled, Mod list can be found below.
Log-https://gist.github.com/58ddc2c142b74852c6382339c48ac71c
Image of log-http://imgur.com/a/8dkoG
Image of modlist-http://imgur.com/a/lwhCL
Can someone tell me what mod in the a16 version, would introduce horses, and allow for a diversity of animals to act as packing animals?
In A17, i tamed 2 lamas, trained them to obedience but they wont increase haul capacity when forming caravans.
Quote from: gustavoghe on June 20, 2017, 09:18:38 PM
Sorry for noobism. But what is PC?
EdB Prepare Carefully mod.
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
Quote from: Xbalanque on June 21, 2017, 06:22:15 AM
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
medince dont realy effect diseaes. for diseases u want a high immunity gain bed+antibotics(tinitures also are antibotics) and or anything that improves bloood filtration.
Quote from: Xbalanque on June 21, 2017, 06:22:15 AM
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
Inspect your bed, maybe you notice a different to vanlia gameplay.
The material has a hugh influence at the rest eff. and immunity gain.
You should build your hospital bed with these materials, good ones got an immunity gain at 110% or better, then you should survive any infection even without medicin.
Quote from: sidfu on June 21, 2017, 06:33:31 AM
Quote from: Xbalanque on June 21, 2017, 06:22:15 AM
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
medince dont realy effect diseaes. for diseases u want a high immunity gain bed+antibotics(tinitures also are antibotics) and or anything that improves bloood filtration.
So, can i spare my high quality medicine and just use doctor care?
Megasloth's Bed incoming...
is bug or I miss something?
I play with two tails and unknows Scenario but in 1 year I have no any Raid , Visitor , Caravan and I can't craft any ammo.
Quote from: BlackMonSterX on June 21, 2017, 01:44:32 PM
is bug or I miss something?
I play with two tails and unknows Scenario but in 1 year I have no any Raid , Visitor , Caravan and I can't craft any ammo.
not sure, i really seldom get anything as well. I switched to this Marine story teller and now i get some r aids atleast.
Seriously,
What mod should I use to allow for more pack animals? And Are horses a vanilla animal?
Hey,
I recently started playing this in A17. No other mods.
I'm finding that if I modify stockpile settings at all no one will haul anything to the stockpile. It's a problem b/c it means I can't make a freezer.
Is anyone else encountering this issue?
Quote from: kenmtraveller on June 21, 2017, 02:13:23 PM
Hey,
I recently started playing this in A17. No other mods.
I'm finding that if I modify stockpile settings at all no one will haul anything to the stockpile. It's a problem b/c it means I can't make a freezer.
Is anyone else encountering this issue?
I forget, but check to make sure if HcSK contains the "allow fresh" tag, that is not included in vanilla. When you do a clear all, it clears both the "allow rotten" and "allow fresh" and if you only check the food checkmarks from there you will not get anything except for things that do not go bad, just things like insect jelly.
Hopefully that is your issue!
oh wow, I bet that is it. I'll check tonight when I can play again. Thank you!
Since the last patch(a few mins ago) when i cook food, it uses 1 potato and 1 meat to make a fine meat and not 10 potatoes and 10 meat xD
wtf you done to terminators, one advanced one just killed 8 of my colonists armed with assault rifles, after he sponged several hundreds of bullets. I remember them tough and problematic to deal with but now its just pure comedy and best part is that their efficiency is only going down with firearms, because I tried to flank him and when he found no cover he just went right to my colonists behind sandbags and walls and killed them all in melee in seconds
with the last update, its not longer possible to craft ammonition @the ammo work bench. I made a new one, but still cant do et.
Quote from: Hargut on June 22, 2017, 06:47:50 AM
with the last update, its not longer possible to craft ammonition @the ammo work bench. I made a new one, but still cant do et.
That what I need to report!!
I can't craft ammo also
Quote from: Geroj on June 22, 2017, 03:27:32 AM
wtf you done to terminators, one advanced one just killed 8 of my colonists armed with assault rifles, after he sponged several hundreds of bullets. I remember them tough and problematic to deal with but now its just pure comedy and best part is that their efficiency is only going down with firearms, because I tried to flank him and when he found no cover he just went right to my colonists behind sandbags and walls and killed them all in melee in seconds
You should search this topic about terminators, there are serveral tactics.
But at short, you should have an own terminator and the enemy terminatos are stupid, they allways attack the closest target. Just be sure your own terminator is well covered close to them, before you flank them.
uncraftable ammo bug noted we get it fixed as soon as we can
ammo crafting is now fixed
meals now use nutrition for food ammount instead of a specifiic number. it might be high or low currently it will be adjusted as we do a balance pass
Did the mod under the work table that alowed us to be more specific about what order they do thing, like putting cutting stone at 4 but making wood plank could be at 3, is gone ?
Hey Guys,
Can anyone tell me how to delete a specific deposit of minerals? I know you have do go to some xml file and delete it from there but Im not sure where to find it anymore.
How to get own terminator? Before I could at least deconstruct them and get some metal from them and now they are just useless rotting body
You can't capture or reactivate downed terminatos. You can butcher them.
But before you got the first terminator visit, there should be an terminator event. An terminator from the future appear and ask you to join your colony.
At A16 this event only appear so long you don't own a terminator and each colony. You just could settle a 2. colony and wait for the termiator to get a another one.
If you got terminator attack, and don't got an own terminator, then there is something wrong and the dev team will investigate into it.
i didnt notice problem, T800 or T1000 always ask me join to colony before skynet raid .
I've come back to the mod from a very long A14 game.
The no-components trouble start is retourning? I haven't got any, and no ship chunk drops any of them. Only mechanism, steel bars and wires.
Quote from: Lerin on June 23, 2017, 06:24:33 AM
i didnt notice problem, T800 or T1000 always ask me join to colony before skynet raid .
Aha, got it. Yep I got no event just one T800 attacked me very early
First time player of this mod and absolutely loving it so thanks very much.
Think I'm experiencing a butchering bug/cooking bug. Butchered a couple of mares just fine then went to butcher the stallions and I just get the need materials pop up. Checked settings and it all seems to be in order and I can butcher vanilla animals (tried Ibex so far).
Tried fishing and pawn grilled the first fish but now won't grill anymore same need materials popup?
Or am I being blind to the obvious?
Hi, I think there is a problem with fine meal. I need only one meat and one basic food to make it. It says it require 0.3 "ingredients", I think it should be 0.3 "nutrition".
Quote from: SpaceBear on June 23, 2017, 11:20:03 AM
Think I'm experiencing a butchering bug/cooking bug. Butchered a couple of mares just fine then went to butcher the stallions and I just get the need materials pop up. Checked settings and it all seems to be in order and I can butcher vanilla animals (tried Ibex so far).
Tried fishing and pawn grilled the first fish but now won't grill anymore same need materials popup?
sidfu (from the mod dev team wrote:
Quotemeals now use nutrition for food ammount instead of a specifiic number. it might be high or low currently it will be adjusted as we do a balance pass
You should try to update the mod, if you didn't do this the last days.
Maybe that solve the problem.
So, i was with 4 colonists for about a long time... suddenly a event about someone asking for help appeared and with him, a fucking raid with 6-7 guys full loaded, that's normal? How i'm supposed to deal with that?
i use randy random and its so seldom there are events x( Iam 2 years ingame and have only 4 colonists (started with 3). I had 3 raids only yet and 1 insect scout, 2 hives and 2 manpacks.
Welcome at hardcore mode !
After 2 years, most storyteller get out their heavy weapons, until then you should be a bit prepared.
If you got luck and you got your own terminator, they shouldn't be a big problem, just use your terminator as meat shield.
If you still can't handle it, try to load a safegame before, and reduce the difficult of the storyteller, then less raider spawn.
sadly i get this error now - its the second time. I had my game which i played 2 days becuz of the same error. And now it ahppens again. I cant load the save, it just give me this error x((( Really nothing happened before i saved mhhh
QuoteException from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Guys, sorry to insist again. I have been looking for a way to edit mineral deposits (Delete them from a save game) all over the place, reddit and all. I know in the past I did the same search, and foun a way to do it, by means of editing some file that contained the data for those deposits. But I cant find it anymore. It is drinving me crazy.
I know you cant delete them from the DEV MODE menu. Please someone help here.
I cant figure it out what mod is placing those mineral nodes. Is core based?
You can use an XML editor to edit your save file and delete the lines of code, that the game loads the mineral deposit from.
That is what I do when the game wont let me delete something glitchy via dev mode. Just make sure to make an extra copy first.
Quote from: Hargut on June 23, 2017, 01:30:44 PM
sadly i get this error now - its the second time. I had my game which i played 2 days becuz of the same error. And now it ahppens again. I cant load the save, it just give me this error x((( Really nothing happened before i saved mhhh
QuoteException from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
first attmpe to fix that was did today. sadly its not retroacive so u might not beable to load that save
It may already be in the thread but I searched and can't find it. When I start a new game, 2 of my 3 colonists are blue and have randomized equipment/skills that aren't respecting what I selected in prepare carefully. Anyway I can resolve that?
I stumbled upon a quirk, I think :
My research toon suddenly stopped researching. No way to left click the bench, no way to make another toon research either.
Using the notification log, the last tech unlocked was "Dining room furniture III".
Thing is, the #III tech doesn't exist in the tech tree, I have instead two successive techs called "Dining room furniture II" ; each unlocking the proper gizmoes. The second of the duplicate names is between #II and #IV and unlocks what #III is supposed to.
To get to the point : is a labeling error in the tree able to bork the entire research protocol ?
Edit : Yup. There's a quirk there.
The research is unable to proceed to "Dining room furniture IV". Actually the protocol is frozen if that tech is selected.
I'll keep it for last.
Can't load save :/
Some Errors:
Couldn't load child backstory with identifier Skynet_off_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(HashSet`1&, Boolean, String, LookMode)
RimWorld.Planet.WorldPawns:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
----------------
Couldn't load adult backstory with identifier Skynet_off_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(HashSet`1&, Boolean, String, LookMode)
RimWorld.Planet.WorldPawns:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
--------
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
My save is lost ?
How to edit Mineral Deposits (#mineraldeposits , #mineralnodes, #deposit of minerals)
So after a long, and tiresome search, I found out how to edit mineral deposits. I decided to post here, so to share with anyone looking for the same thing.
All you have to do is to edit the .rws save file, and look for (Deposit of Minerals, Deposit of Rare Minerals and Oil field) in the file. Delete them and then it will be gone from your map. Hope this helps.
The save file is in the ludeon folder on %appdata%
EDIT:
Ok, dont do any of this. I just checked and it ruined my save.
Please disregard my previous post, I wasn't aware of the need for different levels of research benches. :-[
Which leaves me stumped, again. I need a hi-tech research bench to further my colony. To build this bench, I need plastic. To make plastic, I need a petrochemical laboratory. To build that, I need the petrochemical plant research, which needs the deep drilling and multi analyzer researches.
Those researches need a hi-tech research bench !
I could wait for a caravan carrying plastic to come by, but that will take years. I'll cheat the bench in, but not willingly.
Quote from: worldspawn on June 24, 2017, 10:57:40 AM
It may already be in the thread but I searched and can't find it. When I start a new game, 2 of my 3 colonists are blue and have randomized equipment/skills that aren't respecting what I selected in prepare carefully. Anyway I can resolve that?
Found it, in prepare carefully when randomizing a character till I found something to build off of, it was changing the race to Nova. Saw a earlier post of how PC wasn't working for non human races.
Quote from: blaktek on June 25, 2017, 08:48:52 AM
Please disregard my previous post, I wasn't aware of the need for different levels of research benches. :-[
Which leaves me stumped, again. I need a hi-tech research bench to further my colony. To build this bench, I need plastic. To make plastic, I need a petrochemical laboratory. To build that, I need the petrochemical plant research, which needs the deep drilling and multi analyzer researches.
Those researches need a hi-tech research bench !
I could wait for a caravan carrying plastic to come by, but that will take years. I'll cheat the bench in, but not willingly.
Hmm
if they didn't change much at A17 research, you NEED to be able to research and build anything by your own. Yes many things need cross-researches very annoying and confusing when you use HCSK the first time.
Anyone have any idea why I have duplicate context menu entries for almost everything?
For example:
'Consume Blueberries'
'Pick up Blueberries'
'Pick up Blueberries x10'
'Pick up Blueberries'
'Pick up Blueberries x10'
Have been a long time fan of the Hardcore SK mod for Rimworld. However, I put it away for a bit since...I think it was 14C.
Now I'm coming back to it in 17a. :)
Is this a fairly stable version? Any known bugs or nuances that players should be aware of prior to starting?
Thanks! Love the work you guys put into this mod. :)
Game breaking issue. Sometimes Saves cant be load, dont know why so.
I've run into this same exception in two colonies now. The game runs just fine, but if I save and try to load after a certain point I get this message. The exception seems to occur soon after winter starts. I have Skynet SK turned off in the second colony; I doubt it's related at all but I may as well mention it.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Gentlemens responsible for this modification, just write us what part we have off to be able to load game safely.
there was a fix for the leafless error about 3 days ago. u need to update to that and have a new game. right not we dont know if its partialy or fully fixed yet on the leafless bug.
right now i recommned a full update of the pack and a new game.
for now till we sure that the bug fixed do these things
1. dont have hardcore enabled so u can have mutiple saves.
2. if u can load a older save when u load in keep game paused and provide a list of plants u notice are green instead of their winter graphic.
Quote2. if u can load a older save when u load in keep game paused and provide a list of plants u notice are green instead of their winter graphic.
Playing in areas where winter will never come is a temporary solution?
Quote from: Lerin on June 26, 2017, 04:53:37 AM
Quote2. if u can load a older save when u load in keep game paused and provide a list of plants u notice are green instead of their winter graphic.
Playing in areas where winter will never come is a temporary solution?
well a fix was put in 3 days ago. if u updadted since then u might be fine. we just need more to play and if they get the error to report it. if u dont want to worry about it then play on a non winter map.
i recommend updating to newest and jusst play any map u want. we updated the repair and recycle so need a new game anyway if u udpate. but we still need peopel to play on cold maps so we know if its fixed or not.
If I remember correctly, it broke my game after update. I updated the game through the updater, one day after your patch, playing again. The error occurred on the "Temperated Forest" map, in the temperature range of -21 to -9. Excluding native vegetation, I cultivated "Cotton" "Smokeleaf" and "Crecopria Tree".
In addition, I used Dubwise modifications to "dubs skylight" to provide light to plants. By the way, you could add this modification to the package and change the iron ore to "metallic" and for example "glass frame".
I hope this is helpful
I don't think they will add dub's skylights, because thats against hardcore. The skylight allow indoor farming without sunlamps.
Yeah i know but, tell me how... Survive playing as tribe, on snowy maps ?
I really like Tribe gameplay and snowy harsh climate, but this is a little impossible.
But balance can be kept ;) Like Lit 60-80%, take care of the walls so that the plants do not wither. Few seeds.
I had actually updated the mod pack last night before I started the second colony. I should also mention it was in a tundra. Anyway, I did more testing this morning using the dev tools to help speed things up at first. I set up a colony which could sustain itself and let it run, saving and loading every 10min, but I didn't get the leafless exception. I then let the game just run on its own through spring and summer without skipping right to winter. I thought maybe something would grow on the map and it just hadn't had the chance to on the first attempt. The only thing I've learned so far, or had reinforced, is the idea that technology likes to troll me. I'll reinstall everything again this evening and give it another try without using dev tools.
After update I lost bench for deconstructing apparel, its not possible anymore?
Haven't played rimworld since like 0.11. Installed 0.17, installed hardcore SK, but can't find stonecutter table in production tab. Am i missing something?
Check the github page, under guides are Hardcore SK Guide_EN.pdf get and read it.
@geroj u probaly looking for the mending table. we changed the repair and recycllie of items.
@drmstrj u looking for the machineing table and such
remember there is a help tab. long as u know what u want say stone blocks u can type in blocks and it tell u where its made.
Quote from: sidfu on June 26, 2017, 04:18:57 PM
@geroj u probaly looking for the mending table. we changed the repair and recycllie of items.
remember there is a help tab. long as u know what u want say stone blocks u can type in blocks and it tell u where its made.
You are right, help tab working pretty good, found out its loom that recycle now and I like mending bench changes
Still have some questions and weird problems like bathroom stuff need water treatment but when I disable power for it, everything still works without problem, 300W saved
Batteries are supposed to get efficiency +15% after every infrastructure research but that never happened, mine are still stuck on 50%
And material they are build from make any difference at all(in batteries, wind turbines, research benches, power plants ..etc)? Tried to make steel and copper batteries but stats are still same
How am I supposed to create medium/industrial coolers and heaters? Research of infrastructure 1/2/3 is done but I am still stuck with small coolers
Whats the point of LED light? It has its own research but what you got is light that lights only one square and overall consume lot more power and resources compared to normal lights. I was hoping for some more power efficient lights
Dragunov SVU is not para bullpup version, its normal SVD
RPK-74 is using IMI Galil SAR assault rifle version with 20 round mag as texture
As an update to my earlier posts, I ran into the leafless bug again. It doesn't seem to happen every year when the temperature drops; it took until the third year for the exception to pop up this time. I'm not sure which plant is causing this, or if it even is a plant for that matter because everything seemed to be losing its leaves as it should be.
Bugged Again, but... all was ok until i loadaded game without closing it, save cant be load if you run rimworld again.
Cloudberry Bush, Blueberry Bush, always same graphic on my map.
QuoteAnd material they are build from make any difference at all(in batteries, wind turbines, research benches, power plants ..etc)? Tried to make steel and copper batteries but stats are still same
The hitpoints change. But the main thing are, you don't allways got steel ready, then you can build them with other availble resources.
QuoteWhats the point of LED light?
For small rooms and hallways. And i think they got some beauty value.
I tried them out for the sleeping rooms, but later i gave up because they allways got destroyed by an earthquake (fire or falling damage) too expensive to rebuild them allways.
Next fvcked save cause.
After updating my pawns do the job, but they do not wandering, they just standing.
is there any option to make generic leather? i saw common leather but i cant find where to make it
Hey,
So whats up with taming jobs? Is it possible to reduce amout of food required to tame through def files? As it is, you cant have an equipped peon, almost never capable of doing taming. He must be naked and at least have a backpack... Enven so. When you have a backpack, a hammer, a handaxe, a m16 and 90 rounds, it wont let you tame.
On top of it, peons act really weird when carrying food. Even if they are doing a hauling job, they keep the taming food on inventory, which messes up with their carrying capacity..
Soo one of my colonists decided to break and go wander around the map, nothing unusual there, happens all the time, what i didn't expect however is that everytime they move a few tiles there dropping a jar of honey, my map is now filled with at least a few hundred honey, save/load did nothing and i have no idea how to get her to stop spawning honey outside of killing her which is unacceptable as my colonists are typically the rarest resource of all. :P Any ideas on how to fix her? XD
Quote from: xyberangel on June 27, 2017, 11:41:42 PM
For the honey bug I fixed it by removing honey from the pawns inventory, then dev mode destroying it.
Thanks mate.
So I checked buildings_temperature and there are no larger coolers or heaters only small ones ...thats weird, considering I need 6 coolers to cool down storage for my 10+ colonists. Thats almost 1320W for few people and thats killing me in tropical area
Yep you are right, sidfu said curently Redist heat submod isn't updated yet, and this contains the industrial heater/cooler.
But since you are in tropical area, you shouldn't have problems to feed an extra generator with wood. Or use pallets/barrels to compact your freezing area.
Quote from: Canute on June 28, 2017, 04:33:47 AM
Yep you are right, sidfu said curently Redist heat submod isn't updated yet, and this contains the industrial heater/cooler.
But since you are in tropical area, you shouldn't have problems to feed an extra generator with wood. Or use pallets/barrels to compact your freezing area.
I was too hippie, used only solar and wind, I guess the old world will burn in the fires of industry from now on :D
Haven't played in awhile - did the minimap disappear at some point?
I managed to reproduce the leafless bug in the tundra biome and have a save roughly 5min before it becomes impossible to load any new saves I make. It's -31C but most of the birch trees, and all the blueberry, raspberry, and cloudberry bushes aren't losing their leaves when they should to be. Unless this has been corrected since the last update to the mod pack, just a few hours ago at the time I'm posting this, it really ought to be looked at.
just downloaded the latest release, still can't load saves past a few quadrums.
@mlnznz
What biome ?
Quote from: ScottS9999 on June 28, 2017, 04:24:44 PM
Haven't played in awhile - did the minimap disappear at some point?
I think it was removed in A17
I learned to play without it ... but you can subscribe or find an offline version for A17 here:
https://steamcommunity.com/sharedfiles/filedetails/?id=892342723
Quote from: Lerin on June 29, 2017, 02:03:02 AM
@mlnznz
What biome ?
I almost exclusively play in tundras/boreal forests. Both of them still has messed up saves. I read earlier here to just pick a biome where winter never happens,I thought there was a fix already released (correct me if I'm wrong) and I just tried it out again and still doesn't work.
So this is reason why i play now on Tropical rain forest.
the latest attempt to fix the leafless bug is around 21 hours ago of this posting. we working on the bug but its hard to track down as it takes a year ingame or more for it to sho for people
Hey! can you add Bulk cooking?
it so annoying when my colony must waste 1-2 full day for feed anothers...
and I don't know it bug or something again... everytime when I play with Orassans faction in Exile , raid or another colony join faction are never happen... , I wait until pass of 1 year nothing happen...
That's great to see, sidfu. Thanks for all the hard work and effort you lot are putting into this.
Quote from: SilverDragonLord on June 28, 2017, 03:06:26 AM
Quote from: xyberangel on June 27, 2017, 11:41:42 PM
For the honey bug I fixed it by removing honey from the pawns inventory, then dev mode destroying it.
Thanks mate.
Question of order here. Are you the SilverDragonLord from UTUBE?
Quote from: BlackMonSterX on June 29, 2017, 02:05:26 PM
Hey! can you add Bulk cooking?
it so annoying when my colony must waste 1-2 full day for feed anothers...
and I don't know it bug or something again... everytime when I play with Orassans faction in Exile , raid or another colony join faction are never happen... , I wait until pass of 1 year nothing happen...
bulk recpies are unlocked later on the last teir coooking stove. faction join is rng and is based on the storyteller u use. your not guarnteed to have a guy join at the start.
too get the true hardcore sk play u have to play one of the included custom storytellers they have been blaanced to work with the mod.
The OP's installing process implies this mod need a dedicated RimWorld installation for itself, not allowing ModlistBackup kinda thing...right?
so if I wanna use this mod, I can't play MarsX or something with the copy, can I?
Mkay, I got this: https://gist.github.com/fed37e8c92d263e8e5a75d15c4517e4f
Not knowing what's crashing with Combat Realism, even worse with Combat Realism SK. I think I should ask guys here what should I do.
@anotherfirefox = u can use mod backup but u have to backup core. make sure to have a backup of core then when u want to play marsX restore core.
and on to the second issue u didnt install correctly the core needs to be overwritten with the included core.
Thanks, I'll reinstall it - I'm pretty sure I've overwritten it, maybe something related to Steam issue
So i've been trying out the new latest version of this mod, and noticing that i'm having a hard time finding those laser drills that can get rid and make new steam geysers, and noticed there also crude oil geysers as well... which is getting in the way of my base building and I want to find a way to "relocate it" since I can't delete either one with the dev kit for some strange reason.
Why do you think Laser drills should exist in "hardcore" ? There is no way to relocate resources. You need to take them like they spawn and plan you base proper.
And when you think it is to far away to get hauled, use quantum stockpile/relay to teleport it to your base.
This mod makes my game take ~3-5 minutes to open up does anyone know a solution?
No solution, maybe now you now how difficult hardcore-SK mod is compared to vanila or light moded gameplay are.
A little bit confused, the OP's "consisted mods" list is accompanied by the GitHub repository or compatible mods so I have to install myself?
Use the github together with the updater.
All needed mods are included. You can add other mods at your own, but be aware that they might not work proper or cause problems. In example Steel ore no longer exist.
Forgive my ignorance, but what's the updater?
1. Dont know why but I cant install new jaw for warg, checked files but it looks ok to me -EDIT- it seems every animal is unable to install jaw prosthetic
2. several mostly large caliber bullets need something called prometheum, I guess its ammo bench recipe but there is nothing there
3. I have no idea how nanite shield work, there is some button saying upgrade to nanoshield which is doing nothing, I cant interact with it or send pawns to it and it never say if they have some shield or not yet it needs 4500W -EDIT- seems like icons started to bug so I guess its not ready/ported
4.wtf is with flies and mosquitoes, they are constantly mass murdering all animals on whole map with malaria, thats pretty ridiculous feature
Quick question, is food that's inside a food container that stands in a room that has freezing degrees still frozen?
So, the hand sawmill I am trying to construct will not allow me to switch materials to wood logs or planks in order to construct it. With adequate wood in the stockpile, I right-click on the sawmill to change materials and the alert of "no adequate materials" pops up. Anyone else have this issue?
Quote from: Patch on June 30, 2017, 01:02:02 PM
Quick question, is food that's inside a food container that stands in a room that has freezing degrees still frozen?
Yep
Quote from: jakehawk26 on June 30, 2017, 01:26:53 PM
So, the hand sawmill I am trying to construct will not allow me to switch materials to wood logs or planks in order to construct it. With adequate wood in the stockpile, I right-click on the sawmill to change materials and the alert of "no adequate materials" pops up. Anyone else have this issue?
Do you got wood logs in any stockpile ?
Yes. I have adequate wood. I can still switch materials on other production items, like the butcher table, but not with the sawmill.
Quote from: Canute on June 30, 2017, 02:43:32 PM
Quote from: jakehawk26 on June 30, 2017, 01:26:53 PM
So, the hand sawmill I am trying to construct will not allow me to switch materials to wood logs or planks in order to construct it. With adequate wood in the stockpile, I right-click on the sawmill to change materials and the alert of "no adequate materials" pops up. Anyone else have this issue?
Do you got wood logs in any stockpile ?
Question: There isnt anymore the option to build medium coolers? I know redisheat is out, but, Im missing the medium coolers for large walkin freezers. Now I have a 11x11 area, with 4 small coolers, and they are not handeling it well...
Quote from: gustavoghe on June 30, 2017, 03:03:51 PM
Question: There isnt anymore the option to build medium coolers? I know redisheat is out, but, Im missing the medium coolers for large walkin freezers. Now I have a 11x11 area, with 4 small coolers, and they are not handeling it well...
Had same question, stuff your food into containers, barrels work well
Can I get some info about new storytellers?
From their info panel, it seems Hildegarde is focused on big negative events and other two have nonstop negative events. And are those events with random strength or steady curve?
I heard I should play with new storytellers as they are tailored for the mod, but I prefer roleplaying stories with intense difficulty Phoebe or rough difficulty Randy.
Quote from: jakehawk26 on June 30, 2017, 02:47:52 PM
Yes. I have adequate wood. I can still switch materials on other production items, like the butcher table, but not with the sawmill.
Quote from: Canute on June 30, 2017, 02:43:32 PM
Quote from: jakehawk26 on June 30, 2017, 01:26:53 PM
So, the hand sawmill I am trying to construct will not allow me to switch materials to wood logs or planks in order to construct it. With adequate wood in the stockpile, I right-click on the sawmill to change materials and the alert of "no adequate materials" pops up. Anyone else have this issue?
Do you got wood logs in any stockpile ?
The hand sawmill only accept wood logs, there shouldn't be any right click to select other building material.
Since this is the 1. building to start the production chain, it need to be Wood logs.
There is something strange. I have 2 colonists forming a caravan, and 240 pemnicam, It says the food will only last for 0.9 days... For normal food its seems fine, i 4 roasted meals for 2 colonists a day.
I just realized also that if you put muffalos on the caravan... the days of food fall a lot.
Quote from: gustavoghe on June 30, 2017, 07:33:19 PM
There is something strange. I have 2 colonists forming a caravan, and 240 pemnicam, It says the food will only last for 0.9 days... For normal food its seems fine, i 4 roasted meals for 2 colonists a day.
I just realized also that if you put muffalos on the caravan... the days of food fall a lot.
the counter for food isnt very accurate when u bring animals along.
update leafless error on save load is now fixed. also the fix should allow any previously unload able save due to the error to load
Quote from: gustavoghe on June 30, 2017, 03:03:51 PM
Question: There isnt anymore the option to build medium coolers? I know redisheat is out, but, Im missing the medium coolers for large walkin freezers. Now I have a 11x11 area, with 4 small coolers, and they are not handeling it well...
You could use a few Coldstone Batteries to help. Or you could edit the coolers' energy per tick lower than the -5/t default (Buildings_Temperature.XML -> <defName>Cooler</defName> -> <energyPerSecond>-5</energyPerSecond>).
tips to keep a frezzer cool.
1. double walls. heat and cold bleed thru walls. double walls lowers it to about as low as u can get.
2. use pallets and skips to organize your freezer ot make it smaller. if u only do 1 item on a pallet or skip u can put naerly 1k on it.
3. use air like type door system. bye having a door then 1 space and then another door it helps prevent as much heat getting into freezer when door opens
Quote from: gustavoghe on June 30, 2017, 07:33:19 PM
There is something strange. I have 2 colonists forming a caravan, and 240 pemnicam, It says the food will only last for 0.9 days... For normal food its seems fine, i 4 roasted meals for 2 colonists a day.
I just realized also that if you put muffalos on the caravan... the days of food fall a lot.
If you have Animals on Caravan you should have some Kibble.
Animals will eat Kibble first.
Quote from: gustavoghe on June 30, 2017, 07:33:19 PM
There is something strange. I have 2 colonists forming a caravan, and 240 pemnicam, It says the food will only last for 0.9 days... For normal food its seems fine, i 4 roasted meals for 2 colonists a day.
I just realized also that if you put muffalos on the caravan... the days of food fall a lot.
What do you think eat the muffalos ? :-)
You should plan your caravan at some steps:
- add humans, add human rotable food first until you got 2-3 days, then add travel food.
- add animals, add animal food
- add cargo
Quote from: Canute on June 30, 2017, 06:37:04 AM
Why do you think Laser drills should exist in "hardcore" ? There is no way to relocate resources. You need to take them like they spawn and plan you base proper.
And when you think it is to far away to get hauled, use quantum stockpile/relay to teleport it to your base.
Won't solve my OCD when it comes down to building bases out of my own design and it don't help that I can't actually remove these deposits of materials, rare materials, crude oil and the steam geyser so that I could actually move them to proper locations that are better to fit for automations and such.
(i perfer doing things in dev mode, it's how i love experimenting with things and having fun as usual).
So i built manned 50. cal MG ...now what? I manually reloaded it, manned it and its still just rotating and doing nothing. It says "reloading", but its full 150/150
Does this mod has minimum specification? I think I installed it properly but never can't go further than creating maps.
Quote from: AnotherFireFox on July 01, 2017, 09:09:06 AM
Does this mod has minimum specification? I think I installed it properly but never can't go further than creating maps.
If you can run RW, you should use the mod, maybe not at large maps if you got runtime problems before. The modpack got a very long startup and loading time.
Could you just say what you did to install the modpack ? Mosttimes such problems happen when people try install it like regular mods and not following the install instruction.
major update. CR has now been replaced with CE. only update if u start new game. not save game compabitble with older saves.
I don't know what happen but I can't talk with traders...
https://gist.github.com/4b9723cd8f0a63314973aa7fc8f6f09d
Quote from: BlackMonSterX on July 01, 2017, 04:24:37 PM
I don't know what happen but I can't talk with traders...
https://gist.github.com/4b9723cd8f0a63314973aa7fc8f6f09d
your yoursing a mod that modfies the buildings making them minefiable. that can bug some buildings remove whatever mod u using that allows u to move buildings
I would like to ask if the Animal Colab project is included in the SK Hardcore modpack. Its not listed, but it feels like it is included. Can anyone confirm please?
I also would like to ask what are the main differences between CE and CR? I mean, are they totally different in mechanics?
Quote from: gustavoghe on July 01, 2017, 06:43:17 PM
I would like to ask if the Animal Colab project is included in the SK Hardcore modpack. Its not listed, but it feels like it is included. Can anyone confirm please?
I also would like to ask what are the main differences between CE and CR? I mean, are they totally different in mechanics?
think of CE as a more updated and better writen CR. for example CE has ssupression mechanics and such. far as i know animal colab isnt in the pack but there probaly some creatures we have that they have
I was about to build an Electric Arc Furnace, and realized I couldn't rotate the blueprint. So I scoured the Architect to see if more buildings were affected ; found some.
- Aquaculture Basin.
- Coffee Machine.
- Electric Arc Furnace.
- Long Plant Pot.
- Advanced Solar Generator. (this one might be on purpose)
Is there a way to remedy this (like a Def edit) ? Or are all those purposefully stuck ?
Edit : I use the version that was packed 06/30/2017.
I've just started trying mods, so maybe I did something wrong, but still I need help. I cleaned up the %appdata%\LocalLow and copied there ModsConfig.xml (couldn't find ColonistBar_KF.xml, ColonistBar_PSIKF.xml, I guess they became obsolete), then I cleaned up the Mods catalog, and copied there everything that was in the Mods catalog of this mod, overwrited everything that I was asked about.
And I have an error in a context menu of a pawn's actions
(//)
So, all the "Pick up" actions are doubled.
My version is 0.17.1557 rev1140
[attachment deleted by admin due to age]
I saw a similar question asked a few pages back, don't remember if it was answered, though.
Quote from: TallPine on July 02, 2017, 04:26:00 AM
I've just started trying mods, so maybe I did something wrong, but still I need help. I cleaned up the %appdata%\LocalLow and copied there ModsConfig.xml (couldn't find ColonistBar_KF.xml, ColonistBar_PSIKF.xml, I guess they became obsolete), then I cleaned up the Mods catalog, and copied there everything that was in the Mods catalog of this mod, overwrited everything that I was asked about.
And I have an error in a context menu of a pawn's actions
(//)
If I choose dictator, I can not name my settlement.
Is that normal?
Quote from: blaktek on July 02, 2017, 04:29:28 AM
I saw a similar question asked a few pages back, don't remember if it was answered, though.
I found that request on page 389, and as far as I looked through the latter pages, it wasn't answered
Quote from: toreador on June 25, 2017, 01:00:47 PM
Anyone have any idea why I have duplicate context menu entries for almost everything?
For example:
'Consume Blueberries'
'Pick up Blueberries'
'Pick up Blueberries x10'
'Pick up Blueberries'
'Pick up Blueberries x10'
Quote from: TallPine on July 02, 2017, 04:26:00 AM
... overwrited everything that I was asked about.
It should not ask you to overwrite. Your mods directory must be clean. Even from Core.
notfood, from github page.
QuoteInstallation:
Go to the folder you installed the game in. (gamefolder)
Delete all mods inside your Rimworld\Mods\ folder except "Core".
If they follow this instruction, they need to choose overwrite, and this is correct. And i don't think the modpack works without if you delete core before but didn't test it myself yet.
Quote from: sidfu on July 01, 2017, 08:07:48 PM
think of CE as a more updated and better writen CR. for example CE has ssupression mechanics and such. far as i know animal colab isnt in the pack but there probaly some creatures we have that they have
Thanks Sidfu.
Do you think we can suggest it as an addition? I mean, in the description CE tells us that the animals must be patched to work properly. I think Animal Colab, is a great group effort for all rim players. Maybe we can get Sky to update the animals to this patch?
Thanks
Quote from: blaktek on July 02, 2017, 04:29:28 AM
I saw a similar question asked a few pages back, don't remember if it was answered, though.
Quote from: TallPine on July 02, 2017, 04:26:00 AM
I've just started trying mods, so maybe I did something wrong, (snip)
(//)
I was experiencing a bug similar to this along with a few others.
Completely uninstalling everything Rimworld related (and unsubbing from all mods on Steam) then reinstalling, starting once, then installing Hardcore SK fixed it for me. I think ....
can someone tell me how to fix an error? email me and ill give the log i got
Allright you guys! I updated to todays GITHUB version. Starting a fresh new game. So far what I am missing:
Work Tab - Fluffy
Redisheat
Nice Textures from A16
What I added on my own:
- Selling prisioners without guild
- Harverst prisioners organs without guilt
- Madskills
- Colonist Bar
- Haul to stack
See you soon
Quote from: Canute on July 01, 2017, 09:27:30 AM
Quote from: AnotherFireFox on July 01, 2017, 09:09:06 AM
Does this mod has minimum specification? I think I installed it properly but never can't go further than creating maps.
If you can run RW, you should use the mod, maybe not at large maps if you got runtime problems before. The modpack got a very long startup and loading time.
Could you just say what you did to install the modpack ? Mosttimes such problems happen when people try install it like regular mods and not following the install instruction.
Thanks, I'm pretty sure I installed it right - I got a fresh new copy of RW, emptied the Ludeon Config files, overwrote the Core, and used Updater to keep it to the date. As you suggested it could be a large map problem, so I'm gonna run it with smaller map. I'll report what happened later.
Oh crap, HugsLib declares it faces a fatal error against Unity something lack issue. I don't know why, because it strikes me with no reason: I haven't changed modlist or something. Maybe I need the 3rd fresh install.
Quote from: gustavoghe on July 02, 2017, 05:41:39 PM
Allright you guys! I updated to todays GITHUB version. Starting a fresh new game. So far what I am missing:
Work Tab - Fluffy
Redisheat
Nice Textures from A16
What I added on my own:
- Selling prisioners without guild
- Harverst prisioners organs without guilt
- Madskills
- Colonist Bar
- Haul to stack
See you soon
I'm using Fluffy's WorkTab with HcSK, no problems, 0.17.0.6 I believe.
Also using:
Moody
Better Workbench Management
Zhentar Tweaks
More Planning
Quality Builder
Quote from: meistro on July 02, 2017, 06:48:06 AM
If I choose dictator, I can not name my settlement.
Is that normal?
It allowed me after 3-5 days
Quote from: Gunblast on July 03, 2017, 11:38:41 AM
Quote from: meistro on July 02, 2017, 06:48:06 AM
If I choose dictator, I can not name my settlement.
Is that normal?
It allowed me after 3-5 days
Where didi you find it for DNLOAD? In the forum there is only the A16 version.
Hi all,
First of all, I'd like to thank all the mod creators and skyarkhangel for creating this modpack.
Second, I found a mistake in the Feenix def.
My tamed Green Wyvern wouldn't eat, although his need was lowering into his mental break area.
After a lot of tempering with zones and such I started to wander into the depths of the defs where I eventualy found out that the defs for the Green Wyvern are refered to the Feenix defs and that it was missing
"<li Class="JobGiver_GetFood"/>"
So if you got the same problem, go into the following def folder and add that string as follows;
<ThinkTreeDef>
<defName>SatisfyBasicFenixAI</defName>
<thinkRoot Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="JobGiver_GetFood"/>
<li Class="SK.JobGiver_SustenainceFromFire"/>
<li Class="JobGiver_GetRest"/>
<li Class="JobGiver_SatisfyChemicalNeed"/>
</subNodes>
Tested and works now.
Hope this is of any help to everyone.
Thanks again for this great mod(s)(pack), keep up the good work!
Quote from: gustavoghe on July 03, 2017, 02:20:07 PM
Where didi you find it for DNLOAD? In the forum there is only the A16 version.
Ignore the Download button and look for:
"Download latest test version on Github!"
Miniature Maine coons eating all my apparel. Is this normal?
Getting the following error after picking up, and holding onto, 6 glowstones;
Exception ticking Fox: System.NullReferenceException: Object reference not set to an instance of an object
at SK.Item_PL.TickRare () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
The error keeps comming up as long as I got them in my inventory, once I drop them, it stops.
Is there a known fix for this error?
Will look into it myself in the meanwhile.
Hey I have 1 question...
how to dig "rare minerals"?
Quote from: BlackMonSterX on July 04, 2017, 09:09:25 AM
Hey I have 1 question...
how to dig "rare minerals"?
u dont dig it u build a mine extractor on it and it auto mine the resouce. u can chose the resouce. the node dont run out but the building u build eventualy has to be replaced
I can't seem to install a new rib in one of my orassans after it was shattered during a raid. I've tried medical ribs, adrenal ribs, and artificial bone but none are showing up among the other bills available in the operations tab. However, I can install new ribs in humans and novas.
Quote from: Arkaile on July 04, 2017, 10:49:00 AM
I can't seem to install a new rib in one of my orassans after it was shattered during a raid. I've tried medical ribs, adrenal ribs, and artificial bone but none are showing up among the other bills available in the operations tab. However, I can install new ribs in humans and novas.
I think you have to "cure" it first. Not sure.
Hi, I would like to ask a question about Kibble. In the description of things, well, someone toldme a should ignore the descriptions.
So. Is it kibble, a better food for livestock than hay? How about silage? For one thing, I know silage, and kibble wont spoil. But to produce 50 Kibble, you need 20 meat, and 20 hay. Does animals need less of it to survive? Whats the gain here?
Quote from: gustavoghe on July 04, 2017, 07:20:23 PM
Hi, I would like to ask a question about Kibble. In the description of things, well, someone toldme a should ignore the descriptions.
So. Is it kibble, a better food for livestock than hay? How about silage? For one thing, I know silage, and kibble wont spoil. But to produce 50 Kibble, you need 20 meat, and 20 hay. Does animals need less of it to survive? Whats the gain here?
kibble is a mixture of meat and hay/veggies. due to that it has higher food value to animals. only food higher is silage which u can make longer and like kibble it never rots.
so yes its best to use kibble when u have the meat to spare to make it.
Quote from: sidfu on July 04, 2017, 08:06:43 PM
Quote from: gustavoghe on July 04, 2017, 07:20:23 PM
Hi, I would like to ask a question about Kibble. In the description of things, well, someone toldme a should ignore the descriptions.
So. Is it kibble, a better food for livestock than hay? How about silage? For one thing, I know silage, and kibble wont spoil. But to produce 50 Kibble, you need 20 meat, and 20 hay. Does animals need less of it to survive? Whats the gain here?
kibble is a mixture of meat and hay/veggies. due to that it has higher food value to animals. only food higher is silage which u can make longer and like kibble it never rots.
so yes its best to use kibble when u have the meat to spare to make it.
Thanks again Sid. I´d like to add that the nutrition value for hay and kibble are 0.5. Im not sure if this the description outdated problem, or Im not suppose to compare meals like that. For future reference, I think it would be nice to have this on description.
So, if I understand it correctly, the best one is silage, then kibble, than raw hay?
Taming Animals SK Hardcore
Hi Guys, I would just like to share, my solution for having a dedicated tamer. I´ve read a lot of complaints about it, and I also wrote about on this thread, how we keep getting the Cant tame animal warning. Amongst the solutions presented here, i found one that is probably the best. So I would like to let it stated here for future reference. Hence the Title of this post.
So the best solution for the problem is to assign a specific quantity in the loadout configuration. Here is my loadout for Tine.
Katana
M16 Rifle
90 NATO ammo
Hammer
Handaxe
20 hay
That seems to be covering for now. And Im not getting the annoying errors message anymore.
Hi,
Is it just me or Hospitality no longer work on A17?
Was working just fine with A16. Now I start from scratch a A17 game, download the last Hardcore Sk version and I create a new game.
Now I cannot build guest stuff (they are no showing in game, but I see them in prepare carefully). Also, when the guest comes in. I don't have the tab to interact with them. I try everything possible, I reinstall all the mods, start over with the sk config, but it's not working.
Quote from: mutalysk on July 04, 2017, 08:58:55 PM
Hi,
Is it just me or Hospitality no longer work on A17?
Was working just fine with A16. Now I start from scratch a A17 game, download the last Hardcore Sk version and I create a new game.
Now I cannot build guest stuff (they are no showing in game, but I see them in prepare carefully). Also, when the guest comes in. I don't have the tab to interact with them. I try everything possible, I reinstall all the mods, start over with the sk config, but it's not working.
Hello, from what I know, hospitality for A17 allows you to turn any bed into a guest bed. This was changed in the last version, and is the version that is currently being used in SK Endeavour. Im not sure, if other guests stuffs have changed as well. But take a look athe Hospitality forum, and see the change log. Maybe that will help you.
Cheers
Razor rain is not obliterating everything anymore, yay for new mod version changes :)
But damn, that ammo production was nerfed. Was ok before, now I can create 500 bullets from 15 iron ore? Before it was steel and gunpowder and it was only 80 bullets
I'm a bit surprised at the ammo changes. It seems like in hardcore SK you should still need sulfur and gunpowder to make bullets. I'm wondering if it's a bug?
Ken
I think that as soon I discovered this MOD I will never play Vanilla again.
Please keep updating forever.
Quote from: kenmtraveller on July 05, 2017, 02:20:49 PM
I'm a bit surprised at the ammo changes. It seems like in hardcore SK you should still need sulfur and gunpowder to make bullets. I'm wondering if it's a bug?
Ken
Maybe its not ready because of CR-CE change, but I have no idea why someone just changed every recipe in ammo bench and every file so even enemies carry thousand bullets
Thats HCSK, the modpack is at constant changing !!
Check the github page each day and look if it get updated.
Maybe use the HardcoreSK_Updater.exe if you run windows.
I don't know much about the updater. Is it smart enough to know whether or not updating will break my save? I generally try to only update between games.
Ken
Ofcourse not.
It just compare github with your local files.
Unless you hang on discord, you will never know if an update could maybe break your save.
Like the whole modpack, use at your own risk. No garantee that not a bug will break your colony.
I found a strange issue. My animals are eating a bush but they never remove it and it stays at 8%. Animals that dont need large intake of nutrients eat it few times a day (rabbits). Large animals keep eating it till they exhaust and then start again once they wake up, they never starve (Megasloth). As for bush types I have seen Blueberry, Rhododendron, Raspberry, Bush, Gooseberry. I can only confirm this behavior on boreal forest map.
Hey I noticed something weird. I have algae growing up in my wooden and stone floors. Is that suppose to happen? I though, it only grew in lakes and water...
the bush isnt a issue it was a change made to help combat the leafless bug. algea issue should already be fixed but will robaly exist in a already made world till u start a new game.
ehhh... how to Install Biomatter eyes and ears?
My colonies lost it both on battle , I craft new eye and ear on biomatter but in Operate option have no feature for install it...
and more question... what the "Best" alloy for smithing?
and just report some funny bug(?) I don't know how but last time i saw...
Caravans come on my home and their horse bleeding for some reason...
it should have blood on ground but I wonder and not understand why Horse blood become to Honey ;D
until caravans leave they drop around 800 honey on my colonies :o
not a big bug but funny~
Quote from: BlackMonSterX on July 06, 2017, 03:11:01 AM
ehhh... how to Install Biomatter eyes and ears?
My colonies lost it both on battle , I craft new eye and ear on biomatter but in Operate option have no feature for install it...
and more question... what the "Best" alloy for smithing?
and just report some funny bug(?) I don't know how but last time i saw...
Caravans come on my home and their horse bleeding for some reason...
it should have blood on ground but I wonder and not understand why Horse blood become to Honey ;D
until caravans leave they drop around 800 honey on my colonies :o
not a big bug but funny~
To install nose and ear you need medical II research. Legs, eyes and internal organs with medical III and I guess medical bed
Best alloy is pobedite, but hard to make because of tungsten is hard to get. Followed by clear tungsten alloy, titanium and ferrotitanium, which is probably best crafting alloy for mass producing - iron(steel) is easy to get and so is crude oil(carbon alloy) and it need only little ilmenite Ore(titanium)
the honey issue is caused by when u carry a queen in your inventory. for some reson they might have been hauling a queen bee to sell maybe.
Is combat enhanced or extended, I mean, the new mod already included on this great mod?, or still pending on some polishing and compatibility troubles?
Quote from: Lonfield on July 06, 2017, 11:11:51 AM
Is combat enhanced or extended, I mean, the new mod already included on this great mod?, or still pending on some polishing and compatibility troubles?
already included now u will need a new game for it.
Quote from: sidfu on July 06, 2017, 01:13:13 PM
Quote from: Lonfield on July 06, 2017, 11:11:51 AM
Is combat enhanced or extended, I mean, the new mod already included on this great mod?, or still pending on some polishing and compatibility troubles?
already included now u will need a new game for it.
Great, downloading alpha 17 and the lastest version of the mod.
Thanks
Asari got nerfed badly, most of them are 400 years old and have almost no skills, before they were quite good and had beautiful trait: Maybe they should retain some "pretty" trait and get at least some skill above 10-12, because they are considered pretty by all races and long live enough to develop some skill mastery
Also when they electroshock somebody, he drop down, drop ammo and it start exploding and thats OP as hell
And question, can asari or any other race develop some relationship? Because I have few of them, some humans, and one cat something and it never happened. Not even between asari and asari
I managed to fix the problem using the vanilla textures in my games but now, after going back to a16 for some time and coming back to a17 to play the latest version the problem is back. Vanilla textures are in my game again what's not entirely bad but kinda breaking the atmosphere.
Any ideas on how to solve it?
If the way is savegame breaking let me know please.
Thanks for your time
I found a small inconsistency:
Furnace is better (even if slower) in 2 recipes than electric smelting furnace
Smelt Sterling silver alloy
Furnace: 70 silver + 3 high conductivity -> 10 alloy
Electric: 100 silver + 5 high conductivity -> 10 alloy (Althou its faster, still price is quite high)
Smelt Copper alloy
Furnace: 10 copper ore -> 15 alloy
Electric: 20 copper ore -> 15 alloy (double speed, but double materials?)
Quote from: Lonfield on July 07, 2017, 08:36:24 AM
I managed to fix the problem using the vanilla textures in my games but now, after going back to a16 for some time and coming back to a17 to play the latest version the problem is back. Vanilla textures are in my game again what's not entirely bad but kinda breaking the atmosphere.
Any ideas on how to solve it?
If the way is savegame breaking let me know please.
Thanks for your time
HardcoreSK replaces Core with Textures and Languages. Doesn't touch the defs. You will still want to replace your Core with the one in CoreSK.
What is best gun and armor?
I need advice about problem with mechnoids , Posion ships and Artifact make me sicks
Quote from: BlackMonSterX on July 07, 2017, 11:12:04 AM
What is best gun and armor?
I need advice about problem with mechnoids , Posion ships and Artifact make me sicks
They are bullet sponges, no matter what you use they will soak a lot of it, because every their part have loads of HP. Centipede can take good 100-300 bullets and AP munnition will not help that much. Tried antimateriel rifles and HEAT rockets, not much success with them either
At HCSK the problem isn't mode the best weapon/gun it is more what do i have and can build.
To compare weapons you don't know (but you can build) i just suggest to spawn these weapons with the dev tools, and use the destroy from dev tools afterwards or save/load.
At mechanoids you should prefer AP ammo, and keep a good stock of them.
About armor, use your terminator, he got alot of HP, regen HP pretty fast. Use him as meat shield while your pawns stay abit behind. Build serveral walls he and your pawns can take cover.
Alternative build/use sniper rifles, stay out of range of the mechanoids.
Quote from: Canute on July 07, 2017, 12:50:28 PM
At HCSK the problem isn't mode the best weapon/gun it is more what do i have and can build.
To compare weapons you don't know (but you can build) i just suggest to spawn these weapons with the dev tools, and use the destroy from dev tools afterwards or save/load.
At mechanoids you should prefer AP ammo, and keep a good stock of them.
About armor, use your terminator, he got alot of HP, regen HP pretty fast. Use him as meat shield while your pawns stay abit behind. Build serveral walls he and your pawns can take cover.
Alternative build/use sniper rifles, stay out of range of the mechanoids.
AP ammo is helping with armor penetration, you still need to deal with their enormous health pool, so no AP ammo is not helping and spawning advanced weapons and stuff is not really option if you dont want to cheat
Was about to suggest Fertile Fields the other day when I noticed you added it a few hours prior. Nice!
Seems kind of difficult starting in Biomes or Deserts without using Prepare Carefully to add additional supplies to each scenario's start. My people starve faster than I can get a meal system setup. How's everyone else get by? (without using Prepared Carefully and on a scenario that starts with nearly nothing)
I'm also new to CE/CR, so I was wondering if this was normal.. I had a pawn with decent shooting skill, equiped with a Great Bow and when he would go hunting he would always follow the animals and shoot them from 1 tile over. First raid in that game didn't go well, he sat around with "Attacking *raider forgot their name*" but never actually shot the raider. He wasn't over encumbered and had good LOS to the raider, the raider walked right by him and got away carrying another pawn without ever being hit by an arrow.
@all u no longer need to dev spawn weapons to see their stats. use the help menu.
Oven recipes are not working, dont know why really, checked files but my modding skill is 0
I have all resources and it still say "need materials"
I'm also seeing many vanilla textures having just downloaded the A17 version.
It's a clean install of SK, I simply deleted my mods folder and put the up to date one in it's place.
Also replaced the mod xml file.
Stone chunks are the new texture, but stone and log walls for example look awful (vanilla).
now I'm on End game and have question again...
for now I have problem with Power , I try to build Antimatter generator... but it need Antimatter for Fuel... how I can find Antimatter?
and about Survivals meal pack I'm not see how to craft it , In Help say nothing about this
oven doesnt have alot of recpies on it. it is primary for cooking bread and such.
the wall textures for a16 where disabled at the artists request. far as i know they should eventualy come back.
ill get around to fixing survival meals. the repice is there it just missing where to make. now it wont be cheap. right now survival meals gonna be the same ammount to make 1 of them as making 4 lavish meals. it will be tweaked when we do a plan balance pass on food meals
put the attachment in steamapps\common\RimWorld\Mods\Core_SK\Defs\RecipeDefs_Meals
[attachment deleted by admin due to age]
Is armour and armour penetration working correctly as explained in IG helper?.
I attacked Centipede (0.55 sharp armour) with Sunder (38 dmg, 0.53 armour penetration) and dealt 7 damage ... my calculation points to +- 18 damage ... where am I wrong?
Helper states that is armour and penetration are equal you deal half damage.
Quote from: Valor on July 08, 2017, 02:22:33 PM
I attacked Centipede (0.55 sharp armour) with Sunder (38 dmg, 0.53 armour penetration) and dealt 7 damage ... my calculation points to +- 18 damage ... where am I wrong?
to my knowledge centipedes naturally take half damage from everything due to their health stat modifier. test it on something else.
Quote from: BlackMonSterX on July 08, 2017, 08:27:34 AM
for now I have problem with Power , I try to build Antimatter generator... but it need Antimatter for Fuel... how I can find Antimatter?
antimatter is made in the hadron collider. it uses inorganic matter as fuel.
Quote from: sidfu on July 08, 2017, 12:00:40 PM
ill get around to fixing survival meals. the repice is there it just missing where to make. now it wont be cheap. right now survival meals gonna be the same ammount to make 1 of them as making 4 lavish meals. it will be tweaked when we do a plan balance pass on food meals
when is the food rebalance planned to start? I might start it on my fork with some direction.
Does this modpack feature combat extended?
Quote from: pongvin on July 08, 2017, 03:28:13 PM
Quote from: Valor on July 08, 2017, 02:22:33 PM
I attacked Centipede (0.55 sharp armour) with Sunder (38 dmg, 0.53 armour penetration) and dealt 7 damage ... my calculation points to +- 18 damage ... where am I wrong?
to my knowledge centipedes naturally take half damage from everything due to their health stat modifier. test it on something else.
Quote from: BlackMonSterX on July 08, 2017, 08:27:34 AM
for now I have problem with Power , I try to build Antimatter generator... but it need Antimatter for Fuel... how I can find Antimatter?
antimatter is made in the hadron collider. it uses inorganic matter as fuel.
Quote from: sidfu on July 08, 2017, 12:00:40 PM
ill get around to fixing survival meals. the repice is there it just missing where to make. now it wont be cheap. right now survival meals gonna be the same ammount to make 1 of them as making 4 lavish meals. it will be tweaked when we do a plan balance pass on food meals
when is the food rebalance planned to start? I might start it on my fork with some direction.
i plan to start in a day or 2 if no major things come up in the pack. u already seen bits of it hear and there. the nerfing of jerky to .5 food and needs salt to make. roasted requiring more meat and the package survival meal making a comeback.it cost the ammount of 4 t3 or 4 meals but it never spoils.
I can't generate a world while using the mod. I have used it successfully on previous alphas. I assume I installed it wrong, but i'm not sure.
Do you have Psychology? It had a bug today that prevented world creation, update it.
I can't get elections to work. Its been several seasons now with a ballet box and no elections, anything I'm missing?
Also Hook Hand seems to be as efficient as a normal hand, that can't be intended?
Quote from: Chiasm on July 09, 2017, 08:04:17 AM
I can't get elections to work. Its been several seasons now with a ballet box and no elections, anything I'm missing?
Also Hook Hand seems to be as efficient as a normal hand, that can't be intended?
thats the teaching mod issue. if u want u can force it if u enable dev and lcik on the leaders tab.
the issue with effceincy of parts is known. i plan to try to get it today.
I can update the MODs manually ?
Or should I always update them with HardcoreSK_Updater ?
Currently the MODs that I want to update are
Hospitality (v1.17e - updated 09.07.2017)
Combat Extended - v1.4 Loadout fixes (09.07.2017)
Quote from: Wazowski on July 09, 2017, 08:45:25 AM
I can update the MODs manually ?
Or should I always update them with HardcoreSK_Updater ?
Currently the MODs that I want to update are
Hospitality (v1.17e - updated 09.07.2017)
Combat Extended - v1.4 Loadout fixes (09.07.2017)
as hospitiatly no longer addds its own beds u can use steam version fine of it.
CE just use from the pack as we have to verfy any changes dont break parts of core sk. i manualy insteall pack but then again i constaly change things since i work on the pack.
sidfu what about asari thunder attack that microwave ammo like popcorn? Is it possible to fix it?
Could anyone please tell me how to turn off the clock on the top right? Thanks.
Apparently, as part of the Fertile Fields mod, the bill to create compost should be in the Butcher Table, but it isn't. I've seen from searching posts that the mod Veggie Garden causes this issue. Is this a bug in this compilation or should something be researched first?
Hi everyone, I got a question, since i dig out the source code and couldn't find how to aquire "Pile of dirt".
Any ideas how to get "Pile of dirt" for terraforming?
Maybe im too fast in downloading new updates and its not yet implemented but im too exticed for new stuff. What can i say - Great modpack :D
EPD, go to the Terraform tab and look at the options. Some of them produce piles of dirt when applied to certain terrains. For example, the second option of Rocky dirt says that it should be placed on gravel, results in rocky dirt and you gain crushed rocks and a pile of dirt. However, unless you can figure out how to make compost, the whole thing is rather limited at the moment.
Quote from: joeloverbeck on July 09, 2017, 04:04:20 PM
EPD, go to the Terraform tab and look at the options. Some of them produce piles of dirt when applied to certain terrains. For example, the second option of Rocky dirt says that it should be placed on gravel, results in rocky dirt and you gain crushed rocks and a pile of dirt. However, unless you can figure out how to make compost, the whole thing is rather limited at the moment.
Yeah, thats exactly what i did now, compost is not a problem, no matter how stupid this sounds - Dirt is :D But i allready created a nice beachside near water, so im good for now ^^
Well, can you tell me how to get compost? It was supposed to be produced via a bill in the Butcher Table, but it isn't there.
Quote from: joeloverbeck on July 09, 2017, 04:23:24 PM
Well, can you tell me how to get compost? It was supposed to be produced via a bill in the Butcher Table, but it isn't there.
Tbh there is that bill at buther Table, all is required is "Production I" research. Try to find "compost" in ingame help. If there is nothing about it - update your modpack
Ah, I guess maybe that bill doesn't exist in the most primitive Butcher Table. I'm playing with a tribe, so researching it will take a while, but now I know what I have to do. Thank you.
Carbon fiber alloy cant be used to make weapons. That is intended? If so why it has sharp damage modfier and melee cooldown modifier?
Is there a way to turn off the texture pack?
compost is only on the butcher table for balance reasons. use early game till u get it to stockpile all u need for your terrforming. btw if u haven't noticed u can only harvest a block 1 time for a resource. the process of harvesting changes the tile to a different tile type.
and good news everyone the bug with prosthetic and such not having a part efficiency is fixed and should be pushed anytime soon.
the textures are part of the modpack. if u have the knowledge u can replace them.
Could someone PLEASE tell me how to turn off the clock at the top right AND the texture pack? Much appreciated.
Quote from: EPD on July 09, 2017, 04:28:30 PM
Quote from: joeloverbeck on July 09, 2017, 04:23:24 PM
Well, can you tell me how to get compost? It was supposed to be produced via a bill in the Butcher Table, but it isn't there.
Tbh there is that bill at buther Table, all is required is "Production I" research. Try to find "compost" in ingame help. If there is nothing about it - update your modpack
You can also put rotting stuff into the compost barrels that unlock with the first Terraforming research. That takes like 2-3 days though.
Under the "Electricity" research, are there only two unlocks? Animal Prothestics and Hopper?
Shouldn't Animal Prosthetics be under Animal Husbandry and the Hopper in Storage I or II?
Also, as a suggestion, maybe there should be a very basic fuel generator or windmill in the Power research instead of a Switch and Conduit.
If this isn't the way things are supposed to be, I think ResearchPal might be messing up your TechTree a little. I've noticed after using it, a few mod items with custom tech tree branches are empty and ResearchPall puts the items in the parent branch.
Loaded up the latest pack from github, can only make the sawmill from bamboo, and not wood logs.
Plenty of wood logs available at stockpile.
Quote from: thefinn on July 10, 2017, 03:01:43 AM
Loaded up the latest pack from github, can only make the sawmill from bamboo, and not wood logs.
Plenty of wood logs available at stockpile.
not a bug u didnt select the materal to build it from.
Would the psychology mod work with the pack?
Quote from: sidfu on July 10, 2017, 04:43:02 AM
Quote from: thefinn on July 10, 2017, 03:01:43 AM
Loaded up the latest pack from github, can only make the sawmill from bamboo, and not wood logs.
Plenty of wood logs available at stockpile.
not a bug u didnt select the materal to build it from.
Yeah I tried (Right Click) but nothing came up. Plenty of wood available.
i love ^the mod pack! i dont play vanilla rimworld anymore:) but with the new combat expierence.. i dont know the weapon disapear to fast if they used to block attack. and i have it often that they dont hit the targets with ranged weapon skill is high enough. i used once a t 800 with melee weapons to go on mechanoids and the weapon disaperd to fast... you can see how the duarability is falling down. he used a iron wrench..and after the fight he was naked:) all armor gone. sry for bad grammatics.
Quote from: thefinn on July 10, 2017, 05:46:01 AM
Quote from: sidfu on July 10, 2017, 04:43:02 AM
Quote from: thefinn on July 10, 2017, 03:01:43 AM
Loaded up the latest pack from github, can only make the sawmill from bamboo, and not wood logs.
Plenty of wood logs available at stockpile.
not a bug u didnt select the materal to build it from.
Yeah I tried (Right Click) but nothing came up. Plenty of wood available.
Use the develop mode and place the sawmill with the godmode.
If you encounter more problems afterwards, then there is something wrong with your installation and you should reinstall and follow the install instructions.
Hello,
Appart from having insane issues with mechanoids, whixh I can quite accept (big freaking machines), I have serious issue with Asari raids. I have melee only colony (medivial norbals) and usually raid goes like this:
I ambush Asari raid, cut 2-3 down, they drop ammo. Then one of their lightning strikes, knocks down few of my people (not really an issue), but also makes ammo from Asari explode, which kills nearly everyone. And Except for using ranged weapons I see no way how to avoid it. So my question:
Can I with XML editing only Either: Turn off Asari lightning OR Stop ammo from going bonkers after lighting strike (or at all - after all in this system anyone on fire with ammo in their pocket should be dead).
PS.: I know you can pickup ammo that is exploding to prevent further damage .. not usually possible tho.
Issue report:
Stein alloy is only alloy in the modpack with added <MeleeWeapon_Penetration>1.3</MeleeWeapon_Penetration>.
Are tarantulas supposed to be able to bite off ENTIRE LIMBS in 2-3 hits off of an armored unit? Please reply, I didn't know those buggers were stronger than 3-inch thick metal alloys IRL
Quote from: Valor on July 10, 2017, 10:11:20 AM
Hello,
Appart from having insane issues with mechanoids, whixh I can quite accept (big freaking machines), I have serious issue with Asari raids. I have melee only colony (medivial norbals) and usually raid goes like this:
I ambush Asari raid, cut 2-3 down, they drop ammo. Then one of their lightning strikes, knocks down few of my people (not really an issue), but also makes ammo from Asari explode, which kills nearly everyone. And Except for using ranged weapons I see no way how to avoid it. So my question:
Can I with XML editing only Either: Turn off Asari lightning OR Stop ammo from going bonkers after lighting strike (or at all - after all in this system anyone on fire with ammo in their pocket should be dead).
PS.: I know you can pickup ammo that is exploding to prevent further damage .. not usually possible tho.
I asked it few times already. My problem is I cant find where asari biotics are defined or exploding ammo file. Only way i found is changing Damages_LocalInjury.xml in lightning damage columm <explosionHeatEnergyPerCell>10</explosionHeatEnergyPerCell> to 0
hello i have a small problem i started a game recently and all the orassan can't socialy interract
they will get the history : like smalltalk with but doesn't get any relations point from it
so it's not really a problem with the outsider (even if i can't "charmed" them for the goodwill of theyr faction but it is for my one orassan colonist who only have the -40 with everyone for having been captured please help
Some traits like psychopath prevent small talk bonuses
so is it possible that i just it bad luck and all the orassan i care to look at were spychopath ?
hmmmm
thanks anyway might be it my colonist is psychopath so yeah
Hello. I'd like to say that I REALLY enjoy the mod and what I love about it is how it enlightened me on why the US lost the Vietnam war. The history books say the guerillas were the bane of the American soldiers but now I know it's the tarantulas biting the limbs off of them that lost them the war.
Quote from: crowman on July 09, 2017, 08:46:01 PM
Could someone PLEASE tell me how to turn off the clock at the top right AND the texture pack? Much appreciated.
clock: options / middle column / untick "show realtime clock"
texture pack: there isn't an easy way, they are integrated into the mods. find and replace the textures individually in the files if you wish.
Quote from: sidfu on July 08, 2017, 09:06:37 PM
i plan to start in a day or 2 if no major things come up in the pack. u already seen bits of it hear and there. the nerfing of jerky to .5 food and needs salt to make. roasted requiring more meat and the package survival meal making a comeback.it cost the ammount of 4 t3 or 4 meals but it never spoils.
I toyed with the idea of having salt play a more significant role in the food chain. It would be awesome if pawns could collect it from shallow water/marsh like they do with clay, and it should be possible to mine in the mine extractor. Unfortunately I can't code this yet.
I feel the combat mechanics are a bit wonky as of late. I tried to start off a new colony, but my guy with 5 melee and a handaxe can't seem to hit this iguana for the life of him (he knocked it unconcious with a poison dart, so it's blacked out). He's literally been missing it for almost half a day in-game. Once he did start hitting it, he started hitting every possible irrelevant part (front left claw, 1st - 6th toe).
Also, is the bonesaw supposed to have a melee critical chance of 1000%, or is that just a typo? And as a side question, does the armor penetration values stack for some items? because the shiv for example has a flat armor pen of 0.11 but it shows a bonus of 0.13 on the listing.
Uh, so what I think might be a hilarious bug has occurred. As soon as I had built a beehive, one of my colonists began pooping out honey as he went around. I think the beehive had just been harvested. My colonist began dropping forbidden jars of honey every few seconds. Confusing, delicious and silly!
Quote from: Zeni on July 11, 2017, 09:30:43 PM
Uh, so what I think might be a hilarious bug has occurred. As soon as I had built a beehive, one of my colonists began pooping out honey as he went around. I think the beehive had just been harvested. My colonist began dropping forbidden jars of honey every few seconds. Confusing, delicious and silly!
This is an issue with the bee queen, happen at the original beehive mod too, no workaround yet.
Your pawn got a bee queen at his inventory and it die and drop honey. But since it is in the inventory the queen can't vanish and produce honey again. If you want stop that remove the queen from the inventory.
I can't run this mod in A16 version. If I update my rimworld to the A17unstable version it totally ruins my performance even at second or third day after landing while I can, with the recomendations you gave me before play a good game with an small colony, around 9 pawns for a long time in A16.
I use even less mods on A17b but it's somehow impossible to manage for my pc. Is the new version of this mod so resource consuming? Because I can't figure anything else
Quote from: pongvin on July 11, 2017, 04:43:36 PM
Quote from: crowman on July 09, 2017, 08:46:01 PM
Could someone PLEASE tell me how to turn off the clock at the top right AND the texture pack? Much appreciated.
clock: options / middle column / untick "show realtime clock"
texture pack: there isn't an easy way, they are integrated into the mods. find and replace the textures individually in the files if you wish.
That doesn't work for the UPPER RIGHT clock.
Quote from: Lonfield on July 12, 2017, 10:16:17 AM
I can't run this mod in A16 version. If I update my rimworld to the A17unstable version it totally ruins my performance even at second or third day after landing while I can, with the recomendations you gave me before play a good game with an small colony, around 9 pawns for a long time in A16.
I use even less mods on A17b but it's somehow impossible to manage for my pc. Is the new version of this mod so resource consuming? Because I can't figure anything else
Did you download the correct version for A16? The newer downloads will be for A17 and will definitely NOT be reverse compatible with an older alpha.
Not sure why you are having major performance problems with this and A17. Are you trying to run other mods with this modpack as well.?
Btw, DO expect a very long start up time, reading and parsing in all the mods that this pack contains does take quite a while, even on a powerful machine.
Quote from: BlackSmokeDMax on July 12, 2017, 11:26:10 AM
Quote from: Lonfield on July 12, 2017, 10:16:17 AM
I can't run this mod in A16 version. If I update my rimworld to the A17unstable version it totally ruins my performance even at second or third day after landing while I can, with the recomendations you gave me before play a good game with an small colony, around 9 pawns for a long time in A16.
I use even less mods on A17b but it's somehow impossible to manage for my pc. Is the new version of this mod so resource consuming? Because I can't figure anything else
Did you download the correct version for A16? The newer downloads will be for A17 and will definitely NOT be reverse compatible with an older alpha.
Not sure why you are having major performance problems with this and A17. Are you trying to run other mods with this modpack as well.?
Btw, DO expect a very long start up time, reading and parsing in all the mods that this pack contains does take quite a while, even on a powerful machine.
I do have the old A16 versions and those are the ones I'm playing right now [I kept a safe A16 Hardcore SK version just in case] . I don't know. I'm just running the modpack removing some mods, trying to improve performance and improve my experience ignoring some content I dislike but I didn't add anything. I think I'll wait until the base game is updated again to see if something improves or the mod gets somehow actualized.
The majot problem is that my pawns are like jumping, it's not actual fps drops but freezes. They move for around 5 tiles, then the game stops, then 5 tiles and like that forever. It happens after the very first days after landing.
Thanks for the help.
Btw, I've just seen there is a mod to keep the prisioners working, is something about this going to be considered to be added to the mod?, I found that that function is quite interesting if we're aiming for a realistic aproximation plus it offers some nice role options.
just here for a question my colonie was doing super good i just started the plumbing facility and all the water based conduit and a crashed ship part just landed on the map i can't destroy it and there is a spychic drone inside. what technologie do i need to destroy that atrocity ? thanks
Is it possible to make a power switch that based on the amount of item in a stockpile switch the power on/off?
I find quite annoying having to micromanage the oil extractor/refinery and have yet to find a way to automate it. Thanks!
I might not be the first to point this out, but couldn't help but notice the vomit sound effect from cryptosleep sickness sounds quite similar to a particular scene in Filthy Frank's "100 ACCURATE LIFE HACKS" at around 1:16 where he coughs ketchup up on his hotdog. Is this a coincidence or is that where the sound came from? Just started playing the mod, ready to get my Sh*t kicked in
Hello. Where can i do cannon components?
Hi all, first time trying out his mod pack and amazed by the amount of stuff inside, kudos to the mod creator.
Im currently facing some problems, would appreciate it if anyone has any tips
1. I always find myself low on iron/ore even at the start of the game, are quarries the best way to get more or should i just keep mining mountains to find ore deposits?
2. the temperature in my buildings has suddenly become really hot, up to like 50 deg celsius, im guessing this is probably heat from some of my production benches like electric smelter etc, but how should i manage temperature properly? do i need to just spam coolers into my living quarters?
Thanks in advance for the help
Hello again. Getting my sh*it kicked in alright. But by a bug. For some reason the colonists now refuse to haul items from the mod like prime meat and beef jerky to the freezer. The path is clear, the storage is empty, but it still gives me the "no empty, accessible spot configured to store it. Tried deleting all my stockpiles, but that didn't work either. It kinda sucks. Is there a way around this other than placing your butcher's table in the freezer itself? hauling stone blocks and medicine to their own stockpiles works just fine too
Is there any way to disable the alien races from the mod? I tried just disabling Humanoid Alien Races, but then the world won't generate.
Quote from: psninja on July 12, 2017, 06:24:17 PM
just here for a question my colonie was doing super good i just started the plumbing facility and all the water based conduit and a crashed ship part just landed on the map i can't destroy it and there is a spychic drone inside. what technologie do i need to destroy that atrocity ? thanks
You never encounter this event at the vanilia gameplay ?
Just use the stoneage technology to open the Big Can of Mechanoids. But i would suggest to shoot at the ship from distance. Then serveral Mechanoids will spawn and defend the ship part. Once the ship wreck get below 50% HP the remain mechanoids will attack your colony.
Be aware mechanoids are a much bigger thread then at the regular gameplay.
Quote1. I always find myself low on iron/ore even at the start of the game, are quarries the best way to get more or should i just keep mining mountains to find ore deposits?
Do you notice these mineral deposits or rare mineral deposits on the map, you couldn't mine with your pawns ? With the proper research you can place an automatic drill on it and can select what kind of minerals it mine until the drill collapse.
The quarry isn't realy a good way to gather minerals.
Quote2. the temperature in my buildings has suddenly become really hot, up to like 50 deg celsius, im guessing this is probably heat from some of my production benches like electric smelter etc, but how should i manage temperature properly? do i need to just spam coolers into my living quarters?
Yes, most workbenches generate heat, so any power generator do. Since this is very helpful on cold biomes, on regular and hot biomes you need good airconditions like coolers and duct system to transport heat.
QuoteFor some reason the colonists now refuse to haul items from the mod like prime meat and beef jerky to the freezer.
Check if the stockpiles get the "allow fresh" flag enabled. It is off by default i think.
Quote from: nchlsf on July 13, 2017, 12:10:20 AM
Hi all, first time trying out his mod pack and amazed by the amount of stuff inside, kudos to the mod creator.
Im currently facing some problems, would appreciate it if anyone has any tips
1. I always find myself low on iron/ore even at the start of the game, are quarries the best way to get more or should i just keep mining mountains to find ore deposits?
2. the temperature in my buildings has suddenly become really hot, up to like 50 deg celsius, im guessing this is probably heat from some of my production benches like electric smelter etc, but how should i manage temperature properly? do i need to just spam coolers into my living quarters?
Thanks in advance for the help
They've already answered but I'll try to contribute. What I tend to do is (even in a mountain base) to build as many heat generation stations as I can together and find a balance between open roofs and the heat generated so the room is from 15-30 during the year, cheaper than building coolers (i'm always low on electronic components) but more time consuming.
My bases are always at biomes where at some point in the year there is snow ^^
Quote from: Duftmand on July 13, 2017, 12:55:18 AM
Hello again. Getting my sh*it kicked in alright. But by a bug. For some reason the colonists now refuse to haul items from the mod like prime meat and beef jerky to the freezer. The path is clear, the storage is empty, but it still gives me the "no empty, accessible spot configured to store it. Tried deleting all my stockpiles, but that didn't work either. It kinda sucks. Is there a way around this other than placing your butcher's table in the freezer itself? hauling stone blocks and medicine to their own stockpiles works just fine too
Check if you have "Allow Fresh" enabled in your stockpile - it's right at the top
Any tips for mechanoids? I'm using AP ammo, but they tend to one-shot my guys and very rarely miss, even through embrasures.
Quote from: Chiasm on July 13, 2017, 01:58:34 PM
Any tips for mechanoids? I'm using AP ammo, but they tend to one-shot my guys and very rarely miss, even through embrasures.
155mm cannon can do some damage to them
I could also use some tips with mechanoids... I just had a promising game end due to the mechanoid terraformer event. It spawned way more mechanoids than I could handle, even with LMG-15s. My embrasures didn't keep them from one-shotting my colonists, and more mechanoids spawned than I had colonists. I'm guessing the answer is "Tech up Faster". Do most people run multiple research benches? This was on Rey Rough btw... I cannot bring myself to play on 'mediocre' difficulty, LOL.
Also, I'm curious what people's early/midgame research priorities are?
I generally try to get the ammo bench early, then embrasures, then windmill/batteries/coolers , and only after that do I start working towards advanced crops (I start with potato seeds) and advanced workbenches. It appears to me that after that one should get the coal generator and drilling rig/oil refinery/petrochemical laboratory, since these gate rubber, which is used for a lot of crucial things. But, petro infrastructure takes tons of components and mechanisms, so not sure if I am attempting it too early.
Ken
Quote from: kenmtraveller on July 13, 2017, 02:26:31 PM
I could also use some tips with mechanoids... I just had a promising game end due to the mechanoid terraformer event. It spawned way more mechanoids than I could handle, even with LMG-15s. My embrasures didn't keep them from one-shotting my colonists, and more mechanoids spawned than I had colonists. I'm guessing the answer is "Tech up Faster". Do most people run multiple research benches? This was on Rey Rough btw... I cannot bring myself to play on 'mediocre' difficulty, LOL.
I try to hoarde some explosives if possible, since even stickbombs tend to hurt them a lot more than bullets do. One colony i had survived despite a very early poison ship landing a stones throw from my entire base, solely because i 'liberated' some plasma grenades from a passing traveler, by injuring them badly, then patching them up and letting them go. There's no way a single rifle and pistol would have ever taken out the two mechs that spawned from hitting it, but the grenades crippled them quickly enough that they couldn't aim at all when firing back.
Quote from: Dudok22 on July 13, 2017, 04:25:50 AM
Check if you have "Allow Fresh" enabled in your stockpile - it's right at the top
I allowed fresh and it started hauling it. Thanks for the help!
there is glich when there is event which adds faction near you and after thath event when you eneter world map its copleatly Black whith only faction icons visible
Yeah, I do this too...in my last game I had both plasma grenades and stick bombs and used them to deal with a poison ship semisuccessfully (only one casualty). But, I don't see that approach scaling well to fighting 8-10 mechanoids b/c of the need to get so close.
I think it's pretty wierd/exploity that the main way colonies acquire initial adequate defense is when friendlies/visitors come to help and die. I guess it makes sense, though. In my case high tech friendlies decided to help against an infestation and all were downed, I managed to rescue 3 of 5 and captured all 5 of their LMG-15s, and afterwards battles vs raiders got way easier. But, those weapons don't work well against mechanoids, at least w/o AP rounds (which require depeleted uranium, another resource I don't have at the time mechanoid raids start).
Do all of the turrets require a kit purchased from a trader? I deferred researching turrets b/c I was lacking cash to buy that sort of thing anyway.
Quote from: Slipshodian on July 13, 2017, 02:42:03 PM
I try to hoarde some explosives if possible, since even stickbombs tend to hurt them a lot more than bullets do. One colony i had survived despite a very early poison ship landing a stones throw from my entire base, solely because i 'liberated' some plasma grenades from a passing traveler, by injuring them badly, then patching them up and letting them go. There's no way a single rifle and pistol would have ever taken out the two mechs that spawned from hitting it, but the grenades crippled them quickly enough that they couldn't aim at all when firing back.
for terraformer event. u cant hit the terraformer or it keep ssummoned more. u have to pull them away and kill cause if even 1 strat bullet hits it it summon more. and it can summon a invasion.
for normal instances try range attacking with a catupult. they have around 50 block range and are moveable good if a moutain is in way so they cant see u
Quote from: skyarkhangel on December 12, 2016, 06:21:10 PM
Quote from: ThomasCro on December 12, 2016, 10:44:19 AM
Sadly, the latest git has made my old saves unplayable. Won't load.
please don't update if no need new game, especially if wrote "Big update". ???
Quote from: ajaviide on December 12, 2016, 07:59:12 AM
hey guys is it compatible with facial stuff mod? thx
50/50. You can try to test. If not, just switch off mod.
I don't think it is compatible. Tried the newest release of Facial Stuff and the Beta version. Facial stuff items don't appear at pawn creation or ingame amongst visitors and the Face Styling bench's GUI bugs out when using it.
Has anyone been able to make compost in the A17 version?
Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.
Quote from: Kirinya on July 14, 2017, 12:10:44 PM
Has anyone been able to make compost in the A17 version?
Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.
u process it at the butcher bench. then u get compost to use to make fertilzer. so save all that. plus even thou its rotted in emergency u can eat it.
did the work tab get less complicated? i loved the complex way u could config who does what. can i get it back somehow ?
im missing the dwarftherapist mode. it got removed ? i miss it...
Quote from: Devinel on July 14, 2017, 04:03:23 PM
did the work tab get less complicated? i loved the complex way u could config who does what. can i get it back somehow ?
im missing the dwarftherapist mode. it got removed ? i miss it...
Yep it's one of my reasons not to play now because i'm so used to it because it makes the managment so much easier. :D I think we only have to wait till it's updated, cant think of reasons they dont add it again when it's updated. :)
Hey guys was wondering if anyone had any insight on mods in the pack not loading? Let me know if I need to post more information. Thanks
Quote from: Kitsune on July 14, 2017, 05:28:37 PM
Quote from: Devinel on July 14, 2017, 04:03:23 PM
did the work tab get less complicated? i loved the complex way u could config who does what. can i get it back somehow ?
im missing the dwarftherapist mode. it got removed ? i miss it...
Yep it's one of my reasons not to play now because i'm so used to it because it makes the managment so much easier. :D I think we only have to wait till it's updated, cant think of reasons they dont add it again when it's updated. :)
just found out fluffy updated it already. i added it manually. U can have the good old feeling by clicking ctrl on the job. just lookt it up in the forum.
Hi, thanks for the earlier help, took the advice to mine deposits, but im facing a bit of a bug when it comes to raids, sometimes there is a raid indicator but no raid appears and i get this bug:
Faction The Black Aardvark Senra of def Feral has no usable PawnGroupMakers for parms tile=161816, inhabitants=False, points=3000, faction=The Black Aardvark Senra, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttackSappers, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__AA1()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
This only happens for some factions, any idea what is causing it?
Quote from: Sir_W_Scott on July 14, 2017, 09:21:21 PM
Hey guys was wondering if anyone had any insight on mods in the pack not loading? Let me know if I need to post more information. Thanks
You can disable all other mods beside Core and Core_SK.
But you will miss alot of the features.
Quote from: Kirinya on July 14, 2017, 12:10:44 PM
Has anyone been able to make compost in the A17 version?
Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.
mix raw meat/rotted meat/burn barrel/fecal matter with rotted vegetables to make compost at the butcher table. insert compost into the barrel to create fertilizer.
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M
I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.
Quote from: PhenotypeX on July 15, 2017, 11:41:36 AM
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M
I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.
Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.
Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)
Quote from: BlackSmokeDMax on July 15, 2017, 01:55:48 PM
Quote from: PhenotypeX on July 15, 2017, 11:41:36 AM
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M
I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.
Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.
Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)
to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).
Quote from: Slipshodian on July 15, 2017, 03:10:06 PM
Quote from: BlackSmokeDMax on July 15, 2017, 01:55:48 PM
Quote from: PhenotypeX on July 15, 2017, 11:41:36 AM
Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M
I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.
Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.
Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)
to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).
It's definitely prime meat. I let a full day go past and nobody came to pick up the meat, so I don't think it was being reserved.
I have a fireplace as well as a grill, and I wonder if it is a bug related to refueling the fireplace. I've noticed that pawns who refuel the fireplaces sometimes start cooking there, even when they aren't assigned to cooking. I disabled all cooking tasks on the fireplace, and since then I've not had any problems with the grill.
On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
are there any known bugs with he zombieland mod?
My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
Quote from: joeloverbeck on July 15, 2017, 08:42:28 PM
My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
Have you tried anything to see if it starts working again? eg. turn power off/on.
If that fix it, try replacing it. If it's still not working it might be a fault in the settings.
If it does work after replacing, keep an eye on it to see if at some point it happens again and try figuring out what's the cause of it happening.
just had a bug:
one pawn just decided to give a tresaure to the others and it showed me the treasure will be a gun. then it was "leg gun" so she spawned a leg. kinda funny
Hey, firstly alpha 17 is pretty awesome, thanks to all involved transiting the mod from alpha 16 to alpha 17 :)
My question is: Does anyone know if this is an alpha 17 or is it a new feature of hardcore sk - Whether pawns "give up" and just die?
I've had a couple of cases of this now. One was where a pawn died of "blood loss" at only minor level because he wasn't fed in a timely manner (He went to malnutrition minor and I was watching to make sure he got patched up)
The other time is when I had a pawn die of hypothermia at shivering 10% after being knocked down in a firefight about 1 minute seconds after the fact he was bleeding out but only had minor blood loss, it's like the game is randomly picking eventually fatal affliction they have and rolling a dice to see if they give up and die, perhaps its to do with mood as well but i haven't checked them but surely mood can't be taken into account if they're unconscious :S
Anyways, if you do know anything I would be most grateful.
My version of hardcore SK is commit 473eef60fbc163f4f440adf2d9809774371c386a Merge pull request #1060 from FaHT1k/master, a day or so old.
That's a vanilla feature introduced in A17. If critical body part goes to 0% pawn dies. Malnutrition going up will weaken their system.
I noticed a decent drop in my fps after almost 5 years. The cause is an advanced mineral miner.
Once I place it on a deposit my fps drops to 30-40.
Turning power off doesn't change this.
Only after removing it completely my fps jumps straight back to 60.
When it's minified I get the "System.NullReferenceException: Object reference not set to an instance of an object" error log.
When it's installed and I click it I get the "gave an inspect string over six lines" error log.
<ThingDef ParentName="BuildingBase">
<defName>RareExtractor</defName>
<label>advanced mine extractor</label>
<description>The advanced mine extractor digs deep into the ground to extract rare metal ores. Must be placed on a Deposits of Rare Minerals. Requires power.</description>
<thingClass>SK.Building_RareExtractor</thingClass>
<graphicData>
<texPath>Things/Building/Production/AdvancedExtractor/adv_mining_off</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(5,5)</drawSize>
<shadowData>
<volume>(3.5, 2, 3.5)</volume>
<offset>(0,0,-0.1)</offset>
</shadowData>
</graphicData>
<rotatable>true</rotatable>
<altitudeLayer>Building</altitudeLayer>
<Passability>Impassable</Passability>
<fillPercent>1</fillPercent>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(1,0,-3)</interactionCellOffset>
<statBases>
<WorkToBuild>18500</WorkToBuild>
<MaxHitPoints>300</MaxHitPoints>
<Flammability>1.0</Flammability>
<Beauty>-60</Beauty>
<Cleanliness>-15</Cleanliness>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>2000</basePowerConsumption>
</li>
<li Class="SK.CompProperties_RestrictedPlacement">
<compClass>SK.CompRestrictedPlacement</compClass>
<RestrictedThing>
<li>RareMineralDeposits</li>
</RestrictedThing>
</li>
<li Class="CompProperties_Glower">
<glowRadius>5</glowRadius>
<glowColor>(255,0,0,0)</glowColor>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>60</heatPerSecond>
<heatPushMaxTemperature>1500</heatPushMaxTemperature>
</li>
<li Class="CompProperties_LifespanDebrisRare">
<lifespanTicks>2500000</lifespanTicks>
</li>
<li Class="CompProperties_Flickable"/>
</comps>
<size>(5,5)</size>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>160</costStuffCount>
<costList>
<ReinforcedConcrete>50</ReinforcedConcrete>
<Component>15</Component>
<Mechanism>10</Mechanism>
<Electronics>4</Electronics>
</costList>
<placeWorkers>
<li>SK.PlaceWorker_OnlyOnThing</li>
</placeWorkers>
<building>
<deconstructible>true</deconstructible>
</building>
<killedLeavings>
<ChunkSlagSteel>6</ChunkSlagSteel>
</killedLeavings>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<DesignationCategory>Production</DesignationCategory>
<castEdgeShadows>false</castEdgeShadows>
<researchPrerequisites>
<li>GroundPenetratingScanner</li>
</researchPrerequisites>
</ThingDef>
EDIT: I added the minifieddef myself and also removed it to see if this was causing the fps drop but no change.
Quote from: joeloverbeck on July 15, 2017, 08:42:28 PM
My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
Solar Gens dont work in any weather other than clear. Isnt it rainning, snowing etc?
Quote from: Valor on July 16, 2017, 05:35:07 AM
Quote from: joeloverbeck on July 15, 2017, 08:42:28 PM
My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
Solar Gens dont work in any weather other than clear. Isnt it rainning, snowing etc?
It was raining. I changed it to clear weather through the dev tools and shortly after the solar generators started recharging again. I don't recall them not working at all in the vanilla game during rainy weather, although I never played in a jungle with so much precipitation. Oh, well. I will need to research some other generator type to power my oil extractor. Thank you for your help.
Hi there again,
Small fix from my side - the texture for M42A sniper rifle got white background as a .png. Replacing it every update :D
I would open issue on Githhub, but i forgot my password, and got blocked ^^ Next time
Update 1.
And I have different issue, after i sent a caravan and it returned i completely lost Colonist Bar at the top. I was using ColonistBarKF even if it wasn't in the mod pack list. However now, even with turned of ColonistBarKF I can't get my top toolbar at all...
Update 2.
I am so dumb even after 500+h in rimworld. There is button in bottom right corner to turn it...
[attachment deleted by admin due to age]
Quote from: joeloverbeck on July 16, 2017, 06:09:51 AM
Quote from: Valor on July 16, 2017, 05:35:07 AM
Quote from: joeloverbeck on July 15, 2017, 08:42:28 PM
My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
Solar Gens dont work in any weather other than clear. Isnt it rainning, snowing etc?
It was raining. I changed it to clear weather through the dev tools and shortly after the solar generators started recharging again. I don't recall them not working at all in the vanilla game during rainy weather, although I never played in a jungle with so much precipitation. Oh, well. I will need to research some other generator type to power my oil extractor. Thank you for your help.
If you play in jungle, look if you can harvest peat close to your base. If so, build (research) few coal plants, they are quite cheap, and provide 2000W when fueled with peat, which is basically unlimited resource. Much better than any solar/wind power.
How does the new jerky rack work? I assume it works like brew barrels, but I can't right click to add anything. Do you need something other then raw meat + salt?
Quote from: Chiasm on July 16, 2017, 08:53:44 AM
How does the new jerky rack work? I assume it works like brew barrels, but I can't right click to add anything. Do you need something other then raw meat + salt?
u put salted meat into it not meat and salt
@epd pushed your texture fix in.
how i get compost? i build a compost barrel but they dont put everything in it. seems i need to put something else into it.
Did you try to ask the ingame help ?
- mix raw meat/rotted meat/burn barrel/fecal matter with rotted vegetables to make compost at the butcher table. insert compost into the barrel to create fertilizer.
Quote from: Canute on July 16, 2017, 12:54:02 PM
Did you try to ask the ingame help ?
- mix raw meat/rotted meat/burn barrel/fecal matter with rotted vegetables to make compost at the butcher table. insert compost into the barrel to create fertilizer.
i did. found out its the big butcher table. not the small starter one. thx anyway.
Presuming this to be me needing to update the pack but I don't seem to have any recipes to craft ammo. Ammo table has but four recipes, those being sulfur, gunpowder, napalm and depleted uranium, but no ammunition. At first I thought the recipes have finally been locked behind relevant research so that you only unlock ammo types for weapons that you can craft but searching, say, "7.62" in the help tab yields no results but some machine guns chambered in 7.62. This just an issue I need to update for?
EDIT:
I did download like one of the first packs a month or so ago so I assume it is.
Quote from: Goo Poni on July 16, 2017, 04:10:33 PM
Presuming this to be me needing to update the pack but I don't seem to have any recipes to craft ammo. Ammo table has but four recipes, those being sulfur, gunpowder, napalm and depleted uranium, but no ammunition. At first I thought the recipes have finally been locked behind relevant research so that you only unlock ammo types for weapons that you can craft but searching, say, "7.62" in the help tab yields no results but some machine guns chambered in 7.62. This just an issue I need to update for?
EDIT:
I did download like one of the first packs a month or so ago so I assume it is.
The only research you would need is "Production I". That should be all to be able to craft the ammo bench including all ammo kinds. No further research needed. Your help tab not giving any information is a decent indication that it's caused by missing files. I'd suggest reinstalling the modpack(don't forget overwriting the config.xml).
You can try and continue your current save but if the issue persist you'd need to start a new game.
Is it feature of CE that now you cant shoot over frontliners? I am used to make a double line, but it seems my front line gets shot quite often.
Maybe this get asked a lot but I still cannot find it anywhere. How do I make simple/fine meals? I cant find out how to make plates/tableware or if it is even needed anymore
EDIT: Nevermind, Im dumb and just did not have any vegetables, a ton of fruit though
Tested the new Jerky and the system is very good, but jerky is a bit underwhelming.
Cons: Takes quite a long time, is instantly ruined outside of bad temperature, weights a lot for traveling meat (0.15kg for 0.1 nut vs pemmican 0.06kg for 0.1 nut. Even simple meal is lighter ...), spoils too fast (just 40 days, pemm has over 1y).
Pros: Doubles the meat nutrition value.
In current state the effort is not worth it, even if you dont have veggies to make pemmican (which is superior by far), its often better to either take just salted meat with you and endure the -7, or if in base roast small ammounts of it for eating.
Suggestion: Make jerky lighter, a bit more nutritious, and make it last very long (2 years). Increase the fermentation duration to 5d in best temperatures.
Edit: It also adds -4 mood modifier ... well.
Ok, I found what was wrong with my install and finally able to run this mod - simple question, can I run this awesome mod with psychology, not colony leadership?
You can try to add the mod by yourself. But there is no garantee that ie might cause trouble.
In that case you still should be able to remove it without problems.
Great! I'm reading the guide, still don't know what kind of ore this mod has. I wanna play this mod with OHU dropship mod, so it seems that I have to redefine the materials to build dropships. What's the equivalent of Steel, Plasteel, Components in this mod? I'll be super appreciated!
psycology works fine with leadership and the mod pack. leadership mod leaders are teacher not leaders and pyscology they are the mayor
Quote from: PhenotypeX on July 15, 2017, 05:50:16 PM
On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.
Anyway not balanced.
Is technology ranking up still a thing?
Quote from: Zakhad on July 19, 2017, 04:19:05 AM
Is technology ranking up still a thing?
Not in the last run did. GHXX Tech Advancing worked fine alongside Hardcore SK, give it a try if you want tech advancing.
Quote from: ignazflam on July 18, 2017, 01:13:24 PM
Quote from: PhenotypeX on July 15, 2017, 05:50:16 PM
On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.
Anyway not balanced.
I agree, Could we please have an option to disable certain events with the mo'events mod. Alternatively a way to disable it entirely?
Did you try to disable the events at colony start with the scenario editor ?
And if you don't want any events, HCSK got the camp mod, edit the max. size of the camp, and settle there. You never get any events at a camp.
You can kite/trap abomination and pack caravan and change location(anandon old one). I think it is best option for this and psychic or poison ship
Fuel power plant is very underwhelming compared to coal plant. Coal can be fueled with peat (unlimited easily obtainable resource) for 6 days one filling, with 2000 power output.
Fuel plant uses much more rare resource, that needs to be produced (your boomalopes can never keep up even with one so FSX is not an option), one filling with 80 resources keeps the plant running for about 3 days, produces 3500. Also costs more advanced resources to build.
I cant imagine scenario where I rather woudnt have 2 coal plants vs 1 power plant. And I even bred boomalopes just to fuel it, but poor girls can produce enough even for running one (takes about 25 females to keep up with FSX production.)
Valor,
i think you allready have oil drill and refinery ?
Do you realy need all the time to made polymers at the refinery ? After a while you got enough and you can made fuel.
FSX you should use from ammo crafting.
Quote from: ignazflam on July 18, 2017, 01:13:24 PM
Quote from: PhenotypeX on July 15, 2017, 05:50:16 PM
On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
My first wipe was due to abomination. I started tribal start, and whole tribe got not enough firepower to kill it. Hence I agree they are unbalanced.
On the other hand I heard that in mid-game they are unbalanced in opposite way because they are too good source of food.
So my advice is to survive the early and exploit it later. Probably have to bury them alive in stone building.
Anyway not balanced.
Never found abominations difficult in 16 since you could kite them really easily, though if one appears too early you risk being low on ammo when a legitimate threat appears. My real problem with them was that at some point every pod survivor turned into an abomniation, or a terminator.
At last at A16 they are very vulerable for the shocker/batons, a few hits with that and they are down. Thats why my terminator allways got one once i could get one.
Wait wait. We are talking about abominations and tribe of canibals start. We do not have ammo different than stone arrows. No shockers or batons. We have spears, knifes and maybe one piece of metal weapon.
The point with every escape pod victim beeing not human convices me to turn off these events.
Quote from: ignazflam on July 21, 2017, 11:39:36 AM
Wait wait. We are talking about abominations and tribe of canibals start. We do not have ammo different than stone arrows. No shockers or batons. We have spears, knifes and maybe one piece of metal weapon.
The point with every escape pod victim beeing not human convices me to turn off these events.
In which mod are abominations located? Something you can just turn off that mod, or is it part of CoreSK?
Quote from: ignazflam on July 21, 2017, 11:39:36 AM
Wait wait. We are talking about abominations and tribe of canibals start. We do not have ammo different than stone arrows. No shockers or batons. We have spears, knifes and maybe one piece of metal weapon.
The point with every escape pod victim beeing not human convices me to turn off these events.
Maybe you could gather enough silver and bought it from a combat vendor caravan.
Thats why i leave the escape pod untouched. You still can open then later if you are prepared.
Dear modteam,
is there a way to incorporate the mod Facial Stuff into your modpack or a recommended load order?
Are you planning to update the CE part of your modpack with the CE Extended guns (and the in general longer ranges for machine guns and sniper rifles)?
May I recommend the disease part of PhileasFogg´s mod:
https://ludeon.com/forums/index.php?topic=34214.0
(This adds immersion and challenging "realism")
Regards
ps This project is awesome!
EDIT: Apparently your core defines the race twice, is may cause an issue.
So... How long is the Nuclear Fallout event supposed to last ? I'm at 2 Quadrums now. I think I remember a message speaking of a 100 days half life, which is 1.75 years, which would mean the total length of the event being 3.5 years.
I'm reaching about 500 days on this colony, been at it for two weeks. Will I have to abandon the place ?
Why ? You still don't got indoor/under roof farming yet after that long fallout time ?
If your people need to move outside for mining/hauling build uproofed path. Just 1 cheap door each 12 tiles are enough to suport roof.
'Twas more about the boring part, actually. :-\
Survival has been resolved some time ago. So do I have to steel myself for 3 more years of fallout, or will it end sooner than that, or whenever it feels like it ?
Ofcourse you can take all your pawn and do some picknick somewhere. Maybe you are geting another terminator join event at the new settlement.
I'm playing a tribal "lost cannibals" start and my visiting guests won't eat food or sleep in my (guest allocated) beds. Anyone else having this issue?
Hi there,
Is There a balance issue with predators on maps at the moment? Playing a tropical jungle biome and every single edible prey that enters the map is eaten almost instantly by 20+ predators. This makes hauling and chopping/hunting extremely tedious, I get that the jungle is full of predators but there needs to be some sort of animal control in Hardcore to keep them getting out of hand.
The only animals I am able to hunt are the predators, prey stands no chance on the map, as soon as I stick my head out of my perimeter wall I am hunted by a moving map of Lacsodiles.
If you don't want much animals play on iceshelf !
Tropical jungle difficults are these predators and the fast flora growth. But at last you don't have problems with wood or food.
And don't forget pirates need to cross these predators too and you just need to collect their stuff after they got eaten.
For some reason the game tells me that i don't fulfill the requirements to research advanced metalworking. The little lock symbol is still up in the corner of the project, but i have built a Hi-tech Research bench and it is currently researching. I have also researched all the required techs. It doesn't matter much, but it is kind of strange. Any fix to this?
Quote from: Duftmand on July 22, 2017, 06:01:48 PM
For some reason the game tells me that i don't fulfill the requirements to research advanced metalworking. The little lock symbol is still up in the corner of the project, but i have built a Hi-tech Research bench and it is currently researching. I have also researched all the required techs. It doesn't matter much, but it is kind of strange. Any fix to this?
I found this happens when you still have the primitive bench built. Deconstructing it should get the locked symbol to disappear. Although even though its locked you can still research the tech if you have the 2nd tier bench up. Your colonists will still research.
My newly constructed Plasma reactor works at 0% efficiency (still produces power). I tried both types of fuel. Any ideas, please?
Quote from: velve on July 23, 2017, 12:47:38 PM
I found this happens when you still have the primitive bench built. Deconstructing it should get the locked symbol to disappear. Although even though its locked you can still research the tech if you have the 2nd tier bench up. Your colonists will still research.
Conversely, if you built the hi-tech bench and deconstructed the old one, any low-level techs you have not researched will have the lock on them.
EDIT. On a separate note one of my colonists developped "caffeine addiction" from drinking a single cup of tea. Bug or WAD? IRL there is debate if caffeine causes addiction at all, let alone the relatively low concentrations in tea.
Hi i have a question. I downloaded the newest Patch of this modpack and have now 1 Problem: The Fueled Stoves have no switch on/off button anymore and i dont know why. :-\
I patched the mod with the installer. And i have the steamversion from rimworld. Important is i tried it twice even with a new installed rimworld.
Fueled crafting benches only use fuel when you are crafting (they finish burning the current one but dont start another). If you want to prevent pawns from cooking, just forbid all fuel types.
For some reason suddenly the in game world map became all grey with only the base things, including the space around.
Both errors here: https://pastebin.com/aB10jGZQ
Bug/issue report:
All weapons dont nearly reflect in price the base components required to make them. This is also true for all "Shotgun components, sniper components, weapon parts" .. etc.
Weapons should be much more pricier, usually 10* the current value
Hi Valor thanks for the fast answer but it dont mean the fueled workbenches.. i mean the fueled heaters (which you can use before you develope an energysystem at winter for temperature perpose... they have no switch to let them burn ...
Quote from: velve on July 23, 2017, 12:47:38 PM
I found this happens when you still have the primitive bench built. Deconstructing it should get the locked symbol to disappear. Although even though its locked you can still research the tech if you have the 2nd tier bench up. Your colonists will still research.
I deconstructed the primitive one I think. Maybe I should build it again and then deconstruct it? That might solve it
Anyone know why the fertiliser machine doesn't work? It's most likely me being a fool, but I have placed it down and the output direction isn't blocked. It has power, has a bill for making fertiliser, but I can't force a pawn to make some. The help menu said it needed a hopper, but it won't let me place it near the machine. What do?
There's a few issues I've found.
First, I've found that the projectiles shot by the Javelin and TOW missile launchers fall short of their targets constantly, seeming to only have about 30 range instead of what the item descriptions state. Maybe they're hitting trees or rock chunks before reaching their targets, but it seems unlikely that ten out of ten rockets would do this. Maybe it has something to do with Combat Extended?
Secondly, after installing exoskeletons on some of my colonists I noticed their heads seemed to have been replaced with another texture. If I were to guess, it looks like it's a flea or fly corpse.
Quote from: Arkaile on July 25, 2017, 11:04:24 AM
First, I've found that the projectiles shot by the Javelin and TOW missile launchers fall short of their targets constantly, seeming to only have about 30 range instead of what the item descriptions state. Maybe they're hitting trees or rock chunks before reaching their targets, but it seems unlikely that ten out of ten rockets would do this. Maybe it has something to do with Combat Extended?
I think that's WAD. Cover will block projectiles. I had a 14 Shooting guy go through 100 bullets on his sniper rifle (a "superior" quality with >100% optics) trying to hit a centipede and got 2 hits. The bullets kept stopping short.
The only thing which ignores cover is artillery (catapults, mortars).
Maybe, but it still seems like something might be wrong. It's one thing to miss or hit an object before reaching the target, which I've seen with sniper rifles and such, but I would have expected at least one of the missiles to hit somewhere near the target instead of stopping so close to the shooter when the weapon has a range of 130. The colonist firing the missiles had 15 shooting and two cybernetic eyes, and the weather was clear on top of that.
not sure but think rocket turrents might count as arty and need a spotter to do their best.
Got a bit of a problem.
Really enjoyed This mod bundle back in version 14, and was hoping to use it again. But it kicks back errors all over. Most seem to point toward the Combat Extended mod and ammunition in particular. Another throws an exception at world gen even if I disable CE. It's pretty clear I screwed something up, but I've got no idea how to get it working. Any suggestions would be appreciated.
Since you are the only one who report this massive of errors, i guess you didn't install it right.
Read again the install instruction and try it again.
Quote from: Canute on July 27, 2017, 12:53:51 PM
Since you are the only one who report this massive of errors, i guess you didn't install it right.
Read again the install instruction and try it again.
That would be my assumption as well, yes. Especially since my troubleshooting with just CE produced no errors on a fresh install of Rimworld. I'm trying to figure out exactly _where_ I made a mistake since it's a pretty simple procedure to drop the mods in the right folder and activate them... Never intended to suggest the problem was with the mod, merely hoping someone could point me in the right direction to straighten whatever I messed up.
Quote from: sevrun on July 27, 2017, 01:04:51 PM
Quote from: Canute on July 27, 2017, 12:53:51 PM
Since you are the only one who report this massive of errors, i guess you didn't install it right.
Read again the install instruction and try it again.
That would be my assumption as well, yes. Especially since my troubleshooting with just CE produced no errors on a fresh install of Rimworld. I'm trying to figure out exactly _where_ I made a mistake since it's a pretty simple procedure to drop the mods in the right folder and activate them... Never intended to suggest the problem was with the mod, merely hoping someone could point me in the right direction to straighten whatever I messed up.
You did use the provided xml file instead of trying to activate them yourself, correct? And you did let the mod override the files in /core ?
Thanks, I'm an idiot, but I found the problem. I missed the line about deleting the contents of the config folder before transferring the xml. Strange how following the instructions properly makes things work properly lol
Two more observations/issues:
1. Making coffee (15 beans into 5 coffee) actually looses value (60 vs 40). I propose boosting price of coffe to 15-25 to encourage the production if you want just to sell it.
2. Wheat is ungratefull resource. Milling takes long time, mills small ammounts (10 wheat into 6 flour) and some recipes require as much as 100 flour (sweet buns). Some recipes also require static ammount of flour instead of nutrition value (bread).
I propose making an electric milling machine, that would have high quantity recipes (50 wheat into 30 flour?), and also boosting flour nutrition value to 0.02.
Quote from: BlackSmokeDMax on July 27, 2017, 01:11:00 PM
You did use the provided xml file instead of trying to activate them yourself, correct? And you did let the mod override the files in /core ?
The config.xml provided in github leaves a few mods not activated. You're not supposed to activate them manually? Oh man...
the ones that are deactivated by our modscofing thats provided are extra mods u can use if u want. the only thing with those is the enhanced body needs to be before the expanded diseases. beyond that those can be at end of the load order in any order.
they are mod we use or recommened but dont want to force people to use. dont want fences dont activate the fence mod. dont want more diseases then dont enable
Quote from: sidfu on July 28, 2017, 09:00:37 PM
the ones that are deactivated by our modscofing thats provided are extra mods u can use if u want. the only thing with those is the enhanced body needs to be before the expanded diseases. beyond that those can be at end of the load order in any order.
they are mod we use or recommened but dont want to force people to use. dont want fences dont activate the fence mod. dont want more diseases then dont enable
Oh, good thing the expanded diseases said so in the mod description. Safe.
Hadn't played since a14, the modpack has come such a long way. Great job! :)
Speaking of that mod, it seems a bit bugged. I've had colonists get "growings" on limbs after severe diseases, which were promptly amputated and replaced just in case metastasis were to ocurr. But the game thinks the replacement part is still the same and ocassionaly requires treatment.
I'm gonna dig into this tomorrow.
http://twitch.tv/blind_ryan
follow so you guys can laugh at my failures. Of which there will be many.
edit: Would there be any chance for the contents of this mod (start with no technology) in an update? http://steamcommunity.com/sharedfiles/filedetails/?id=932183612
Dear Modteam,
may I ask, why you altered the weapon ranges provided by the "original" CE / CE Guns?
Regards
Hello there!
Found small recipe mistake in Recipes_Meals_Alcohol.xml:
<!-- Wine Mash -->
<RecipeDef>
<defName>Makewinemash</defName>
<label>Brew Wine Mash</label>
...
<products>
<tequilamash>10</tequilamash> product tequila mash???? should be <winemash>
</products>
Keep up good work!
@TA1980 if weapons are altered it is for the balance of the pack. woldnt make sense haveing a guy with a sniper rilfe out rangeing a rocket turrent.
@rkade8583 u can jump on discord we have a channel to allow streamers to advertise when they stream. only req is that u annonuce first stream in main so we can verfy u stream.
@EPD fixed should be up after a while.
@Sidfu - Could you check also the "Wine" item, bottles of wine <defName>Wine</defName>
I can't find it or filter it in Stock List. Even if i "allow everything" wine can't be transported.
I didn't look further where there are definitions and group lists for items
Dear sidfu,
thank you for your reply. I understand your reasoning (and not being a friend of "supersizing" myself, I suppose you did not increase the range of "bigger" weapons, e.g. rocket launchers, in order to not make smaller maps killing fields).
A few remarks:
- What is the purpose of a glass jar (found it in the storage tab but in no recipe)?
- The diseases overhaul has been updated, if you did not already notice (decrease of probabilities).
Regards (and thank you for your great work!)
I'm having an issue with the research benches. I have a research bench built (two, actually) - not a primitive one. But the research is still locked and asking for a research bench. I tried building a primitive one and deconstructing, no dice. How do I unlock the research?
@EPD-- it was missing its thing catgory. fix pushed should be in in few hours at most.
@ta1980 there no way to have range adust based on map size so u stuck with 1 size fits all maps ranges till tylian fixes the OOM bug permeanty so u can use bigger maps saftely. the glass jar is probaly a leftover from a older version of VG u can ignore it.
@sharajat its a known bug. even thou it says missing u can still research it.
Hi, so I've just started the latest and I can't figure out how to use the Dry Rack for jerky because of lack of bill button. Has it been implemented yet?
Quote from: entity on July 30, 2017, 07:17:13 AM
Hi, so I've just started the latest and I can't figure out how to use the Dry Rack for jerky because of lack of bill button. Has it been implemented yet?
dry rack is a fermataion building means u need to keep it in a temp range. for the jerky aka dry rack u need to fill it with salted meat.
Heythere folks. Halfway through my current game, it seems the loadouts UI has bugged out.
When creating a new loadout or viewing a current loudout there is nothing in the menu. Oddly If I type 3 digits into the search box I am able to assign meals, drugs weapons etc. but only when searching, otherwise it is just blank. Trying to delete a loadout is bugged as well. I cannot view any of the current weapons my colony has or assign weapons and ammo.
I have put a lot of my heart into this colony so if anyone has any suggestions?
Starting a new game is fine the loadouts menu works perfectly. But Im afraid to start a new game now in case this happens again.
[attachment deleted by admin: too old]
Settled in, played for a while... adore the mod except for one thing. Why a 15 day season? And for the big question... how do I change that back to 30 day seasons?
I'm hesitant to ask given that what little browsing of the forums I've done in regards to the idea suggests the need for a decompiler and knowledge of exactly what one is doing, of which I have neither.
Dear sevrun,
I might be mistaken, but it seems to be vanilla.
http://rimworldwiki.com/wiki/Time
Regards
Quote from: TA1980 on July 30, 2017, 12:20:09 PM
Dear sevrun,
I might be mistaken, but it seems to be vanilla.
http://rimworldwiki.com/wiki/Time
Regards
So it does... That is unsettling.
Quote from: sidfu on July 30, 2017, 07:27:16 AM
Quote from: entity on July 30, 2017, 07:17:13 AM
Hi, so I've just started the latest and I can't figure out how to use the Dry Rack for jerky because of lack of bill button. Has it been implemented yet?
dry rack is a fermataion building means u need to keep it in a temp range. for the jerky aka dry rack u need to fill it with salted meat.
Sorry I must be missing something here. How do I fill it with salted meat? Do I make a storage room that is in the temp range and just leave the meat there? It does not need a bill (as there are no bill button)?
Quote from: entity on July 30, 2017, 07:17:13 AM
Sorry I must be missing something here. How do I fill it with salted meat? Do I make a storage room that is in the temp range and just leave the meat there? It does not need a bill (as there are no bill button)?
I believe how it works is the job is tied to a worktype, probably cooking if I were to guess. It confused me a bit at first too so I've never actually seen it work, but the compost barrel works the same. If you have salted meat you may be able to right click on either the salted meat or the jerky rack to prioritize it, but I am unsure. If not the cook(s) should eventually get around to it if they have nothing else to do.
Quote from: Elysium on July 31, 2017, 02:26:54 AM
I believe how it works is the job is tied to a worktype, probably cooking if I were to guess. It confused me a bit at first too so I've never actually seen it work, but the compost barrel works the same. If you have salted meat you may be able to right click on either the salted meat or the jerky rack to prioritize it, but I am unsure. If not the cook(s) should eventually get around to it if they have nothing else to do.
from what i've seen, it just needs someone to haul it to the rack (similar to how pawns refuel stoves/generators/etc.). I tend to have my cooks/researchers not haul or clean, so they keep my food supplies up, then go research immediately afterward, and have never seen them perform the filling task.
Quote from: Telgrom on July 24, 2017, 04:44:18 PM
Hi Valor thanks for the fast answer but it dont mean the fueled workbenches.. i mean the fueled heaters (which you can use before you develope an energysystem at winter for temperature perpose... they have no switch to let them burn ...
Also having this issue. I have it filled with fuel, and it just sits there being stupid and not producing heat. There's no way to turn it on or interact with it.
edit: sorry bout the double attachment
edit edit:
I found a workaround. I modified Buildings_Temperature.xml by adding <canAutoBurn>true</canAutoBurn> under the Building_Heater section (in the same manner as campfire). Still tho...
[attachment deleted by admin: too old]
Quote from: Xenomacabre on August 01, 2017, 03:49:41 PM
Quote from: Telgrom on July 24, 2017, 04:44:18 PM
Hi Valor thanks for the fast answer but it dont mean the fueled workbenches.. i mean the fueled heaters (which you can use before you develope an energysystem at winter for temperature perpose... they have no switch to let them burn ...
Also having this issue. I have it filled with fuel, and it just sits there being stupid and not producing heat. There's no way to turn it on or interact with it.
edit: sorry bout the double attachment
edit edit:
I found a workaround. I modified Buildings_Temperature.xml by adding <canAutoBurn>true</canAutoBurn> under the Building_Heater section (in the same manner as campfire). Still tho...
I never made a stove honestly, i usually use fueled lights in such case, so I get both light and heat. I find 2-4 to be enough for medium sized room. So cant help here.
Why do the solar panels stop generating power in the rain? Actual solars we have today can still generate some power when it's raining. Maybe cut them to 50% max. but not turn them off entirely.
Hey, I've gotten a bug where I can't trade now, it's the second game it's happened. I think it's related to a bug where a bed got duplicated /minified version got left on map.
https://gist.github.com/43acb3553ea38a3932b189c022bcb4fe
Has my logs if anyone wants to look!
Exception drawing MinifiedFurniture368549: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.MinifiedThing.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings (Verse.DrawTargetDef drawTarget) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings(DrawTargetDef)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
No objects tracked, memory tracker markup may not be applied.
Verse.Log:Message(String)
Verse.Profile.MemoryTracker:LogObjectsLoaded()
Verse.DataAnalysisLogger:DoLog_ObjectsLoaded()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<DoListingItems>c__AnonStorey5D0:<>m__B99()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugLogMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
JobDriver threw exception in initAction. Pawn=Stone, Job=TradeWithPawn A=Thing_Human409253, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_TradeWithPawn+<MakeNewToils>c__Iterator3F.<>m__B6 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=, curJob.def=TradeWithPawn, curDriver=RimWorld.JobDriver_TradeWithPawn
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Ken
@ken we just recenly added mineifable to objects. if u getting a error about it we need to know which object. the trader bug looks like it happened due to the minefiable spam.
pretty sure it was a hide bed, something happened while I was moving it and it got duplicated; a minified version was left along with the actual moved bed.
I would assume it would be in my save file, how can I find it? I'll post the details.
Ken
Quote from: sidfu on August 02, 2017, 01:49:35 PM
@ken we just recenly added mineifable to objects. if u getting a error about it we need to know which object. the trader bug looks like it happened due to the minefiable spam.
Did the team modify that directly in your mods, or did you add in one of the existing mods like "Miniaturisation" or "Minify Everything"?
I only ask because I don't think I remember seeing one of those mods when last installing the mod pack and I usually add one of those two in. Don't want to mess something up by adding a mod that is doing something already being done.
Totally a noob here but what's the best starting food? Jerky was before but now that has a process, I run out of survival packs pretty fast then have to live off bushes and what not. I have only just started using this mod as vanilla became easy, the guide is outdated so that was no help.
Be gentle :-[
Best mod ever!
Could you please add:
1) meele hunting? I have dl separate mod for this but it is not working.
2) wildlife tab - so no separate mod is required?
Also I suggest to move salting meat from butchering tabel to cooking table. Thanks to this we could set cooking fresh meet until xxx, and rest could be salted. Now salting has higher priority and if one pawn is designated to cooking job, he will firstly salt all raw meet then cook from raw meet. After moving to cooking he could cook first and then salt.
Regards,
Dobroslaw
Quote from: Exoray on August 02, 2017, 04:30:19 PM
Totally a noob here but what's the best starting food? Jerky was before but now that has a process, I run out of survival packs pretty fast then have to live off bushes and what not. I have only just started using this mod as vanilla became easy, the guide is outdated so that was no help.
Be gentle :-[
You have two options currently. If you have both meat and vegetables I suggest making pemmican. If you have meat only, salt all your meat, and roast only up to 5-10 meals (depends how many pawns you have).
But getting basic freezer should not be hard. Simple coal plant can easily power one, costs pretty basic resources, and on most maps peat is easily gatherable.
Hey,
with regards to the minified furniture bug, here's what was in my save file:
<thing Class="MinifiedThing">
<def>MinifiedFurniture</def>
<id>MinifiedFurniture368549</id>
<map>0</map>
<pos>(124, 0, 65)</pos>
<health>100</health>
<stackCount>1</stackCount>
<innerContainer Class="Verse.ThingOwner`1[Verse.Thing]">
<maxStacks>1</maxStacks>
<innerList />
</innerContainer>
</thing>
Hope this helps! I'm going to delete this fragment, hopefully that will fix my trader problems.
Dear sidfu,
there is an error in RimWorld\Mods\Core_SK\Defs\ThingDefs_Races\Races_Animal_BigCats.xml. The snow leopard and the jaguar have two "comfytempmin" each, the first value seemingly being the intended one, the latter "0" degree. You might want to check on this.
On the matter, is it possible to set a "comfytempmax" in the same way? If so, you might want to consider detailing this.
Regards
Hi,
So, i just tried this modpack, installed a clean game + modpack, nothing added, started a new game, exiled scenario, because i like to start slow.
Spring starting, 1 pawn, no weapons or food. + peacefull difficulty, just to check out the options, since i havent played in a while.
5th day of summer, one guy is offering to join, so finnaly building is speeding up, no event or whatever, no please help me someones chasing, just someone asking to join. 6th day of summer, i get a raid from a skynet terminator with a burstweapon. On peacefull. Not even 2 seasons since the start. You can take a guess how that went for me.
Bottom line: either somethings bugged with some skynet event, or the modpack is unplayable unless you go devmode every time to fix the balance. Its going hightech waaay to soon. Completely impossible to enjoy a slower paced extended game.
Well thats my first impression anyways.
Regards,
Eru
What storyteller did you use, one of the vanilia ones, or one from the modpack ?
Did the skynet arrive without your own terminator event before ?
If you got an own terminator, 1-2 terminators should be doable even with just bows/crossbows.
Quote from: Canute on August 03, 2017, 06:09:20 AM
What storyteller did you use, one of the vanilia ones, or one from the modpack ?
Did the skynet arrive without your own terminator event before ?
If you got an own terminator, 1-2 terminators should be doable even with just bows/crossbows.
Can confirm. Melee the enemy terminator with your own and get all your ranged weapon users to shoot the terminator. Be careful as it heals 2hp from every injury really fast at once. If you got the fake colonist event, I have no idea as it always killed the fake colonist and nothing happened. But you can't draft the colonist so that's a dead giveaway. Other than he looks like a robot and has 20 at shooting and melee.
Also for some reason terminators after a while get all skills unlocked at level 15, probly some mod conflict.
Hello
after 4 games with this mod I would like to share impressions. I like the mod and I am going to use it a few issues I encountered from the perspective of tribal start:
- I think diseases should be more forgiving for tribal starts. Right now every disease means death for the pawn. Probably some low tech level utilities or drugs could help here.
- The terminator event. I was forced to disable this mod. The fact that OP pawn will join my tribe and help to kill other op pawns is blowing my mind and it is something that cannot happen in procedural generated content game.
- Events are too random and sometimes too hard at the beginning. I mean abomination, artifact or darkness can wipe your early tribe instantly.
- The predators, the number should be reduced. For example in my last game 12 landslides , sabrecat and wywern
- I think number of buildings does not necessary has to be that big. How many ovens you need. Right now you got one for bricks, one for metal, one to create metal weapons, 2 for heating etc. Additionally I would like to have some items moved like salt meat from butcher table to cooking table. The reason for that butcher table has higher priority and it is hard to manage these things
This is really good mod pack, keep your good work.
Where can I download v6 Endevour? I can't find the download link anywhere.
My two cents: I agree about the terminator event, I disable it also. I don't like such a scripted event happening in my game. And it bugs me that a lot of the other bad events are way harder for me as a result, since I don't have an OP terminator to, for example, fight mechanoids with.
Abomination is very hard unless you have better weapons than the starting ones. I just execute the colonist now, but that's very metagame.
I don't like the darkness event, it's also disabled in my game, but mostly because it's a dice roll whether or not a colonist is out in the field when it happens.
I don't have an issue with amount of predators, and I don't think there are too many buildings. I do agree that salting meat should be on the cooking table, so I can prioritize it relative to other cooking tasks.
While we are on the subject, I think mechanoids are currently way too powerful with CE/HCSK, especially stalkers.
And yeah, the modpack is amazing... I basically play 1 game of vanilla each release now, and then switch to HCSK.
Ken
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.
darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.
@ignzflam on buildings its call progression. each type is better make more items or different items.
Quick question.
Any reason to use ammo with over 100% of armor penetration? For example, why would I use .50 BGM sabot (19 dmg 110% arp) vs .50 BGM AP-I (28 dmg 9 ignite 105% arp)?
I'm sure you are right. I was able to reliably win randy extreme in A16, but the combination of all of the AI fixes in A17 , CE, and HCSK has been hard to figure out. I currently play Rey Rough, btw.
I'm glad to hear that Mechanoids are being rebalanced. I no longer have significant problems with non-mechanoid raids, but I have difficulty inflicting sufficient damage on mechanoid scythers and stalkers before they kill me. I can handle lone centipedes by kiting.
I'm thinking that I'm not investing in weapon production early enough. I think I'm in year 2 and I have yet to build my own rifles. My current strategy against poison ships (on my second one now) is to partially wall it in at 3 distance, then place 5-7 IEDs in the way out, then trigger it, after placing more IEDs on where I think they would likely assault my base.
That didn't actually kill any mechanoids, so i then called in help from two friendly factions in succession, however the orassans showed up without weapons and the others were medieval. They did inflict some damage on a scyther.
I'm now debating whether it will be useful to ask for more help -- I do have around 3000 silver -- or not. Only my survival rifle does significant damage against the mechanoids due to their armor, and the scyther seems to be more accurate , with better damage and longer range.
How would you handle this situation?
Ken
Quote from: sidfu on August 03, 2017, 07:51:51 PM
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.
darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.
@ignzflam on buildings its call progression. each type is better make more items or different items.
Quote from: kenmtraveller on August 04, 2017, 02:47:56 PM
I'm sure you are right. I was able to reliably win randy extreme in A16, but the combination of all of the AI fixes in A17 , CE, and HCSK has been hard to figure out. I currently play Rey Rough, btw.
I'm glad to hear that Mechanoids are being rebalanced. I no longer have significant problems with non-mechanoid raids, but I have difficulty inflicting sufficient damage on mechanoid scythers and stalkers before they kill me. I can handle lone centipedes by kiting.
I'm thinking that I'm not investing in weapon production early enough. I think I'm in year 2 and I have yet to build my own rifles. My current strategy against poison ships (on my second one now) is to partially wall it in at 3 distance, then place 5-7 IEDs in the way out, then trigger it, after placing more IEDs on where I think they would likely assault my base.
That didn't actually kill any mechanoids, so i then called in help from two friendly factions in succession, however the orassans showed up without weapons and the others were medieval. They did inflict some damage on a scyther.
I'm now debating whether it will be useful to ask for more help -- I do have around 3000 silver -- or not. Only my survival rifle does significant damage against the mechanoids due to their armor, and the scyther seems to be more accurate , with better damage and longer range.
How would you handle this situation?
Ken
Quote from: sidfu on August 03, 2017, 07:51:51 PM
most of u find it hard as u still stuck in vanilla mindset. the skynet mod and darkness event can be disabled if u dont like that's the reason they separate mod.
darkness is easy event just put a bunch of torches out and easy to bypass.
mechs are in process of being balanced.
@ignzflam on buildings its call progression. each type is better make more items or different items.
poison ship its possible to move a few catapults in range think range is around 50 for a catapult and range it some. catapults are cheap just time consuming to make.
on the mechs the number they spawn is dependent of wealth also. we just nerfed their spawn to around 2 year mark or such. balancing any type of pawn is tricky as u easily make them to easy or too hard with just small tweaks. probably what will happen is that they get their natural armor reduced.
dont be afraid to jump on discord and ask about others strategies people do all types of things.
for those that have issues on food jerky is early travel food so u can if u wanted form a trade caravan in first 5 days if u wanted. on food most biomes have lots of harvestable plants. also make enough roasted to last 2 days.
remember alot of the enabled mods can be disabled. all u need to play hcsk is hugslib,core,core sk, allow tool, combat enhanced. i think thats all thats needed others are extra
I have a bug.
The terminator event triggered near the edge and I hit agree and he just walked off the map leaving me to face a enemy terminator without my own terminator.
rip
Hah, now i got funny bug.
I wanted to install exoskeleton in one of my pawns. First i tried with one allready improved (arms, ribs etc.) and not only Exoskeleton removed / replaced all of those improvements but also my pawn LOST HIS HEAD :D lol. I mean graphicaly, cause nothing in health tab said "Head - cutted off" :D
After reload I tried it with on my "standard" pawn, without any improvements, and effect was same - missing head.
Im using standard mod config, nothing added like "Diseases overhauled" or "Extended Human body simulation" nor "Mod Medicine Patch"
Any advice? :D
Quote from: EPD on August 05, 2017, 12:28:45 PM
Hah, now i got funny bug.
I wanted to install exoskeleton in one of my pawns. First i tried with one allready improved (arms, ribs etc.) and not only Exoskeleton removed / replaced all of those improvements but also my pawn LOST HIS HEAD :D lol. I mean graphicaly, cause nothing in health tab said "Head - cutted off" :D
After reload I tried it with on my "standard" pawn, without any improvements, and effect was same - missing head.
Im using standard mod config, nothing added like "Diseases overhauled" or "Extended Human body simulation" nor "Mod Medicine Patch"
Any advice? :D
where u useing the expanded body and diseases?
Quote from: sidfu on August 05, 2017, 01:10:55 PM
Quote from: EPD on August 05, 2017, 12:28:45 PM
Hah, now i got funny bug.
I wanted to install exoskeleton in one of my pawns. First i tried with one allready improved (arms, ribs etc.) and not only Exoskeleton removed / replaced all of those improvements but also my pawn LOST HIS HEAD :D lol. I mean graphicaly, cause nothing in health tab said "Head - cutted off" :D
After reload I tried it with on my "standard" pawn, without any improvements, and effect was same - missing head.
Im using standard mod config, nothing added like "Diseases overhauled" or "Extended Human body simulation" nor "Mod Medicine Patch"
Any advice? :D
where u useing the expanded body and diseases?
No, i think that mod was on my "possible to activate" list for quite some time (like it was added to SK mod pack in some moment), however when i read about it, i didn't want so many new stuff to body parts, and surgeries so the answer is no, never had that turned on.
ill take a look at it probaly have to disable it thou. this probaly be a good chance to verfiy all the epoe implants are in and just remove the exoskeleton
How to we store the berries ? Do we need a specific item for it ?!
Thanks for the tip about catapults, they helped me defeat 2 poison ships and a psychic ship. I had to call in 3 sets of friendies on each one to wear them down, but it worked.
Unfortunately, a little after the psychic ship I got a straight mechanoid attack of 2 scythers two stalkers and 3-4 crawlers. Even with 4 assault rifles and 2 mortars (which suck, by the way-- catapults are actually better due to rate of fire, which is wierd) , along with several high skill melee guys, my colonists had no chance. Feels like heavy weapon emplacements would have helped, but they are gated behind the high tech workbench and I had only recently gotten enough ultrasolid metal to build it.
Hopefully they'll balance the mechanoids soon!
Ken
Hi guys, not sure if this is the right place to post this because it's about an individual mod rather than the mod pack itself. But I was playing with this mod pack previously and there was a huge drawback to one of the mods that made me stop playing altogether. I really liked this mod and couldn't imagine playing without it (prepare carefully) but I would spend a long time perfectly crafting every character to be unique, immersive and balanced. Yet when I would load into the game, all of the traits and so forth would be randomized because apparently a lot of them are tied to race or whatever the case. But because I have no way of knowing which traits are tied to what, I'd be getting completely random and unknown things happening with my character when I start playing, which is worse than the default character creation because then at least I could reroll and know what I'm getting. Has there been any change or update to how this works? Any advice on how to make this less incredibly frustrating?
You rightt that question goes more into EdB's PC then here.
QuoteBut because I have no way of knowing which traits are tied to what,
If you want be sure, you need to made multiple sets, with just
EdB's PC + Vanila and create a human set.
EdB's PC + Race Mod to create these race set.
These set you should be able to load into higher modded games, but no 100% garantee, since i think some mods disable some traits or overwrite them.
Mods that expand traits should work without problem.
Well I think I'll be playing without the pack and adding a lot of mods from it on an individual basis, to ensure maximum compatibility and also for balance preference reasons. I'll exclude anything that adds in races and so forth and hopefully that'll make it more in line with what I want. From what you're saying (If I'm understanding correctly), it seems like if I avoid adding in a bunch of traits and races, then this should be less of a problem? Anyway, thanks for your help.
hello i have a little bug don't know if it's suppose to be that way but i have the mod skynet activated thanks to the mod pack but when i start a world they are no faction added (skynet or resistance) just nothing like it use to can someone tell me if it's normal ?
Hey everyone,
i just started a new game and build a jerky drying rack,
but how can i use it? I can't add any bills and right clicking also doesn't have any options.
Schio,
its basicly like a brewing barrel, but you need to fill it with salted meat.
After it is filled up, and the right temperatur, you just need to wait.
Hello
A query, if I already have the Terminator if I do not die, I do not get the event anymore? I would like to have the T1000 or TX ;D ;D
In a few words, I can have 2 terminators at a time?
regards
Quick question, on the modpack is there any thing that will switch the machines automatic ?And turn them off after being finnished of using? The auto switch for the Switchers, well I can't prioritize them to the machines, so I was looking if there is a research for it or a mod to do this for me, this would safe alot of power and would be more immersive I would say, I don't to have the machines on if they are not being used
With the new addition of fluffy work tab there is a problem.
When expanding the work priorities list for the detailed custom list, it is impossible to read what's going on. Also the set works in normal mode don't translate over to the expanded view. This is perhaps because hardcore adds so many more jobs that the UI is incapable of handling that many jobs?
Quote from: ignazflam on August 03, 2017, 03:59:05 PM
Hello
after 4 games with this mod I would like to share impressions. I like the mod and I am going to use it a few issues I encountered from the perspective of tribal start:
- I think diseases should be more forgiving for tribal starts. Right now every disease means death for the pawn. Probably some low tech level utilities or drugs could help here.
- The terminator event. I was forced to disable this mod. The fact that OP pawn will join my tribe and help to kill other op pawns is blowing my mind and it is something that cannot happen in procedural generated content game.
- Events are too random and sometimes too hard at the beginning. I mean abomination, artifact or darkness can wipe your early tribe instantly.
- The predators, the number should be reduced. For example in my last game 12 landslides , sabrecat and wywern
- I think number of buildings does not necessary has to be that big. How many ovens you need. Right now you got one for bricks, one for metal, one to create metal weapons, 2 for heating etc. Additionally I would like to have some items moved like salt meat from butcher table to cooking table. The reason for that butcher table has higher priority and it is hard to manage these things
This is really good mod pack, keep your good work.
After playing 4 games myself with a Tribal start I would agree with all of this. I have disabled all of the events described because they are not balanced for Tribal and don't seem to scale with difficulty setting either.
QuoteAfter playing 4 games myself with a Tribal start I would agree with all of this. I have disabled all of the events described because they are not balanced for Tribal and don't seem to scale with difficulty setting either.
Sorry, but i need to say you shouldn't play this modpack them. Most of the modpack are designed to made it difficult, but they give you the tools to solve the problems too.
Not to speak serveral gamemechanics are a bit different from regular gameplay.
-Disease at example, did you notice different material give different immunity gain speed ? When you people are dying, then your beds arn't good for them. Even tribals can made beds with immunity gain speed of 120%.
- Sure Darkness can be deadly for your pawns outside, but inside your base your should be safe if you have lights, and when you don't have enough lights/lamps, just restrict your pawns at these room for a few ingame hours until the darkness is gone.
Just play a regular modded game, i think you will enjoy it more.
Quote from: Canute on August 10, 2017, 08:34:20 AM
QuoteAfter playing 4 games myself with a Tribal start I would agree with all of this. I have disabled all of the events described because they are not balanced for Tribal and don't seem to scale with difficulty setting either.
Sorry, but i need to say you shouldn't play this modpack them. Most of the modpack are designed to made it difficult, but they give you the tools to solve the problems too.
Not to speak serveral gamemechanics are a bit different from regular gameplay.
-Disease at example, did you notice different material give different immunity gain speed ? When you people are dying, then your beds arn't good for them. Even tribals can made beds with immunity gain speed of 120%.
- Sure Darkness can be deadly for your pawns outside, but inside your base your should be safe if you have lights, and when you don't have enough lights/lamps, just restrict your pawns at these room for a few ingame hours until the darkness is gone.
Just play a regular modded game, i think you will enjoy it more.
Nah, i'm enjoying it fine, thanks for your concern. Many of the extra events aren't balanced for Tribal and don't scale properly with difficulty level though.
At this modpack, Tribal isn't a playwise, it is just a difficult to made research harder.
You NEED to advance and don't stay at tribal tech.
Ofcouse you can disable all events and just enjoy the crafting, yeah maybe they need to create a softcore version for you ! :-)
tribals are fine. the issue is most go and play the same playstyle they played in vanilla whihc is a big no no for hcsk. playing like u in vanilla in hcsk= death and or a laggy death.
i always play as tribal an di have no issues. the reason is
1. i specalize my people. for example if u watch most play they ahve everynoe doing everything. that is a no no in hcsk as late game that means u gonna have a nice balmy 10 fps. i specalze my people for example my cook is 1 on cook, 2 on hunt and 3 on clean. so when she finish cooking she hunt. when she finish hunting she clean.
2. dont build a billion things. look at what u need now and the near future.
3.dont cop 5k wood and mine whole nodes of stuff. u just asking for trouble.
4. watch your wealth. as stated in 3 u dont need thousands ore early on mine what u need and a bit for future and leave rest for later.
5.have your people carry a melee and a ranged weapon. useing a gun from melee range is asking for missing limbs.
6.build your base with traffic flow in mind.
please o pls o pls can somebody do a gdrive link or something for me plsss. it hasnt been posted to nexus and the other site doesnt work for me. :3
If you can use nexus or googledrive, you can use github too !!
Click on
"Download latest test version on Github!"
At Github click at "Clone or Download" then "Download zip".
But sure you follow the installation instruction !!
Unbalanced doesn't mean too hard. The events I've disabled are ones which are easy and boring once you know what they do:
The terminator event unbalances the game because the extra power it gives makes normal raids trivial to defend against.
The first time you get the abomination event there is no way to kill it with tribal weapons so it will almost certainly cause a colony wipe, but once you know the event is coming you just kill them in their bed, which isn't challenging gameplay.
Darkness is trivially easy to defend against once you know what the event does. This event would be improved by scaling the warning time with difficulty level, so that on higher difficulties you get hardly any time to prepare but new players get more warning.
I'm playing the A16 version and can't seem to figure out how the mending bench works.
How do I keep my equipped outfits mended?
There is a weird unique menu that comes with the mending workbench.
Quote from: Canute on August 11, 2017, 03:33:56 AM
If you can use nexus or googledrive, you can use github too !!
Click on
"Download latest test version on Github!"
At Github click at "Clone or Download" then "Download zip".
But sure you follow the installation instruction !!
I cannot. Github does not work on my computer.
would somebody pls o pls o pls pop this SKversion17 onto a gdrive for a day and post link. I wouldloveso much to have this
After adding cybernetic arms and legs to one of my colonists, I noticed she didn't equip gloves or shoes despite being assigned to. When I tried to force her to wear them I got a message saying she couldn't do this because she was missing body parts, her arms and legs, which were not damaged at all. I put cybernetic arms on another colonist and he stopped wearing gloves. Is there a way to work around this?
Quote from: ThomasCro on August 11, 2017, 01:16:07 PM
I'm playing the A16 version and can't seem to figure out how the mending bench works.
How do I keep my equipped outfits mended?
There is a weird unique menu that comes with the mending workbench.
At first, equipped outfits can't mended, can you wash you outfits while you wear it, hmm yeah maybe under the shower or bath.
You need to drop them before.
Drop them before the mending bench, or create a stockpile with the quality seting 0-99% next to the workbench so damaged stuff get hauled there.
Create at the tailoring benches repair kits and refuel the mending bench.
Create at the mending benches bills for all kind of apparel and weapons.
Let a pawn with good crafting skills work on the mending bench.
QuoteI cannot. Github does not work on my computer.
When you can use googledrive you can use github, you just need to allow javascripts like you did for googledrive.
Since this modpack sometimes changes daily, you can't ask at a daily/weekly base that someone give you this modpack.
Where are the buildable windows? I can't find them anywhere in the building menu. They're in the debug "try place thing" list but not in the actual game building options.
Might they be broken? I did try adding with debug and their texture seems to break after a bit.
It's a pity because glass windows would be great. A good source of asthetics and why wouldn't you want windows in your buildings.
Did you check the help menu to check what research you are missing ?
Got a problem with the fueled stove. It's refusing to allow anything to be cooked. First it was saying I was missing materials for fine meals when I have prime meat and potatoes, but allowing roasted meat and simple meals made of potatoes. Then it started saying I was missing materials for the simple meals, and now even the roasted meat is a nogo.
I've tried deleting the bills and creating new ones, and that worked for a total of 2 meals before the problem recurred and the solution stopped working. I've tried replacing the stove and creating new bills. doesn't work. I've spent half an hour with my colony brought to an effective halt because I can't produce cooked food and the frustration is starting to outweigh the nifty things the modpack adds.
Any suggestions for how to fix this?
Quote from: sevrun on August 12, 2017, 10:16:48 AM
Got a problem with the fueled stove. It's refusing to allow anything to be cooked. First it was saying I was missing materials for fine meals when I have prime meat and potatoes, but allowing roasted meat and simple meals made of potatoes. Then it started saying I was missing materials for the simple meals, and now even the roasted meat is a nogo.
I've tried deleting the bills and creating new ones, and that worked for a total of 2 meals before the problem recurred and the solution stopped working. I've tried replacing the stove and creating new bills. doesn't work. I've spent half an hour with my colony brought to an effective halt because I can't produce cooked food and the frustration is starting to outweigh the nifty things the modpack adds.
Any suggestions for how to fix this?
Check there's ingredients near the search area.
Try expanding your food storage zone. It has solved that problem for me a few times with the butcher table too, because the cook considers there's storage available before working.
If you build a pot right next to the spot your cook sits in and put the meat there, sometimes it gets "blocked" because other colonist is about to use it.
Quote from: sevrun on August 12, 2017, 10:16:48 AM
Got a problem with the fueled stove. It's refusing to allow anything to be cooked. First it was saying I was missing materials for fine meals when I have prime meat and potatoes, but allowing roasted meat and simple meals made of potatoes. Then it started saying I was missing materials for the simple meals, and now even the roasted meat is a nogo.
I've tried deleting the bills and creating new ones, and that worked for a total of 2 meals before the problem recurred and the solution stopped working. I've tried replacing the stove and creating new bills. doesn't work. I've spent half an hour with my colony brought to an effective halt because I can't produce cooked food and the frustration is starting to outweigh the nifty things the modpack adds.
Any suggestions for how to fix this?
got same problem with camfire. Probably u dont have any stockpile for cooked food. Looks like cook checks available stockpile even if u mark "drop on floor"
Quote
When you can use googledrive you can use github, you just need to allow javascripts like you did for googledrive.
Since this modpack sometimes changes daily, you can't ask at a daily/weekly base that someone give you this modpack.
seriously guys, its impossible. there is nothing technically anyone can do- Github will not work on my computer. It wont. no amount of troubleshootingwill make it work. Please believe me. WILL somebody please please please please please please please please pls post this download link to gdrive. the one that is currently being hosted. SK for A17- please somebody post a gdrive link. im really really really trying to have this mod. Please somebody toss it on gdrive for a day. so i may have this. PLEASE.
Quote from: Ynemo on August 12, 2017, 10:42:57 AM
Quote from: sevrun on August 12, 2017, 10:16:48 AM
Got a problem with the fueled stove. It's refusing to allow anything to be cooked. First it was saying I was missing materials for fine meals when I have prime meat and potatoes, but allowing roasted meat and simple meals made of potatoes. Then it started saying I was missing materials for the simple meals, and now even the roasted meat is a nogo.
I've tried deleting the bills and creating new ones, and that worked for a total of 2 meals before the problem recurred and the solution stopped working. I've tried replacing the stove and creating new bills. doesn't work. I've spent half an hour with my colony brought to an effective halt because I can't produce cooked food and the frustration is starting to outweigh the nifty things the modpack adds.
Any suggestions for how to fix this?
got same problem with camfire. Probably u dont have any stockpile for cooked food. Looks like cook checks available stockpile even if u mark "drop on floor"
Thanks boss, sure enough that fixed it. Looks like the game doesn't always register storage objects as storage in regards to crafting. Or at least that's my best guess for the bizarre behavior.
My computer can't do github, there's actual unsolvable reasons for this in my operating system.
(http://i.imgur.com/MKZJrMr.png)
FOR ANYONE TO DO!! please be brave, let it be you!!
Please Do:
-Upload SK17 to gdrive for 24 hours and post link.
Please Do Not:
-Ignore my plea.
-Try to suggest why you think github doesnt work for me. You don't know my situation.
pls pls pls guys, please help. It take 5 minutes of your time. Im not gonna ask for any updates or help getting updates. I just want thecurrent working model. github doesnt work for me! i cannot get this mod version. please help! ive been asking almostthe better part a week now. please be a bro. please be a friend. you, the next person who reads this. please post link t gdrive.
Wait.. banana seeds cost 770$ ? In my early canibal colony i have 17 of them just in case... just in case next raid will wipe me out for this valuables...
Bush seeds cost 17$ ? i have 118!!
how can i get rid of them? Looks like i cant just burn them in campfire.
Have to research Agriculture just to plant this shit...
Quote from: Ynemo on August 13, 2017, 12:23:15 AM
Wait.. banana seeds cost 770$ ? In my early canibal colony i have 17 of them just in case... just in case next raid will wipe me out for this valuables...
Bush seeds cost 17$ ? i have 118!!
how can i get rid of them? Looks like i cant just burn them in campfire.
Have to research Agriculture just to plant this shit...
Drop them in an unroofed area and they'll be destroyed over three days. Or burn them with a molotov.
Or do a search inside the modpack about banana seed, once you find the proper xml file, open it with a text editor, search for the marketvalue and change it.
But an early colony is protected normaly, the first 2 years got reduced raid strenghts.
Quote from: sociallyawkwardsurvivor on August 12, 2017, 09:53:30 PM
My computer can't do github, there's actual unsolvable reasons for this in my operating system.
Noone will do this, because it isn't allowed.
You can try to look if discord is working at your PC, join the Hardcore discord channel and ask there.
Or take a USB stick and visit a friend/neightbour to download it there.
Quote from: sociallyawkwardsurvivor on August 12, 2017, 11:03:04 AM
seriously guys, its impossible. there is nothing technically anyone can do- Github will not work on my computer. It wont. no amount of troubleshootingwill make it work. Please believe me.
Now I'm intrigued. Why?
Quote from: Oblitus on August 13, 2017, 04:24:09 AM
Quote from: sociallyawkwardsurvivor on August 12, 2017, 11:03:04 AM
seriously guys, its impossible. there is nothing technically anyone can do- Github will not work on my computer. It wont. no amount of troubleshootingwill make it work. Please believe me.
Now I'm intrigued. Why?
Same here. I've never seen a webpage not work where at most a different browser didn't fix the issue.
-trying to use desktop app, and not webpage?
-IP banned from github?
-country bans github access?
very mysterious, makes me want to know!
For people having problems with Butchering and cooking giving the "need materials" message, one way to fix it permanently is to go to Options->Mod Settings->QOLTweaksPack and untick "consider storage when butchering".
Quote from: sociallyawkwardsurvivor on August 12, 2017, 09:53:30 PM
My computer can't do github, there's actual unsolvable reasons for this in my operating system.
FOR ANYONE TO DO!! please be brave, let it be you!!
Please Do:
-Upload SK17 to gdrive for 24 hours and post link.
Please Do Not:
-Ignore my plea.
-Try to suggest why you think github doesnt work for me. You don't know my situation.
pls pls pls guys, please help. It take 5 minutes of your time. Im not gonna ask for any updates or help getting updates. I just want thecurrent working model. github doesnt work for me! i cannot get this mod version. please help! ive been asking almostthe better part a week now. please be a bro. please be a friend. you, the next person who reads this. please post link t gdrive.
Here it is men updated from yesterday 12-08-2017
Luck
Https://drive.google.com/file/d/0B8mlCfcVz2UEUDFzM2txVzJCTU0/view
Quote from: BlackSmokeDMax on August 13, 2017, 04:41:04 AM
Quote from: Oblitus on August 13, 2017, 04:24:09 AM
Quote from: sociallyawkwardsurvivor on August 12, 2017, 11:03:04 AM
seriously guys, its impossible. there is nothing technically anyone can do- Github will not work on my computer. It wont. no amount of troubleshootingwill make it work. Please believe me.
Now I'm intrigued. Why?
Same here. I've never seen a webpage not work where at most a different browser didn't fix the issue.
-trying to use desktop app, and not webpage?
-IP banned from github?
-country bans github access?
very mysterious, makes me want to know!
For second and third it is easy to get a workaround. My thought he is still using WinXP which don't have modern encryption protocols. Though it can be, again, fixed by using Firefox - it has own encryption libs instead of using system ones.
Could someone explain how use "refill cells less then" bar at stockpiles?
And what is "hide" stockpile option?
Looks like they dont do nothing
Quote from: Ynemo on August 14, 2017, 02:17:17 PM
Could someone explain how use "refill cells less then" bar at stockpiles?
And what is "hide" stockpile option?
Looks like they dont do nothing
I never use the "refill cells less than" option, so not sure on that.
For the "hide stockpile" option, all that does is turn off the stockpile's background color. So you would have the stockpile still there and you would still see the items in the stockpile, just without seeing any of the stockpile's coloring. That is a part of vanilla and not part of HcSK at all.
You made a 1x1 stockpile for simple meals at example. And you set refill less then 50%.
Simple meal stacksize is normaly 10 meals. So when the stockpile only get refilled when there are only 4 meals left, doesn't matter how high the priority are.
This prevent hauler to refill the stockpile for every single meal that got taken away normaly.
Quote from: Canute on August 14, 2017, 04:38:55 PM
You made a 1x1 stockpile for simple meals at example. And you set refill less then 50%.
Simple meal stacksize is normaly 10 meals. So when the stockpile only get refilled when there are only 4 meals left, doesn't matter how high the priority are.
This prevent hauler to refill the stockpile for every single meal that got taken away normaly.
When did u do it last time? Looks like it dosnt work currently.
Quote from: Ynemo on August 14, 2017, 04:41:51 PM
Quote from: Canute on August 14, 2017, 04:38:55 PM
You made a 1x1 stockpile for simple meals at example. And you set refill less then 50%.
Simple meal stacksize is normaly 10 meals. So when the stockpile only get refilled when there are only 4 meals left, doesn't matter how high the priority are.
This prevent hauler to refill the stockpile for every single meal that got taken away normaly.
When did u do it last time? Looks like it dosnt work currently.
+1. Doesn't seem to be working for me either.
Problem with Haygrass:
The haygrass says that it won't be destroyed if an animal eats it so it can be used to make compact grazing grounds. I know it used to work like that in the previous version. But now when I plant haygrass, it doesn't behave like that - instead the plant is destroyed when the animal eats it. Also the model for haygrass is now different.
Was the haygrass behavior changed in this version? (the tooltip is still the same as previous version).
hello i have a little bug don't know if it's suppose to be that way but i have the mod skynet activated thanks to the mod pack but when i start a world they are no faction added (skynet or resistance) just nothing like it use to can someone tell me if it's normal ?
Hello,
Why sometimes he tells me that I can not disassemble creatures if I have them perfectly in the warehouse ??
That drives me crazy
What do the blue locks on the research tabs mean?
Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?
Quote from: Exoray on August 15, 2017, 05:10:16 PM
What do the blue locks on the research tabs mean?
Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?
locks are for different levels of tech benches needed. Some techs require you use the advanced one, or one paired with the boosting machine (the ergonomics one whose name i can't recall atm).
Quote from: Exoray on August 15, 2017, 05:10:16 PM
What do the blue locks on the research tabs mean?
Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?
I now know what happened, I had a research bench + Research terminal, my research bench got destroyed but when I made another bench it didn't register in the research tab that I had one.
Only when I deconstructed both the bench and terminal and built both again did it click
The terminal finished first then the bench after and again it didn't register, Fixed it by building the bench first then the terminal.
Not sure if its a bug
Quote from: Exoray on August 15, 2017, 06:34:56 PM
Quote from: Exoray on August 15, 2017, 05:10:16 PM
What do the blue locks on the research tabs mean?
Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?
I now know what happened, I had a research bench + Research terminal, my research bench got destroyed but when I made another bench it didn't register in the research tab that I had one.
Only when I deconstructed both the bench and terminal and built both again did it click
The terminal finished first then the bench after and again it didn't register, Fixed it by building the bench first then the terminal.
Not sure if its a bug
It is a bug but its only visual. As long as you have both research benches (+analyzer) you can research everything.
Quote from: Wazowski on August 15, 2017, 04:17:37 PM
Hello,
Why sometimes he tells me that I can not disassemble creatures if I have them perfectly in the warehouse ??
That drives me crazy
Check available stockpile for meat and etc
could any one form caravan with prisoners? mine prisoners don't want to follow caravan to the edge of map.
far as i know u cant make caravans with prisoners.
on reasearch long as u have the correct bench they still research. its a known bug with it saying not met requirments
on cant butcher. the qol mod included has a option to prevent butcher if there no stockpile room. u can disable it in mod options.
Has anyone else noticed that colonists wont interact with mod joy objects at all? I have go tables and a few other types set up atm and horseshoes and they will only EVER use horseshoes and chess table which are base game objects
My colonists use a mod joy table (reversi, I think).
It seemed to me that it didn't work until I placed the chairs on the horizontal sides, instead of above and below.
Ken
Quote from: kenmtraveller on August 16, 2017, 04:50:17 PM
My colonists use a mod joy table (reversi, I think).
It seemed to me that it didn't work until I placed the chairs on the horizontal sides, instead of above and below.
Ken
Ah okay I'll have a go with reversi, unfortunately mine are on horizontal at the moment and they still won't use it :/ I also noticed this at the start of my game with the archery target thingy
Hey Quick Noob Question. How do I plant peach seeds after I research the proper tech?
Quote from: Angelhelm on August 16, 2017, 06:55:33 PM
Hey Quick Noob Question. How do I plant peach seeds after I research the proper tech?
check the fertilty need. some require higher than 100% think peach needed 120% min
Guys did the Haygrass get changed in this A17 version? Haygrass plant now gets destroyed when an animal eats it.
Quote from: cuppedkake on August 16, 2017, 06:20:17 PM
Quote from: kenmtraveller on August 16, 2017, 04:50:17 PM
My colonists use a mod joy table (reversi, I think).
It seemed to me that it didn't work until I placed the chairs on the horizontal sides, instead of above and below.
Ken
Ah okay I'll have a go with reversi, unfortunately mine are on horizontal at the moment and they still won't use it :/ I also noticed this at the start of my game with the archery target thingy
Archery definitely works for me. Is the target facing the right way round? Not sure if that makes a difference but it's all I can think of other than a mod conflict.
I did a revamp of my leisure room and everyone now uses the tables! I think it had something to do with tables and seats being placed right next to each other but its resolved now :D
new update make sure to remove any ammo/weapon bills u have qued before u update.
guys, why i keep repeating on the generate world screen? at first it was okay, then i unchecked some mods (combat extended) now, i cant create a new game.. and it takes more than 30 mins to load with hardcore sk mods? is it normal?
At first hardcore sk isn't a mod, it is a modpack you should use it primary, maybe with a few extra mod.
Yes it is normal that when you got hardcore-sk installed the loading time is very long, maybe you got a feeling how much stuff are integrated into it.
But 30 min, then you must have a mashine from the last century ? :-)
About the world generation, you are sure you installed hardcore-sk like the installation instruction said, or did you just activate it like a regular mod ?
For the previous alpha, Combat Realism was a required mod for HcSK to function. I expect the same is true of Combat Extended this alpha.
Having said that, is there a new minimal list of the absolutely required mods for HcSK to function? Sky had posted such a list for A16 somewhere in this thread.
nah. i was wondering of a 30 min load cuz i got i7 core. so i was thinking if is it my core or its just the game that load so long? haha. btw, i already figured that i need to load it as a pack. I'm excluding some mods in the mods tab that why it loads so long. thanks anyway. it a really good modpack.
Quote from: BlackSmokeDMax on August 19, 2017, 10:08:04 AM
Having said that, is there a new minimal list of the absolutely required mods for HcSK to function? Sky had posted such a list for A16 somewhere in this thread.
You can disable all mods beside core and core_sk.
But it is more fun the keep them all.
mandatory mods are
1.hugslib
2.alien framework
3.combat enhanced
4. core
5. core sk
think that's all. if u having 30min load times enable your debug u might have installed wrong and are having repeating errors that's slowing the load
Bug:
Animals keep trying to eat plants which are not destroyed upon harvest (e.g. bushes) even when the plant is at very low growth (for example 8%) etc. This way the animals get very little nutrition from it and they keep eating it again and again and the plant stays at that growth. This way the animals keep eating that 1 plant for the entire day and sometimes collapse from exhaustion before they get enough nutrition. This is happening with both tamed and wild animals.
Perhaps it has something to do with the change from <harvestDestroys> in previous version to <harvestAfterGrowth> in this version? Please check what is causing this. The animal should normally NOT eat a plant before it is at 65% growth.
Hi there
It seems I encounter some bugs :
- the first one is the same as little above, my colonist don't want to use joy stations
- the second is with the crashlanded scenario : I always begin the map woth two pawns instead of three (I tryed it 5 times, one time with the mod prepare carefully)
I also want to say that this modpack is the only reason for me to continu to play this game, thanks !
Quote from: UneTarte on August 20, 2017, 01:03:31 PM
Hi there
It seems I encounter some bugs :
- the first one is the same as little above, my colonist don't want to use joy stations
- the second is with the crashlanded scenario : I always begin the map woth two pawns instead of three (I tryed it 5 times, one time with the mod prepare carefully)
I also want to say that this modpack is the only reason for me to continu to play this game, thanks !
The crashlanded scenario is bugged at the moment and being fixed, but yeah I still have a few issues with joy objects. For tables, make sure to try chairs on both vertical and horizontal as it can't be rotated so only 2 positions work
Silly question: how do I make ash? In- game help doesn't say and I've searched this thread.
Quote from: There is no Vic on August 21, 2017, 07:25:06 AM
Silly question: how do I make ash? In- game help doesn't say and I've searched this thread.
Cremate corpses using campfire or the kiln type building under conversion.
Quote from: The13thRonin on August 21, 2017, 09:17:59 AM
Quote from: There is no Vic on August 21, 2017, 07:25:06 AM
Silly question: how do I make ash? In- game help doesn't say and I've searched this thread.
Cremate corpses using campfire or the kiln type building under conversion.
Thanks!
Considering how extremely popular this mod is, I'm sure this has been brought up; but it's kind of a bummer that these long-lived creatures die on my map of disease because of how the disease system works. It seems that the older a person is, the more likely they will develop a condition, so I get those dragon things (or other creatures), and because they're 300+ y/o usually, they have 5 different debilitating diseases on top of extreme-growth cancer, and they just die within the day on their own.
While I'm relieved they didn't end up wrecking my base because they're busy battling carcinoma, I feel that this might have been unintended so I thought I'd mention that it does feel a tad un-immersive.
I might have found an issue.
While looking through the recipes for clothing and armor at the electric tailoring bench, i noticed something weird: A lot of the combat themed items, especially the USCM stuff, seem to need extremely rare metal alloys to craft. The problem is many of them can only take alpha poly or beta poly in their recipe, while a couple of other items, mainly the helmets, allows you to use everything from bronze to titanium, the way the other items probably should behave. Is there some kind of bug that does this? making standard issue jumpsuits and pants out of materials otherwise only used to contain black holes seems slightly overkill. Aren't you supposed to be able to use most metals for those clothing items instead of the strongest material in the game for a pair of boots, it doesn't really make sense. A thing worth noting is that the Alpha-beta poly material requirement for crafting them doesn't show up as a required ingredient in the little help interface when you search the item there..
Hello,
I would like to report two thingst:
- I am not able to create catapult ammo(maybe this is temporary but workbench is working but when pawn finishes creating ammo it does not spawn.
- My terminator, I know I mentioned before that I will not play with Terminator, changes his background skills and prohibited activities after i load the game. At the beginning he has a lot of forbidden activities and now only animal handling is forbidden. It is not big deal because when I play with terminator I feel like cheater.
There is possibility of adding the MOD where it shows in the photo of each settler the weapon that carries over
Please :-[
Can we add some Combat Rifles or Battle Rifles?
You know thos 7.62 semi autos like M14 or M21?
Can guns from Rimsenal can be added?
Hi again,
Guys can you tell me which one of the AI Storytellers will give me constant attacks from other factions, I tried pretty much all of them on 4/5th level difficulty, and I think that Rey Torturer and Hildegarde are creating more attacks than accidents / events.
I just want to be under 24h siege :D
Is there any place / file i can check it, or can you tell me by your experience?
EPD,
i don't think this mod
Ultimate Survival
https://ludeon.com/forums/index.php?topic=34750.0
will work with HCSK, but maybe you want try it.
Quote from: EPD on August 24, 2017, 12:35:23 PM
Hi again,
Guys can you tell me which one of the AI Storytellers will give me constant attacks from other factions, I tried pretty much all of them on 4/5th level difficulty, and I think that Rey Torturer and Hildegarde are creating more attacks than accidents / events.
I just want to be under 24h siege :D
Is there any place / file i can check it, or can you tell me by your experience?
I use a custom scenero
Can someone please explain how does the jerky drying rack work? Was searching all over the place but can't find a solution and there is no bill for it.
Quote from: Knedl on August 25, 2017, 01:28:25 AM
Can someone please explain how does the jerky drying rack work? Was searching all over the place but can't find a solution and there is no bill for it.
u need to make "salt meat" 1st.
Then houlers will houl salt meat to rack.
TNX!
Hi there !
since my last post, it seems my pawns have no problem with entertaining themselves with joy stations now (except with archery it seems...)
Anyway, I come accross a little problem: I can't understand how bad hygiene sewerage (intake/outake) system work. I found the outlet thing, but where is the inlet for taking in water ? Also, it seems it can't be placed on ocean coast, wich is a little problem for me since I prefer play on map with ocean coast (not big deal though).
Since I prefer to play on ocean cost, it's a little big deal for me.
Also, is it possible to add to this modpack the mod Rimfridge, wich is very usefull with big or scattered bases ?
Thanks !
I didn't use the outlet at A17 HCSK yet, but my expierence with regular dub's hygience are The outlet need to be into shallow moving water other water types don't work!!
You better try to advance and be able to build the sewage treatment.
Anyone know if the updater, updates itself? as in https://github.com/skyarkhangel/Hardcore-SK/commit/f1bcc9b38e32c27a395fa00092ca602a8cdb6b91
Quote from: Canute on August 25, 2017, 10:02:36 AM
I didn't use the outlet at A17 HCSK yet, but my expierence with regular dub's hygience are The outlet need to be into shallow moving water other water types don't work!!
You better try to advance and be able to build the sewage treatment.
Ok thank you.
So you don't need any water intake for sewers to work ?
What about the hot water tank ? Is it just for radiators or aslo for bathtube and showers to work properly ?
Hot water tank is mainly for the radiators to heat.
But you need either the solar.. or the electrical one to heat the water tank.
It is a one way to heat your rooms.
I'm stuck on generate world, I press the button and it loads briefly and then goes back to the world generation screen. Any ideas??
Mosttimes this happens when you didn't followed the installation instructions.
Special when you didn't delete all configs in the config folder.
Ofcouse it could be just a new error from the latest change and you are the 1. who report it.
bugs already. (barely started the game)
something about taming jobs is fucked up. messages saying cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)
i merely started the game and i'm frustrated by these bugs
Quote from: sidfu on August 02, 2017, 01:49:35 PM
@ken we just recenly added mineifable to objects. if u getting a error about it we need to know which object. the trader bug looks like it happened due to the minefiable spam.
Quote from: kenmtraveller on August 02, 2017, 02:36:31 PM
pretty sure it was a hide bed, something happened while I was moving it and it got duplicated; a minified version was left along with the actual moved bed.
I would assume it would be in my save file, how can I find it? I'll post the details.
Ken
I think it's a problem related to the hospitality mod.
If u move a bed marked for guests into a prison cell, the moved bed will become a prison bed and a bugged version of the minified guest bed drops on the floor. Which for some reason disables all trading.
Quote from: morgredblack on August 26, 2017, 09:29:01 AM
bugs already. (barely started the game)
something about taming jobs is fucked up. messages saying cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)
i merely started the game and i'm frustrated by these bugs
The problem here is that for taming, they need a certain amount of space, which often they don't have unless they have gear equipped like a backpack. Basically the food being used is too bulky to be held by someone without some way of carrying it, since a lot of raw stuff has low nutrition values and such per unit.
I find the best way to work around it is to make kibble, and have the animal trainer use it either manually (short term) or through a loadout (long-term).
I had an idea about possibly adding in some sort of animal treats item specifically for use in taming, but I don't have a clue how to make the AI not try to just use raw food if it happens to be nearby or available.
Quote from: Slipshodian on August 26, 2017, 11:49:07 AM
Quote from: morgredblack on August 26, 2017, 09:29:01 AM
bugs already. (barely started the game)
something about taming jobs is fucked up. messages saying cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)
i merely started the game and i'm frustrated by these bugs
The problem here is that for taming, they need a certain amount of space, which often they don't have unless they have gear equipped like a backpack. Basically the food being used is too bulky to be held by someone without some way of carrying it, since a lot of raw stuff has low nutrition values and such per unit.
I find the best way to work around it is to make kibble, and have the animal trainer use it either manually (short term) or through a loadout (long-term).
I had an idea about possibly adding in some sort of animal treats item specifically for use in taming, but I don't have a clue how to make the AI not try to just use raw food if it happens to be nearby or available.
oh, that makes sense. they were fruits with low nutrition and i was taming my megasloth hehe :D
thanks for enlightening me. that being said this modpack really needs some proper guides.
oh, that makes sense. they were fruits with low nutrition and i was taming my megasloth hehe :D
thanks for enlightening me. that being said this modpack really needs some proper guides.
[/quote]
https://imgur.com/a/iLHsu - Guide.
Make kibble and set your loadouts for tamers to carry 15 kibble as well IF they already have a loadout set and produce some kibble its way easier to use for taming.
Another issue now....
I finally got in game and the issue now is i never get raids, like ever.
Any ideas?
Quote from: itzrabiid on August 26, 2017, 07:18:24 PM
Another issue now....
I finally got in game and the issue now is i never get raids, like ever.
Any ideas?
Go to options and change the story teller to the last one and the hardest. Wait for a few ingame days :)
Done that, waited 46 days and all i got was an animal migration..
I just started the game as tribals, but can't progress. Stonecutter's bench requires 70 stone blocks, but I started with only 30. It seems I can't do anything.
Check the map, there should be things you are able to deconstruct for stone blocks, wood and other things.
Quote from: Canute on August 27, 2017, 04:35:43 AM
Check the map, there should be things you are able to deconstruct for stone blocks, wood and other things.
Ah, there are granite cairns, thank you! This new content is great :D
Quote from: broccoli on August 27, 2017, 08:16:26 AM
Quote from: Canute on August 27, 2017, 04:35:43 AM
Check the map, there should be things you are able to deconstruct for stone blocks, wood and other things.
Ah, there are granite cairns, thank you! This new content is great :D
Once you find one, I highly recommend you zoom out and double click on the one you found. Then mark them all to be deconstructed. I also then pan around the map keeping a found one on screen to double click to help find the others. Once I get them all marked for deconstruction I typically find the one closest to my camp and unmark that one so the pawns will have a close piece of art to go view for early game joy.
Don't forget you can also take down existing walls and floors around the map for blocks as well. **Being careful of ancient dangers of course!
Hi,
Is there a way to remove Combat Realism mod? even if i have to remove some mod who need/use the mod to work
thanks
Quote from: r4ky on August 27, 2017, 11:17:22 AM
Is there a way to remove Combat Realism mod? even if i have to remove some mod who need/use the mod to work
You are lucky, Combat realism completly removed at the A17 version !! :-)
Quote from: sidfu on August 19, 2017, 07:27:45 PM
mandatory mods are
1.hugslib
2.alien framework
3.combat enhanced
4. core
5. core sk
Quote from: r4ky on August 27, 2017, 11:17:22 AM
Hi,
Is there a way to remove Combat Realism mod? even if i have to remove some mod who need/use the mod to work
thanks
Btw, in case you couldn't tell Canute was joking, in a way. Combat Realism is no longer part of the mod, thus the luck. Most likely you are talking about Combat Extended though, which later in the post you can see a quote from an earlier post stating the minimum required mods for HardcoreSK to function. Combat Extended IS on that list, so if you are trying to get rid of Combat Extended completely you are out of luck. That being said, if it is just the ammo that is bothering you, that is an option in Combat Extended to have on or off, so you may be able to go into mod options via the main menu system and shut that off. Maybe. Not sure if HcSK has some changes or anything that block that being turned off. I doubt it does though.
hey guys i started a tropical rainforest colony and i just ran out of medicine. do i have any chance other than pray a caravan with healroot seeds gets to me in time?
Quote from: itzrabiid on August 26, 2017, 07:18:24 PM
Another issue now....
I finally got in game and the issue now is i never get raids, like ever.
Any ideas?
This is probably the vanilla bug where ancient dangers contain mechanoids which are in "assault colony" mode. This means the game already thinks there is a raid in progress. The signs that you have this are:
1) No event asking you to name the colony
2) Combat music playing
3) Elections don't happen
The easiest fix is to use the dev console to open up all the ancient dangers and delete any mechanoids. I have been editing my save files to change their mission to "defend point" which seems to work also, but is quite complicated to do.
Quote from: BlackSmokeDMax on August 27, 2017, 12:53:58 PM
Quote from: r4ky on August 27, 2017, 11:17:22 AM
Hi,
Is there a way to remove Combat Realism mod? even if i have to remove some mod who need/use the mod to work
thanks
Btw, in case you couldn't tell Canute was joking, in a way. Combat Realism is no longer part of the mod, thus the luck. Most likely you are talking about Combat Extended though, which later in the post you can see a quote from an earlier post stating the minimum required mods for HardcoreSK to function. Combat Extended IS on that list, so if you are trying to get rid of Combat Extended completely you are out of luck. That being said, if it is just the ammo that is bothering you, that is an option in Combat Extended to have on or off, so you may be able to go into mod options via the main menu system and shut that off. Maybe. Not sure if HcSK has some changes or anything that block that being turned off. I doubt it does though.
yea that is the ammo this is really bothering me ^^ i didn't know there was an option thanks for telling me .
Quote from: Canute on August 27, 2017, 12:32:08 PM
Quote from: r4ky on August 27, 2017, 11:17:22 AM
Is there a way to remove Combat Realism mod? even if i have to remove some mod who need/use the mod to work
You are lucky, Combat realism completly removed at the A17 version !! :-)
Ho ok, long time i didn't play rimworld and extended combat wasnt creat on my last game time, it was combat realism for ammo ^^
This needs to be fixed in the next update. However I have a .xml solution to it right now. If someone wants help on how to edit the .xml please reply and I will post the instructions.
Problem: Fertilizer is required for making hydroponics but there is no way to produce synthetic fertilizer. This is especially a problem on ice sheets where you do not have access to infinite amounts of meat and vegetables to waste on making compost.
Solution: I solved this problem by going into the .xml of the Fertilizer Production Machine and creating a new recipe: "Make ammonia fertilizer". This utilizes 15 Sand, 15 Nitre and 10 Synthetic Ammonia to produce 10 Fertilizer. I think it is balanced and allows making fertilizer after you make an oil refinery and mining rig. It is still a slow process so it takes a long time before you have enough fertilizer for a full hydroponics room. In my opinion something like this should be added to the mod in the next update.
Quote from: lordmidas on August 28, 2017, 05:09:33 AM
This needs to be fixed in the next update. However I have a .xml solution to it right now. If someone wants help on how to edit the .xml please reply and I will post the instructions.
Problem: Fertilizer is required for making hydroponics but there is no way to produce synthetic fertilizer. This is especially a problem on ice sheets where you do not have access to infinite amounts of meat and vegetables to waste on making compost.
Solution: I solved this problem by going into the .xml of the Fertilizer Production Machine and creating a new recipe: "Make ammonia fertilizer". This utilizes 15 Sand, 15 Nitre and 10 Synthetic Ammonia to produce 10 Fertilizer. I think it is balanced and allows making fertilizer after you make an oil refinery and mining rig. It is still a slow process so it takes a long time before you have enough fertilizer for a full hydroponics room. In my opinion something like this should be added to the mod in the next update.
Oh shhhh.. I mean thanks :D
I'm playing ice sheets lately, yesterday I made my first soils and was thinking about making some rich soil this evening when I'm home. Care to say which file it is exactly you modified ?
Edited to add:
Possibly edit Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Production_Automation.xml
Add <li>MakeAmmoniaFertilizer</li> under the "recipes" tag of "FertilizerProductionMachine".
Add the recipe definition in Mods\Core_SK\Defs\RecipeDefs\Recipes_FertileFields.xml
<RecipeDef>
<defName>MakeAmmoniaFertilizer</defName>
<label>make ammonia fertilizer</label>
<jobString>Making ammonia fertilizer.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<workAmount>10000</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>Nitre</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>SyntheticAmmonia</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<products>
<Fertilizer>10</Fertilizer>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
Havent's tested yet though.
Quote from: manar on August 28, 2017, 05:35:28 AM
Quote from: lordmidas on August 28, 2017, 05:09:33 AM
This needs to be fixed in the next update. However I have a .xml solution to it right now. If someone wants help on how to edit the .xml please reply and I will post the instructions.
Problem: Fertilizer is required for making hydroponics but there is no way to produce synthetic fertilizer. This is especially a problem on ice sheets where you do not have access to infinite amounts of meat and vegetables to waste on making compost.
Solution: I solved this problem by going into the .xml of the Fertilizer Production Machine and creating a new recipe: "Make ammonia fertilizer". This utilizes 15 Sand, 15 Nitre and 10 Synthetic Ammonia to produce 10 Fertilizer. I think it is balanced and allows making fertilizer after you make an oil refinery and mining rig. It is still a slow process so it takes a long time before you have enough fertilizer for a full hydroponics room. In my opinion something like this should be added to the mod in the next update.
Oh shhhh.. I mean thanks :D
I'm playing ice sheets lately, yesterday I made my first soils and was thinking about making some rich soil this evening when I'm home. Care to say which file it is exactly you modified ?
Edited to add:
Possibly edit Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Production_Automation.xml
Add <li>MakeAmmoniaFertilizer</li> under the "recipes" tag of "FertilizerProductionMachine".
Add the recipe definition in Mods\Core_SK\Defs\RecipeDefs\Recipes_FertileFields.xml
<RecipeDef>
<defName>MakeAmmoniaFertilizer</defName>
<label>make ammonia fertilizer</label>
<jobString>Making ammonia fertilizer.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<workAmount>10000</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>Nitre</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>SyntheticAmmonia</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<products>
<Fertilizer>10</Fertilizer>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
Havent's tested yet though.
Yes you are correct, that is exactly what I did.
To make it easier for other people to understand:
Step 1:Open the following file: Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Production_Automation.xml
Search for FertilizerProductionMachine and go to its <recipes> tag. There you add the following:
<li>MakeAmmoniaFertilizer</li>
So finally it should look like this:
<recipes>
<li>MakeFertilizer</li>
<li>MakeAmmoniaFertilizer</li>
</recipes>
Step 2:Open the following file: Mods\Core_SK\Defs\RecipeDefs\Recipes_FertileFields.xml
Go to the end of the file and just before the last </recipeDefs> tag Copy paste what manar has written in his post which I have quoted above. So finally it should look like this:
<RecipeDef>
<defName>MakeAmmoniaFertilizer</defName>
<label>make ammonia fertilizer</label>
<jobString>Making ammonia fertilizer.</jobString>
<workSpeedStat>BrewingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<workAmount>10000</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>Nitre</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>SyntheticAmmonia</li>
</thingDefs>
</filter>
<count>10</count>
</li>
</ingredients>
<products>
<Fertilizer>10</Fertilizer>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>
</RecipeDefs>
Step 3:Enjoy producing synthetic fertilizer :). Just remember that in order for the fertilizer production machine to produce the fertilizer, you need to put Synthetic ammonia, Nitre and Sand right next to it. I normally do that by making 3 stockpiles of 1 tile each and setting each of them to hold only one of these resources. Set these stockpiles' priority to Critical so that they are always prioritized to be filled by your pawns.
ill think about adding that after i balance it. on ice sheet it would be perfect but on other maps it has potental to allow making of to much fertlizer.
Can someone pls help me remove from the game forced need to run for cover in combat? its great feature but only when you are fighting with ranged weapons becouse when you want your melee fighter to charge this 2 guys with poor pistols he is runing in circles like a retard and just taking like 200 bullets when he finaly dies.
Quote from: sidfu on August 28, 2017, 02:56:31 PM
ill think about adding that after i balance it. on ice sheet it would be perfect but on other maps it has potental to allow making of to much fertlizer.
Thanks sidfu.
Quote from: Inostrancevia on August 29, 2017, 09:53:12 AM
Can someone pls help me remove from the game forced need to run for cover in combat? its great feature but only when you are fighting with ranged weapons becouse when you want your melee fighter to charge this 2 guys with poor pistols he is runing in circles like a retard and just taking like 200 bullets when he finaly dies.
Are you talking about suppression? If yes, then basically that's the point of suppression. You can't charge through suppressing bullet fire, you will get shredded to pieces.
The only case where you won't get suppressed is if you are wearing armor which completely blocks those bullets AND if you have high enough physical strength to keep going against the force of bullet impacts. So I suppose a good thing to do would be to relate suppression to armor and bullet type as well as physical strength of the pawn. Maybe it is already like that - I do not know. But it will be good if it works like that.
Quote from: lordmidas on August 29, 2017, 12:33:31 PM
Quote from: Inostrancevia on August 29, 2017, 09:53:12 AM
Can someone pls help me remove from the game forced need to run for cover in combat? its great feature but only when you are fighting with ranged weapons becouse when you want your melee fighter to charge this 2 guys with poor pistols he is runing in circles like a retard and just taking like 200 bullets when he finaly dies.
Are you talking about suppression? If yes, then basically that's the point of suppression. You can't charge through suppressing bullet fire, you will get shredded to pieces.
The only case where you won't get suppressed is if you are wearing armor which completely blocks those bullets AND if you have high enough physical strength to keep going against the force of bullet impacts. So I suppose a good thing to do would be to relate suppression to armor and bullet type as well as physical strength of the pawn. Maybe it is already like that - I do not know. But it will be good if it works like that.
he should set up the terrain for melee ambushes, since even a small 3 piece wall can perfectly conceal your melee person until the enemy is right on top of them.
Hi there.
I encoutered a very anoying bug : when I entering the asign loadout, there nothing but a blank sheet. I can't search or edit loadout since there is nothing but the icons and top buttons.
Velve a few post ahead talked about hat as well, but there was no answers.
Is there anybody out there who know a solution for this problem ?
Thanks.
Quote from: sidfu on August 19, 2017, 07:27:45 PM
mandatory mods are
1.hugslib
2.alien framework
3.combat enhanced
4. core
5. core sk
think that's all. if u having 30min load times enable your debug u might have installed wrong and are having repeating errors that's slowing the load
Sidfu: is that the proper order for those? Or should it be:
1. Core
2. Hugslib
3. Alien framework
4. Combat Extended
5. CoreSK
Or something else entirely? I'm gonna give this a try right now.
NVM, they are all at the top in order already :) Changed my list to show correct order. (I had 4 and 5 switched in my original guess)
Hello there
I encountered a new bug : it seems that my pawns don't earn any xp, from nothing...
It's weird because in my other games I didn't had this problem, or so I think.
Any ideas on that, and for the problem with the asign going blank ?
Thanks.
Question about Jerky/Salted Meat.
Is it on purpose that the jerky goes bad before salted meat. Seems kind of strange that you are taking salted meat which lasts ~ year, making that into jerky which is then only good for ~ 1/2 year. Was there some reasoning/balance for that. Seems like there is no point to jerky, salted meat is just better? Could be I missed something here.
I want to download this mod but for the life of me, I cannot find "ColonistBar_KF.xml and ColonistBar_PSIKF.xml" files to put in ... .config/unity3d/Ludeon Studios/RimWorld/Config. I didn't have any trouble finding the Config file.
I am looking at the installation instructions from Github:
"Installation:
Go to the folder you installed the game in. (gamefolder)
Delete all mods inside your Rimworld\Mods\ folder except "Core".
Open up the downloaded Hardcore sk project .zip file. Extract everything in the Hardcore-SK-master\Mods\ folder into your Rimworlds\Mods\ folder, and overwrite any files if prompted.
Go to:
For Windows users: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config windows button + R -> the Run dialog will appear 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 Delete all the files that exist in that folder. And copy "ColonistBar_KF.xml, ColonistBar_PSIKF.xml, and ModsConfig.xml", which at the root of the archive modpack.
Check mods in the game. Switch Language if needed. Play!"
Quote from: Flavorful on August 31, 2017, 05:02:55 PM
I want to download this mod but for the life of me, I cannot find "ColonistBar_KF.xml and ColonistBar_PSIKF.xml" files to put in ... .config/unity3d/Ludeon Studios/RimWorld/Config. I didn't have any trouble finding the Config file.
I am looking at the installation instructions from Github:
"Installation:
Go to the folder you installed the game in. (gamefolder)
Delete all mods inside your Rimworld\Mods\ folder except "Core".
Open up the downloaded Hardcore sk project .zip file. Extract everything in the Hardcore-SK-master\Mods\ folder into your Rimworlds\Mods\ folder, and overwrite any files if prompted.
Go to:
For Windows users: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config windows button + R -> the Run dialog will appear 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 Delete all the files that exist in that folder. And copy "ColonistBar_KF.xml, ColonistBar_PSIKF.xml, and ModsConfig.xml", which at the root of the archive modpack.
Check mods in the game. Switch Language if needed. Play!"
easiest solution i have for you is that they do have an updater on their github which does install and update the mod for you. maybe you want to try that out.
Ignore those instructions. It was an optional mod, that I believe is no longer included.
Thank you everyone. Got it working! :D
reason jerky goes bad sooner is for balance is all.
What would you have to do to remove all industrial factions from the game so you can just run it tribal?
I'm talking disable regular raiders, asari, nova, outlanders, and disabling all mechanoid raids.
I know we can already disable a lot of events with the scenario editor. But I want to get rid off all those troublesome factions with their guns so I can just be invaded by sword- and bow-wielding tribals and have good ol' fashioned medieval bloodshed.
This modpack has great potential for building a low-tech colony. It's just that actual low-tech colonies have no survivability.
Quote from: sidfu on August 31, 2017, 07:07:55 PM
reason jerky goes bad sooner is for balance is all.
Is jerky better than salted meat for it to be balanced that way? Do you eat more salted meat for the same nutrition value or do you get joy?
If you eat the same or don't get joy, seems there would be no reason to make jerky, as it is same ingredients but more work + you need the extra resources to build jerky rack(s) now.
Thanks for the reply!
salted meat is the same food value as raw meat. it was left that value to not throw off meals when say u run out of raw meat and use your salted meat in meals.
jerky isnt meat to be a normal food. think of it as a travel meal. compared to orginal jerky the current version dont weight as much so u could use it for your caravans.
so in end jerky is meant to be a last choice food before u eat raw foods and for travel. with the way it is now u can basicaly start caravan within first month.
Thanks for the explanation!
Quote from: silverskin on August 31, 2017, 07:58:04 PM
What would you have to do to remove all industrial factions from the game so you can just run it tribal?
I'm talking disable regular raiders, asari, nova, outlanders, and disabling all mechanoid raids.
I know we can already disable a lot of events with the scenario editor. But I want to get rid off all those troublesome factions with their guns so I can just be invaded by sword- and bow-wielding tribals and have good ol' fashioned medieval bloodshed.
This modpack has great potential for building a low-tech colony. It's just that actual low-tech colonies have no survivability.
This modpack isn't designed to stay as tribal, not for the crafting not for the research not for the events.
You can try and check if Tribal planet
https://ludeon.com/forums/index.php?topic=32473.0
works, but if wouldn't count on it.
I know it's not designed to stay tribal/medieval, with all this variety of tech, crafting projects and materials. But there are plenty of low-tech things to research and build. So much of it but I can't say I've ever actually used it. It just isn't practical. Swords and metal armour isn't very useful when every raider has an assault rifle. Cooking up pemmican and building passive room coolers is also something you skip in a second by researching the first levels of "conventional power" and "infrastructure", then breaking down a ship part and building an electric freezer right away.
It can't be balanced against all these gun-toting bandits and inferno-cannon mechanoids.
I'll definitely check out that tribal planet mod, thanks.
I'm just still wondering if there are any files in HCSK that can be quickly deleted or edited to make it so industrial tech factions spawn on the world map, and so no mechanoids ever randomly invade. Would probably ramp up the insectoid invasions to make up for it, if possible.
Then you should install discord, and ask at the discord channel. Then you might get a faster answer.
there is no way to quickly make the pack tribal only. your talking about the removal of probably 50k+ lines of xml.
if u would stop rushing your research and build your base and also manage your wealth u wouldn't be having so many raiders with guns. you cant play this mod pack like vanilla. just cause u see a node of coal dont mean u need to mine all of it u only arbutauly increasing your wealth.
one of the most common complaints we get is that they play tribal so why do they get attacked by people with guns. then u ask them their wealth and research and u see they rushing research and have a billion logs,meat and ore.
people have to remember everything on the map adds to wealth. just cause is not in stockpile means nothing.
a good example of 1 error people make. just cause u have a freezer dont mean u need to butcher every animal. a corpse is near nothing on wealth but meat can add up faster than logs can.
alot of work goes into the pack more than most know.
Does anyone know how to store enriched uranium in a safe way? I put it into a barrel, pawns get rad poisoning just by walking in the area. By the way, any idea on how big the affected area is?
Barrel is the right idea, there should be a storage solution with the Hazard symbol one it.
Quote from: Captain_Goatse on September 03, 2017, 08:21:30 AM
Does anyone know how to store enriched uranium in a safe way? I put it into a barrel, pawns get rad poisoning just by walking in the area. By the way, any idea on how big the affected area is?
there is no safe way. what u can do is move it to a safe area. then make a zone around it and invert that zone.
Quote from: sidfu on September 01, 2017, 11:16:18 AM
there is no way to quickly make the pack tribal only. your talking about the removal of probably 50k+ lines of xml.
if u would stop rushing your research and build your base and also manage your wealth u wouldn't be having so many raiders with guns. you cant play this mod pack like vanilla. just cause u see a node of coal dont mean u need to mine all of it u only arbutauly increasing your wealth.
one of the most common complaints we get is that they play tribal so why do they get attacked by people with guns. then u ask them their wealth and research and u see they rushing research and have a billion logs,meat and ore.
people have to remember everything on the map adds to wealth. just cause is not in stockpile means nothing.
a good example of 1 error people make. just cause u have a freezer dont mean u need to butcher every animal. a corpse is near nothing on wealth but meat can add up faster than logs can.
alot of work goes into the pack more than most know.
Hello,
From my perspective the problem are not raids but events. Additionally the tropical rain forest start is not balanced. My next tries will be on standard forest (without terminator).
About weapons, I got more advanced weapons that I needed really fast. I would like to see more raiders with less advanced weapons at the beginning, not because they are problems but because the progress in weapons I loot is much faster then progress in technology tree. Additionally if AI spawn one raider with really good weapon, my pawns can just wait behind the corner and melee him and take ranged weapon.
type of raiders u get are based on wealth.
the way it does it when a raid is triggered it checks your wealth vs the raid factions and such. then it bases what raids u on how much wealth u get. thats why i said u have to watch your wealth or u easly push into people with smg and pistols real fast.
the factions are soon gonna have a bit of a overhaul and it probaly be better then u just have to wait.
anyone know how to make cigarios with tobacco please? i build each workbench without be able to find the good one ? or maybe it's a bug ??
Sorry i don't know at moment, but the modpack got the helptab included.
Can't you use the helptab and search for tobacco, then it show you what table/recipe it use and what missing research you need.
Quote from: Canute on September 04, 2017, 12:45:25 PM
Sorry i don't know at moment, but the modpack got the helptab included.
Can't you use the helptab and search for tobacco, then it show you what table/recipe it use and what missing research you need.
thanks for reply,
Of course i did it ! but helptab say : tobacco workbench -_-' and this one just don't exist ^^
Quote from: sidfu on September 03, 2017, 07:23:58 PM
type of raiders u get are based on wealth.
the way it does it when a raid is triggered it checks your wealth vs the raid factions and such. then it bases what raids u on how much wealth u get. thats why i said u have to watch your wealth or u easly push into people with smg and pistols real fast.
the factions are soon gonna have a bit of a overhaul and it probaly be better then u just have to wait.
Are the events scaled to wealth? For example, Strange Artifact and Skynet?
Curious, the loading time is rather long (1-3mins depending ), does this happen to be the modpacks optimization? Or is it something that Sylvester has to solve/do on their end?
yeah most events scale. so a posion ship at 300k wealth will have more enimies than a 100k one
Quote from: r4ky on September 04, 2017, 12:07:17 PM
anyone know how to make cigarios with tobacco please? i build each workbench without be able to find the good one ? or maybe it's a bug ??
Try primitive workbench.
Quote from: Valor on September 04, 2017, 08:40:35 PM
Quote from: r4ky on September 04, 2017, 12:07:17 PM
anyone know how to make cigarios with tobacco please? i build each workbench without be able to find the good one ? or maybe it's a bug ??
Try primitive workbench.
i don't have just "primitive workbench", i have primitive prothestic bench and primitive research bench that all :/ so strange
Quote from: r4ky on September 05, 2017, 12:57:24 PM
Quote from: Valor on September 04, 2017, 08:40:35 PM
Quote from: r4ky on September 04, 2017, 12:07:17 PM
anyone know how to make cigarios with tobacco please? i build each workbench without be able to find the good one ? or maybe it's a bug ??
Try primitive workbench.
i don't have just "primitive workbench", i have primitive prothestic bench and primitive research bench that all :/ so strange
The bench you are looking for is the craftsman bench. In the production architect menu look for "Weapons Crafts"
I want to say that this is an excellent modpack. I've been messing around with it a lot the past couple of days and it has breathed a ton of new life into Rimworld for me.
I haven't run into any bugs yet, but I did find something that I think might be unintended and is likely the reason that so many people seem to have issues with malaria and other diseases at low tech levels. The standard advice (and common sense) for dealing with disease is to send your colonist to rest and have a good doctor treat them.
The problem is that with early beds (hay beds, hide beds, and mattress beds) the immunity gain while resting in them is actually worse than it is while not resting. For instance, a hay bed has an immunity gain speed of 85% while resting and standing up doing work has an immunity gain speed of 100%.
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.
On a similar note, the wash-basin and surgeon's tools that you can build from the medical section both state that they alter immunity gain speed for the beds that they are connected to but they don't. I was curious to see if they were working so I checked in debug mode and despite their descriptions they don't actually do anything for immunity gain speed.
Note: I'm not saying that diseases are too difficult early on; they can be survived. My issue is that currently the disease system and how to deal with it is completely backwards at low tech. I'm also aware that the hide beds can be significantly improved if made with immunity gain speed leathers, but for beds made with just common leather what I've said stands true.
its not a issue. 99% of most people that complain about diseases take and think they can get treatment then sendd their pawn back to work.
in the pack u need to find a animal on the map with a over 100% immunty gain leather. every map has them.
the tools for puting next to bed only 1 of tem gives immunty gain. each gives differnt stat.
Just commented to say congrats on 1 million views
Quote from: sidfu on September 06, 2017, 07:50:06 PM
its not a issue. 99% of most people that complain about diseases take and think they can get treatment then sendd their pawn back to work.
in the pack u need to find a animal on the map with a over 100% immunty gain leather. every map has them.
the tools for puting next to bed only 1 of tem gives immunty gain. each gives differnt stat.
Sending them to get treatment and then putting them back to work
is better than having them rest in a poor bed. That's my point. Using debug you can see that their immunity gain actually
drops when they rest. Again, I'm not saying that it's too difficult, I'm just saying that it makes no sense.
Also, the tools (medical wash basin) that you put by the bed do not increase immunity gain. Watching it in debug you can see that it makes no difference with or without.
Jons,
does the medical tools draw a line to the bed, if you try to place them ?
Yes, it does.
Quote from: Jons on September 06, 2017, 03:36:10 PM
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.
You're 100% right, but for some reason mild criticisms/suggestions like this are always responded to with accusations that you are a cry baby noob.
It isn't a case of wanting things to be easier, just suggesting how they could be better. Overall infection rates could be sped up to balance.
Hello, I'm a Korean user who plays this mod very enthusiatized.
But, There's not-reinstallable tables in this mod... even being not reinstallable seems very ridiculous.
Why I can't reinstall research table while I can reinstall butcher table?
And, Why I can't reinstall multi-purpose heater in this game despite I can reinstall my heaters in real life?
Please consider this... and please mend it when the next version released.
Maybe someone has already asked this but after spending half a day searching for an answer your my last hope xD Does Hardcore-SK work with A17 allready? Because i cant get it to run
Quote from: Pectus Solentis on September 07, 2017, 08:24:58 AM
Hello, I'm a Korean user who plays this mod very enthusiatized.
But, There's not-reinstallable tables in this mod... even being not reinstallable seems very ridiculous.
Why I can't reinstall research table while I can reinstall butcher table?
And, Why I can't reinstall multi-purpose heater in this game despite I can reinstall my heaters in real life?
Please consider this... and please mend it when the next version released.
We still not finish to enable portability for all worktables. Fix that in the future.
Quote from: TheDuuke on September 07, 2017, 01:17:22 PM
Maybe someone has already asked this but after spending half a day searching for an answer your my last hope xD Does Hardcore-SK work with A17 allready? Because i cant get it to run
Hello! Welcome to our discord channel, we will help.
https://discord.gg/FMPRSKr
Quote from: XeoNovaDan on September 06, 2017, 08:42:14 PM
Just commented to say congrats on 1 million views
Thank you :)
Quote from: PhenotypeX on September 07, 2017, 05:49:25 AM
Quote from: Jons on September 06, 2017, 03:36:10 PM
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.
You're 100% right, but for some reason mild criticisms/suggestions like this are always responded to with accusations that you are a cry baby noob.
It isn't a case of wanting things to be easier, just suggesting how they could be better. Overall infection rates could be sped up to balance.
I was thinking that it would make sense to just lower the immunity gain speed while not resting to a level below that of the worst bed. Since a sleeping spot has a gain speed of 75% the simple solution would be to drop standing gain speed to something like 70%. That way it would actually be beneficial to send your people to rest.
This would actually make the game more difficult not less.
Quote from: TheDuuke on September 07, 2017, 01:17:22 PM
Maybe someone has already asked this but after spending half a day searching for an answer your my last hope xD Does Hardcore-SK work with A17 allready? Because i cant get it to run
You have to go download the master from github. The releases on the nexus/mega are complete versions for older Rimworld Alphas. The a17 version is still a work in progress, and being not fully released yet will not be copied to the nexus/mega yet.
If you look in the first post you will see a large link that is "Download the latest test version" That link will take you to github, from there click on the green button that says "Clone or Download"
If you are already using that correct download, then the discord Sky linked to is definitely a great place to go to get help. Even when you do get it running that discord is still a great place to go. Everyone there is running HardcoreSK, so when you run into problems/questions, almost always someone around to ask. And you will run into things you have questions on!!
Quote from: Jons on September 07, 2017, 03:01:50 PM
Quote from: PhenotypeX on September 07, 2017, 05:49:25 AM
Quote from: Jons on September 06, 2017, 03:36:10 PM
Therefore, counterintuitive though it may seem, the best thing to do if your colonists get diseased and you only have garbage beds is to force them to never sleep. This seems wrong to me. Logically, even resting on a cold stone floor should be at least slightly better than performing back-breaking labor in a mine, but currently it isn't. The miner is more likely to survive the malaria outbreak than the guy who has been resting peacefully all day.
You're 100% right, but for some reason mild criticisms/suggestions like this are always responded to with accusations that you are a cry baby noob.
It isn't a case of wanting things to be easier, just suggesting how they could be better. Overall infection rates could be sped up to balance.
I was thinking that it would make sense to just lower the immunity gain speed while not resting to a level below that of the worst bed. Since a sleeping spot has a gain speed of 75% the simple solution would be to drop standing gain speed to something like 70%. That way it would actually be beneficial to send your people to rest.
This would actually make the game more difficult not less.
Yes I agree. It seems that rest effectiveness has a similar problem. Pawns seem to need more sleep in basic beds than they do crashing on the floor.
The installation instructions on Github are not very clear. So, follow these instructions instead:
FIRST, YOU HAVE TO PLAY VANILLA FOR LIKE A MINUTE. (for anyone who is installing it from a new computer or just decided to start the game with this mod.)
download the SK zipfolder.
make a separate folder and label it like Hardcore SK Mod.
put the zipped SK folder into the folder you just made.
then extract it using a program like 7 zip.
click the file that came out and it'll show you guides/mods/updater.
go to the mod folder.
copy all the files in the mod folder.
go back to the alpha rimworld folder (where you launch the game).
and go to that mod folder. You should see the folder "Core".
(Assuming you had never put any mods in the folder before / it is a fresh copy of the game - Do not delete Core. If you have had mods in the folder prior to this, then start with a fresh copy.)
and right click and paste.
click yes to overwrite the folders.
then go back to the folder SK folder.
copy modConfigs.
go to your C drive. > user > (your name / computer name) > app data (requires hidden items to be checked mark (view on top, right hand side, hidden items)) > locallow > Ludeon Studios > rimworld by ludeon studios > Config.
delete all the files inside.
then paste modconfig.
now you can you start playing.
I am pretty sure there is a bug with farming zones. I was planting cotton and then changed the allow sowing to off so I could make rich soil. As it got build I put the allow sowing back to on but the cotton did not get planted. I tried deleting the zone and made a new one but it's like the land that got forbidden once for sowing can't be used again for farming. Tried with diferent plants but if I select a pawn and right click on growing zone where I forbid sowing it just has no option to priorotize planting. Tried all options I could think off but the land simply can't be sown again :( Any ideas how to solve this one?
Quote from: Knedl on September 10, 2017, 05:03:26 AM
I am pretty sure there is a bug with farming zones. I was planting cotton and then changed the allow sowing to off so I could make rich soil. As it got build I put the allow sowing back to on but the cotton did not get planted. I tried deleting the zone and made a new one but it's like the land that got forbidden once for sowing can't be used again for farming. Tried with diferent plants but if I select a pawn and right click on growing zone where I forbid sowing it just has no option to priorotize planting. Tried all options I could think off but the land simply can't be sown again :( Any ideas how to solve this one?
When you hover over the zone, does it give a message about bad seasonal temperature?
No, it's growing all year and growing season. If a tree grows up in the zone I can set my farmer to priorize the zone but it only cuts the tree no sowing possible. I had that zone in use before and it grew all year.
OMG I found the prob after I opened the savegame to see if it's still forbidden there. The thing is that I have seeds stored in baskets. I put the seeds out and they were forbidden! No idea how I managed to set the seeds inside the basket to be forbidden. It works now! Thanks for help.
Hey, i just updated the Modpack to found out my savegame seem not to work with the changes. First the new Minimap seem to confuse me. some Mountains doesnt show up and are displayed like shadows. Is there a savegame recovery thread so i dont need to bother you? i really would love to go on with this savegame but if this means i got to stay in the older version it would make me kinda sad.
As i said it seems like some mountain parts are like shadows, when i click on them the game seems to stop working. Is there some information what Rimworld version we should add this mod to? Is it always the latest? I cant reach debug nor i can get into options menu because it doenst show this overlays when i press esc or press menu. Was there a change that rend old saves absolutly 100% unusuable? could i fix it by editing the savegame with editor or smth? im ready to do everything but i dont know where to start searching. Can u help me guys ?
Quote from: Devinel on September 10, 2017, 07:36:27 AM
Hey, i just updated the Modpack to found out my savegame seem not to work with the changes. First the new Minimap seem to confuse me. some Mountains doesnt show up and are displayed like shadows. Is there a savegame recovery thread so i dont need to bother you? i really would love to go on with this savegame but if this means i got to stay in the older version it would make me kinda sad.
As i said it seems like some mountain parts are like shadows, when i click on them the game seems to stop working. Is there some information what Rimworld version we should add this mod to? Is it always the latest? I cant reach debug nor i can get into options menu because it doenst show this overlays when i press esc or press menu. Was there a change that rend old saves absolutly 100% unusuable? could i fix it by editing the savegame with editor or smth? im ready to do everything but i dont know where to start searching. Can u help me guys ?
the version in git is always the latest. sometimes we break saves when we either update or change something. normaly we give warning in discord about it. the rule of thumb is to always backup your mod folder before u update if u plan to keep your save. also always do a clean install. sometimes we rename files also and if u just copy over a older version u can have extra files.
Quote from: sidfu on September 10, 2017, 07:45:59 AM
Quote from: Devinel on September 10, 2017, 07:36:27 AM
Hey, i just updated the Modpack to found out my savegame seem not to work with the changes. First the new Minimap seem to confuse me. some Mountains doesnt show up and are displayed like shadows. Is there a savegame recovery thread so i dont need to bother you? i really would love to go on with this savegame but if this means i got to stay in the older version it would make me kinda sad.
As i said it seems like some mountain parts are like shadows, when i click on them the game seems to stop working. Is there some information what Rimworld version we should add this mod to? Is it always the latest? I cant reach debug nor i can get into options menu because it doenst show this overlays when i press esc or press menu. Was there a change that rend old saves absolutly 100% unusuable? could i fix it by editing the savegame with editor or smth? im ready to do everything but i dont know where to start searching. Can u help me guys ?
the version in git is always the latest. sometimes we break saves when we either update or change something. normaly we give warning in discord about it. the rule of thumb is to always backup your mod folder before u update if u plan to keep your save. also always do a clean install. sometimes we rename files also and if u just copy over a older version u can have extra files.
I got my old files backed up thats okay. its just i want to get the updated version to work. can u suggest me some workarounds?
Like sidfu mention before,
sometimes it isn't possible, because they did change too much or in a way that it can't work with an old safe anymore.
If you know what got changed, you can destroy/deconstruct them before you safe, and try it with the new version.
But i suggest to stay with the version you played.
Or start a new one with the new version, and use dev. tools to speed up your colony progress at the beginning.
But be warned, any new version allways can cause trouble/problems.
Maybe you should wait for a final A17 version (if there will be one).
Quote from: Canute on September 10, 2017, 08:29:39 AM
Like sidfu mention before,
sometimes it isn't possible, because they did change too much or in a way that it can't work with an old safe anymore.
If you know what got changed, you can destroy/deconstruct them before you safe, and try it with the new version.
But i suggest to stay with the version you played.
Or start a new one with the new version, and use dev. tools to speed up your colony progress at the beginning.
But be warned, any new version allways can cause trouble/problems.
Maybe you should wait for a final A17 version (if there will be one).
Theres the fact that i will always look further for more awesome addons. Dont missunderstand me, i cant express how much i love this mod, so is there a changelog i could look up what was changed? the github hud confuses me and i kinda cant find out where the changes are loged. I am really wondering why only some mountains disappeared and others are still intact. well thx anyway
edit:
i get spammed by this at start?
Could not resolve cross-reference to Verse.BodyPartDef named RightLobeLiver
ect for a lot body parts. what does it say? wrong installation?
I think the best source for info's are their discord channel.
Quote from: Devinel on September 10, 2017, 09:41:01 AM
Quote from: Canute on September 10, 2017, 08:29:39 AM
Like sidfu mention before,
sometimes it isn't possible, because they did change too much or in a way that it can't work with an old safe anymore.
If you know what got changed, you can destroy/deconstruct them before you safe, and try it with the new version.
But i suggest to stay with the version you played.
Or start a new one with the new version, and use dev. tools to speed up your colony progress at the beginning.
But be warned, any new version allways can cause trouble/problems.
Maybe you should wait for a final A17 version (if there will be one).
Theres the fact that i will always look further for more awesome addons. Dont missunderstand me, i cant express how much i love this mod, so is there a changelog i could look up what was changed? the github hud confuses me and i kinda cant find out where the changes are loged. I am really wondering why only some mountains disappeared and others are still intact. well thx anyway
edit:
i get spammed by this at start?
Could not resolve cross-reference to Verse.BodyPartDef named RightLobeLiver
ect for a lot body parts. what does it say? wrong installation?
put the improved body mod above the expanded ddiseases
getting these errors every tick
Quote
Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
Verse.GridsUtility:GetTemperature(IntVec3, Map)
Verse.CompHeatPusher:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick()
SK.Feenix:Tick()
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.RoomQuery.RoomAt (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.GridsUtility.GetRoom (IntVec3 loc, Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.GenTemperature.PushHeat (IntVec3 c, Verse.Map map, Single energy) [0x00000] in <filename unknown>:0
at Verse.CompHeatPusher.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at SK.Feenix.Tick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
It's currently making my game unplayable as it keeps pausing.
I can't say anything about the errors,
but about the auto-pause you can disable it, when you enable the develop mode, then you got some icons at the top.
The right one, the flag , when you click on it the pause on error is turned off.
Quote from: Canute on September 11, 2017, 03:55:19 AM
I can't say anything about the errors,
but about the auto-pause you can disable it, when you enable the develop mode, then you got some icons at the top.
The right one, the flag , when you click on it the pause on error is turned off.
I didn't know about that, thank you.
Playing tribals I've researched smithing to get blacksmith to work metal but I cannot see the item in the production panel.
Relevant entry in the Buildings_Production.xml goes like;
<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>
I've downloaded the zip file from the github at 02/09/2017 (DDMMYYYY) according to windows explorer.
Is this a bug or do I need to further research things?
Edit: i can place the minified form from developer menu as well.
Did you try to look at the helptab, i am pretty sure you are missing some research, and the helptab would show you it.
Quote from: Canute on September 11, 2017, 12:59:20 PM
Did you try to look at the helptab, i am pretty sure you are missing some research, and the helptab would show you it.
nope it only says smithing ...
Full xml follows
<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>
<Description>This blacksmithing setup has all the tools needed to build metal armor, work tools, melee weapons, advanced bows and crossbows, as well as simple ammunition such as arrows. It requires some fuel that burns at a high temperature such as coal or peat.</Description>
<graphicData>
<texPath>Things/Building/Production/NeolithicProduction/Blacksmith</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(0.3, 0.6, 0.3)</volume>
</shadowData>
</graphicData>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>120</costStuffCount>
<CostList>
<Component>8</Component>
<Mechanism>6</Mechanism>
</CostList>
<minifiedDef>MinifiedFurniture</minifiedDef>
<statBases>
<WorkToBuild>3000</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
<Mass>1000</Mass>
</statBases>
<passability>PassThroughOnly</passability>
<Size>(3,3)</Size>
<DesignationCategory>Production</DesignationCategory>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Small_ToolCabinet</li>
<li>PodChair</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="SK.CompProperties_HeatPusherExt">
<compClass>SK.CompHeatPusherExt</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>45</heatPushMaxTemperature>
</li>
<li Class="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(217,112,33,0)</glowColor>
</li>
<li Class="SK.CompFueled_Properties">
<operatingTemp>1400</operatingTemp>
<fireDrawOffset>(0,0.1,-0.05)</fireDrawOffset>
<smokeDrawOffset>(1.0,3.0,1.0)</smokeDrawOffset>
<fuelDrawOffset>(0,0.1,-0.2)</fuelDrawOffset>
<fuelDrawScale>1.3</fuelDrawScale>
<fuelCapacity>30</fuelCapacity>
<effectOnWeather>true</effectOnWeather>
<fuelFilter>
<thingDefs>
<li>Coal</li>
<li>Peat</li>
</thingDefs>
</fuelFilter>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>Smithing</li>
</researchPrerequisites>
</ThingDef>
Nah I feel dumb, it is indeed there in the production tab with under the name smithy instead of blacksmith...
I have confused it with the furnace icon..
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
Says it requires 55 watts. Hook it up to your electric grid?
edit: wait, it is connected. What exact issue are you having?
Hi, how can I disable the Abomination event? Tried searching the scenario editor but can't find this event. Is it called something else?
Quote from: BlackSmokeDMax on September 14, 2017, 12:04:51 AM
Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
Says it requires 55 watts. Hook it up to your electric grid?
edit: wait, it is connected. What exact issue are you having?
I have no idea how to operate that station.
Everything I know can be seen from the screenshot.
Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
Well in A17 you refill the mending station with 5 mending kits and then crafters will repair weapons, clothes, etc. Not sure for A16, but try and make some mending kits first.
So to craft some firearms I need to research metalworking which is just after smithing.
But every firearm needs plastic to craft and that in turn requires petrochemical plant which has
nine prerequisites . Is this working as intended? Because only way to obtain any firearms
seems to be from raids I get time to time . I can make ammo very early but need to craft single firearm
requires to much effort IMHO.
I agree, it's pretty wierd that all the firearms require plastic. I'm pretty sure in real life firearms , including many of the specific models used in rimworld , predate the invention of plastic.
Yes, the your first playthrough will be very chaotic.
The research tree isn't linear, you will need alot of side steps.
Yes, you should focus your research on the drilling/refining part first to get plastic and this kind. Mending to repair good loot weapon and stay with Bow/xbow.
And you can get, fuel from the petro-refinery after you got enough raw oil to fuel up your generators.
I have a pawn with busted liver and can't figure out how to operate on him to change the liver with a one I bought from merchant. I have the liver frozen so it won't spoil but there is no option to install it into pacient. I can install spine for example but can't do anything with liver. I put the pawn in a coma to remove the liver first then install new one, there is 100% success on operation but the pawn always dies if I try that way. Can someone please explain how to change liver.
There are a few guns you can make without plastic. I know that the Lee-Enfield and one of the basic shotguns don't require plastic, just leather. They seem pretty good as a basic weapon until machine guns or you get better raider weapons.
Can someone give me a few details about the mechanic that some raiders seem to have that causes colonists to be struck by lightning when they defeat the raider? The raiders have a blue force field, and down my colonists on their deaths. Most of the time this retaliation lightning triggers the downed colonist's ammunition to explode and wipe the rest of my colonists.
Really like the new prison labor system. Hadn't seen the mod before, but its pretty cool to have these expendable colonists on a different level of management.
Also really like the steady stream of new textures for buildings like the electric smelter and electronics bench.
Hey all, I got a small question about a compatibility issue I have. First of all, I know that Hardcore SK isn't really build to run with any other mods, because it can cause problems and usually breaks the way this overhaul is meant to be played.
Still, I am currently trying to figure out a way to get stuffed floors to work with hardcore SK, and I'm failing quite hard. The main Issue I'm having is that the floors added by stuffed floors don't want to be in a dropdown menu and therefore basically filling up most - if not all - of the screen when I open the floors menu.
Looking around, I couldn't really find a solution, and I'm currently assuming the issue persists due to Hardcore SK's tendency to put 'similar' floors into dropdown menus, which most likely breaks the ability of stuffed floors to put them in dropdown menus itself.
Any Idea how one could change that? Or make them compatible with each other in some way? I do imagine I might not be the only one who would like to add stuff like Stone Painting, Cupro's Stones/alloys with fitting floors.
edit: playing around with the defs of Hardcore SK, the subcategories are not the cause of this problem. At this point I'm slightly out of ideas.
If anyone is having performance issues, try disabling minimap mod, increased from 20-25~ fps to stable 60. I mean I have potato pc but still...
Also just wanted to mention, I really love Hardcore SK project, I can't imagine playing Rimworld without this pack by now. ;)
Quote from: fbagocius on September 19, 2017, 03:42:39 PM
Can someone give me a few details about the mechanic that some raiders seem to have that causes colonists to be struck by lightning when they defeat the raider? The raiders have a blue force field, and down my colonists on their deaths. Most of the time this retaliation lightning triggers the downed colonist's ammunition to explode and wipe the rest of my colonists.
This is an ability of the Asari race. But be aware, if you own an Asari he don't got this ability, except this got changed.
To avoid the lightning, you should attack them at longrange, i think 30+ are safe but i am not sure about the distance.
If you allready got a Terminator, he is the best choise to attack first.
Just got a markman/brawler... Conflicting
http://prntscr.com/gnead4
Forgive me if I over-looked it somewhere but is the song at main-menu online somewhere? Its a really great soundtrack, really nice and meditative but mysterious :o
Can someone tell me how i can remove the custom factions and races? I would really like to play with only humans.
Try to disable the mod "AlienRaces".
So I got a guy that can mine and I'm trying to give him a pickaxe but he cant equip it for the reason of "Incapable of violence". He treats the tool as a weapon instead of its real purpose.
EDIT: Since he had the tool in his inventory, he equipped it when he was ready to mine, just realized when I saw the "stein knife" I started with had a cooking stat and witnessed it get auto-equipped by the cook whom already had a gun in hand.
Because the pickaxe got a mellee value too if i remember right.
Hi guys!
I'm trying to figure out where the industrial cooler is... I researched all "Infrastructure" levels but I can't build it. Can someone help me?
Did you allready use the Help tab, and check what nessesary research you maybe are missing ?
So this happend with 3 worlds I made, after awhile they just "corrupt" and this latest run I just cant stand to lose...
Log: https://gist.github.com/1949e4195aa4cd70112644fda68090cd
Edit: Re-launched to try and get a simpler "straight to the point" crash log and it loaded just fine.... Dont know if that is going to be a one time thing or a permanent fix but ya....
Quote from: killermen962 on September 21, 2017, 09:38:31 AM
So this happend with 3 worlds I made, after awhile they just "corrupt" and this latest run I just cant stand to lose...
Log: https://gist.github.com/1949e4195aa4cd70112644fda68090cd
Edit: Re-launched to try and get a simpler "straight to the point" crash log and it loaded just fine.... Dont know if that is going to be a one time thing or a permanent fix but ya....
here is your issue Out of memory. if it is on loading a game from save that is the base game OOM bug. dont play bigger than 300x300 and make sure to use the GC cleaner every time before u exit game or and after a raid.
also make sure to exit the game and restart if the game gets close to useing 3gb while u playing. once it hits 3gb at anytime u can get the cant save due to Out of memory and u also risk greater chance of Out of memory on load bug.
Was the ability to get hay from cutting tall grass removed? or is there a specific research you need to do before it becomes possible? i recall i did it in my last playthrough. How do you get hay other than haygrass now?
Quote from: Duftmand on September 21, 2017, 10:59:34 PM
Was the ability to get hay from cutting tall grass removed? or is there a specific research you need to do before it becomes possible? i recall i did it in my last playthrough. How do you get hay other than haygrass now?
Cutting grass to get hay is still a thing and should work fine.
Quote from: Canute on September 21, 2017, 09:07:17 AM
Did you allready use the Help tab, and check what nessesary research you maybe are missing ?
I tried to search on the help tab "industrial cooler" but it seems like there is no cooler but the standard one.
Executing and dissasembling of prisoners is way too harsh on humors.
E.g. After a raid 4 of my colonists were injured (lost one eye, one liver and few fingers - total of 5-6 body parst) so naturally since I'm at early tech level I've captured 2 or 3 raiders to 1. harvest organs to replace lost ones and 2. make them work for me.
After 1. I had great humor loss which caused some of my colonists to break because "we are EVIL people who harvest organs from people who can't do anything about it!"..... IMHO this debuff should be either smaller or there should be the opposite buff for all colonists after organs replacement since "colony looks after their people" or something like that.
After I tried new prison work mod- I've decided to "motivate" my prisoners to work harder executing these prisoners who decided to stop working.... This ofc caused more of my colonists to throw tantrum because "We are EVEN WORSE because we MURDERED INNOCENT prisoner!" - Yup! the same one that tried to kill all of us few days ago...
I feel it'd have more sense to give slight humor bonus on serving justice to a raider - since colonists don't get upset by finishing them right away(!) or leaving them on the ground to let them bleed out :)
Tried one of the most recent versions and here's my feedback.
Really wish there was a way to control pawns' diets so they stop eating all the fancy herbs I need for advanced medicine. Making Hypericum and the like give a raw food debuff would help.
Terminators are still a huge pain (and for some reason you can't view their health tab until they're dead)
The darkness event is still more of an annoyance than a true threat and requires you to rebuild all your doors if you don't have lighting on both sides of em.
Spiders are cool but they don't give you the "animal hunting" warning when they're going after something so you have to exterminate them whenever they show up or lose your dog.
Armor is way stronger than in a16 since it seems to actually block attacks now. This does make AP ammo much more valuable, yet you need depleted uranium to craft it. You can still get tons of AP ammo from raiders, but it would be nice to be able to manufacture your own before the very late game.
Also experienced some bugs as usual:
Picking crashlanded makes one of the three starting pawns not appear.
Also the bug that cancels raids because the faction raiding doesn't have a suitable pawn group is still there.
I seem to get the squad flag error every time a group of neutral/hostile pawns decide to wander for a bit.
Quote from: XDevilDanteX on September 22, 2017, 07:49:48 AM
Quote from: Canute on September 21, 2017, 09:07:17 AM
Did you allready use the Help tab, and check what nessesary research you maybe are missing ?
The higher end temperature buildings were removed for some reason. You do have the water based ones from hygene though.
I tried to search on the help tab "industrial cooler" but it seems like there is no cooler but the standard one.
Yeah, you have to rely on the basic one and the water powered ones that come with hygiene. (whoops forgot to add that)
Quote from: Canute on September 21, 2017, 03:46:23 AM
Try to disable the mod "AlienRaces".
when i disable that mod, the game has a lot of errors and can't be played anymore. Any other suggestions?
Sorry no, looks like the alien are a corepart of HCSK.
I forget that sidfu (one of the devs of this modpack) mention
Quotemandatory mods are
1.hugslib
2.alien framework
3.combat enhanced
4. core
5. core sk
After reload my T-800 has unlocked all skills with 14 lvl (20 in shooting and melee).
Also I've noticed that skip doesn't work as intended (I guess...)
[attachment deleted by admin: too old]
Quote from: orcinator on September 23, 2017, 03:22:13 AM
Really wish there was a way to control pawns' diets so they stop eating all the fancy herbs I need for advanced medicine. Making Hypericum and the like give a raw food debuff would help.
I use the "WM Smarter Food Selection" mod for that purpose which allows you to set food policies for colonists, animals etc separately and even for individual colonists or animals. The mod also allows to create custom policies by editing its .xml files and the author has a nice tutorial for that as well. The mod is available on Steam Workshop and the link to the custom policy making guide is also in the description there. This mod is also compatible with Hardcore SK.
I think something like this should be included in the Hardcore SK pack.
Quote from: lordmatiz on September 24, 2017, 04:45:13 AM
Also I've noticed that skip doesn't work as intended (I guess...)
Skips are working as intended. It took me some time to observe and learn how the skips work. You can only store ONE type of resource in a skip. The way it works is that the pawns put the resource on one tile of the skip and it gets transferred into a stack on the other tile of the skip. The other tile can hold a very large stack, however the first tile will remain empty.
Examples of working and not working skip:
Working: Allow granite blocks only. One tile will remain empty and the other will hold a very large stack of granite blocks.
Not working: Allow granite blocks and limestone blocks. Only one type of resource will be stored.
I hope I made it clear to you. Let me know if you need more clarification :)
You guys should add facial stuff to your mod. Now has some facial animations, separate beards, and shows things like bionic eye. It also gives colonists way more variety, especially when they are wearing hats hats because it doesn't hide hair. Currently alpha 17 version is no longer compatible
Whats with this race that causes lightning bolts? One just killed my colony of 8 people by striking all of them, they weren't even close together just spammed lightning everywhere.
Also, Here is a pretty fucked moment from a marriage, watch the groom https://gfycat.com/FatalHarmfulBrownbear
Quote from: killermen962 on September 24, 2017, 08:42:43 PM
Whats with this race that causes lightning bolts? One just killed my colony of 8 people by striking all of them, they weren't even close together just spammed lightning everywhere.
Also, Here is a pretty fucked moment from a marriage, watch the groom https://gfycat.com/FatalHarmfulBrownbear
asari do lighting. just melee them if u can as its all rng if they do the attack. u can also equip armor with electric defense to prevent more damage from it.
Anyone else having issues with caravan encounters? Keep getting one manhunter boom rat or a faction with 0 members mugging me....
http://prntscr.com/gpj2rh
I chose to fight and nothing happend, just carried on my marry way.
@killermen962: Yup. Happen to me like 4 times...
Ive got also caravan bug with my T-800... While on the way he needs food (which he obviously shouldn't) and he can starve to death :D
//edit//
Looks like my poor lab hamster has fallen into two comas at once... BUT he is awakening from one of them :D
[attachment deleted by admin: too old]
Quote from: lordmatiz on September 26, 2017, 10:34:35 AM
@killermen962: Yup. Happen to me like 4 times...
Ive got also caravan bug with my T-800... While on the way he needs food (which he obviously shouldn't) and he can starve to death :D
//edit//
Looks like my poor lab hamster has fallen into two comas at once... BUT he is awakening from one of them :D
What did you do to him?! XD
Quote from: Kadian on September 22, 2017, 05:42:18 AM
Quote from: Duftmand on September 21, 2017, 10:59:34 PM
Was the ability to get hay from cutting tall grass removed? or is there a specific research you need to do before it becomes possible? i recall i did it in my last playthrough. How do you get hay other than haygrass now?
Cutting grass to get hay is still a thing and should work fine.
Yeah, about that. I used Flambeau's mod that generates archipelagos and i figured it might be that, since i'm settled on one. But it isn't. i went to an arid biome and tried to cut grass (cut plants bill, not harvest, since it doesn't allow me to) and it yields nothing. And the harvester was a lvl 11 grower. I'm pretty confused and since the grass now is starting to disappear (Could be because the archipelago mod updated and now my settlement is somehow on an ocean tile.. and it tries to resemble ocean vegetation, meaning none at all.) and my animals are resorting to eating rotting flesh to stay alive.
Moving from archipelagos to an arid biome and still let the mod active doesn't change. But i don't think the archipelagos didn't do anything to grass/haygrass.
You should try it with the orignal Modpack only and look if you can harvest it there.
Updated feast party from A14. Available on latest github update.
would you plz update the modpack team member list? i can see that there are some guys who cotributed this mod's translation and coding but not listed yet.
Quote from: caesius on September 29, 2017, 07:44:03 AM
would you plz update the modpack team member list? i can see that there are some guys who cotributed this mod's translation and coding but not listed yet.
Yes! Thank you :)
Heyho,
i'm having a problem kinda. Whenever i try to burn a forest the storyteller makes it rain/snow/hurricane.
Tried it a dozen times. I throw a molotov and about 2 min later it starts raining. Is there a line i can change to prevent this? It feels totally lame to me having the storyteller prevent forestfires =/
Quote from: Petrenko on September 29, 2017, 11:55:03 AM
Heyho,
i'm having a problem kinda. Whenever i try to burn a forest the storyteller makes it rain/snow/hurricane.
Tried it a dozen times. I throw a molotov and about 2 min later it starts raining. Is there a line i can change to prevent this? It feels totally lame to me having the storyteller prevent forestfires =/
nothing we can do about that. storyteller is just trolling u.
Quote from: Petrenko on September 29, 2017, 11:55:03 AM
Heyho,
i'm having a problem kinda. Whenever i try to burn a forest the storyteller makes it rain/snow/hurricane.
Tried it a dozen times. I throw a molotov and about 2 min later it starts raining. Is there a line i can change to prevent this? It feels totally lame to me having the storyteller prevent forestfires =/
thats a Rimworld help to save you :D (Vanilla stuff).
Quote from: sidfu on September 29, 2017, 04:06:57 PM
Quote from: Petrenko on September 29, 2017, 11:55:03 AM
Heyho,
i'm having a problem kinda. Whenever i try to burn a forest the storyteller makes it rain/snow/hurricane.
Tried it a dozen times. I throw a molotov and about 2 min later it starts raining. Is there a line i can change to prevent this? It feels totally lame to me having the storyteller prevent forestfires =/
nothing we can do about that. storyteller is just trolling u.
There is a mod that stops that, forget the name though.
edit: Found it. "No Firewatcher" http://steamcommunity.com/sharedfiles/filedetails/?id=1103160556&searchtext=rain
Thanks a lot :D
Will try asap.
I made an account just to ask this
I made sure I did everything right, took all pre-existing mods out of the mod folder and all that Jazz
But for some reason, in the Mod tab in the main menu, the modpack says "This mod was not made for this version of Rimworld, and will probably not work correctly."
To make sure it wasn't just a bug with the game thinking it was an old mod, I tested the game, and sure enough, vanilla Rimworld!
I don't mean this concerning your mod, rather a mistake on my part. Help would be much appreciated.
my colony is now stucked in nuclear fallout. can you tell me it's duration? it has been 2 year and 2 quad but no ending
Quote from: Ricochet on September 30, 2017, 10:45:42 PM
I made an account just to ask this
I made sure I did everything right, took all pre-existing mods out of the mod folder and all that Jazz
But for some reason, in the Mod tab in the main menu, the modpack says "This mod was not made for this version of Rimworld, and will probably not work correctly."
To make sure it wasn't just a bug with the game thinking it was an old mod, I tested the game, and sure enough, vanilla Rimworld!
I don't mean this concerning your mod, rather a mistake on my part. Help would be much appreciated.
1. What Rimworld version do playing ? If you arn't sure, at the main menu top left you can see the version number.
2. Did you realy follow the installation instructions ? And put the right folder/files at the right place ?
Has anyone tried whether the "children & pregnancy" mod works with hardcore SK?
This mode is an overkill.There are numerous types(not exactly types but having almost similer properties just change of name) of resources which makes it less of a fun.I suggest that instead of increasing the type of resources it would be easier if the number was kept small,i don;t mind the smelting and stuff but the number of resources at present in game are simply overkill.Hardcore doesn;t mean working with huge types of resources.I highly suggest metals to be named in tiers and if possible types of clothes too.It makes it simple yet hardcore.
Quote from: Yash on October 03, 2017, 04:41:34 AM
This mode is an overkill.There are numerous types(not exactly types but having almost similer properties just change of name) of resources which makes it less of a fun.I suggest that instead of increasing the type of resources it would be easier if the number was kept small,i don;t mind the smelting and stuff but the number of resources at present in game are simply overkill.Hardcore doesn;t mean working with huge types of resources.I highly suggest metals to be named in tiers and if possible types of clothes too.It makes it simple yet hardcore.
nope its fine like it is. making things simple like that is whats called over simplfiation. the mod pack aims to be more realistic but not overly.
your not looking at the stats correctly or only looked at a few. for example tin and aluminum. at first glance they similar but aluminum is more rare than tin. also u have to remember the stats are percentage not a hard value. so while a 10% work speed dont seem like much that just means the higher your work speed is the more u get.
on clothing/armor. the reason there so much is options. not everyone min maxes stats or looks for ways to gam the system some just want their pawns to look good.
you also have to remember everything has a hard cap. for example u never gonna get a 100 rest hide bed even if u use a 150% soft hide to make it.
the stats play way more in the stuff than u think. a tin sword might do 12 damage and a same quality one made of steel will do 22or so
I can't get end tables to work as clothes stores. When I right click there's no option to "Store cloth set" and clicking on "Force gear change" icon doesn't do anything.
The clothes lockers seem to work fine though.
First at all, it's a really astonishing mod project, and I do appreciate any modder who has been working for it. But I still want to ask a ridiculous question that if there is any way to disable the combat extended since that mod is incompatible with the majority of other "big" mods. Of course I know the SK project is highly connected with that mod, so could you release a separate patch which allows us to have an option to choose if we want to install the CE, or at least just give me some hints at how to remove it without crushing the game.
Ps: When I say "big" mods I actually mean the mods like Star war or Cthulhu.
Quote from: kukrihaha on October 03, 2017, 07:31:31 PM
First at all, it's a really astonishing mod project, and I do appreciate any modder who has been working for it. But I still want to ask a ridiculous question that if there is any way to disable the combat extended since that mod is incompatible with the majority of other "big" mods. Of course I know the SK project is highly connected with that mod, so could you release a separate patch which allows us to have an option to choose if we want to install the CE, or at least just give me some hints at how to remove it without crushing the game.
Ps: When I say "big" mods I actually mean the mods like Star war or Cthulhu.
no combat extended is a core componet of the mod pack. most big mods u tlak about only dont work with CE is cause their mod authoers dont want to make a comp patch is all.
Quote from: PhenotypeX on October 03, 2017, 12:16:39 PM
I can't get end tables to work as clothes stores. When I right click there's no option to "Store cloth set" and clicking on "Force gear change" icon doesn't do anything.
The clothes lockers seem to work fine though.
Why do you think an "end tables" should be able to store anything beside your book&glasses before you sleep.
Does your dinner table can store any meals ?
Go-juice.... One HELL of a drug.
http://prntscr.com/gt3b5m
Quote from: kukrihaha on October 03, 2017, 07:31:31 PM
First at all, it's a really astonishing mod project, and I do appreciate any modder who has been working for it. But I still want to ask a ridiculous question that if there is any way to disable the combat extended since that mod is incompatible with the majority of other "big" mods. Of course I know the SK project is highly connected with that mod, so could you release a separate patch which allows us to have an option to choose if we want to install the CE, or at least just give me some hints at how to remove it without crushing the game.
Ps: When I say "big" mods I actually mean the mods like Star war or Cthulhu.
I myself participated earlier in Combat Extended (previously Combat Realism) and Hardcore SK project very connected with it last 2 years. If the author of the Star wars, Cthulhu - Jecrell, make compatible patch to CE, could work with Hardcore SK. In general, our project is focused on futuristic, sci-fi ideas, make game more realistic. In the same time Jacrell mods are based on fanstasy.
Quote from: killermen962 on October 04, 2017, 06:02:31 AM
Go-juice.... One HELL of a drug.
http://prntscr.com/gt3b5m
have you installed "death rattle" that's the only mod that can do that. ?
Quote from: Canute on October 04, 2017, 03:32:26 AM
Quote from: PhenotypeX on October 03, 2017, 12:16:39 PM
I can't get end tables to work as clothes stores. When I right click there's no option to "Store cloth set" and clicking on "Force gear change" icon doesn't do anything.
The clothes lockers seem to work fine though.
Why do you think an "end tables" should be able to store anything beside your book&glasses before you sleep.
Does your dinner table can store any meals ?
Maybe because of the in game descriptions and icons, you boring little troll? https://imgur.com/a/XeZ9i
Just a hint from a bored troll,
you shouldn't give a cent to a HCSK descriptions. Many of them are outdated.
Boring, not bored. There's a difference.
Quote from: Canute on October 04, 2017, 01:05:06 PM
Just a hint from a bored troll,
you shouldn't give a cent to a HCSK descriptions. Many of them are outdated.
those are being worked on now. if u see latest git hub updates u see alot has been did on that.
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?
Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?
Hey guys, are there any favorite mods that you use with Hardcore SK? And maybe somebody know, is there a compatible mod like stackxxl that works with HC SK?
Quote from: Jeshiria on October 05, 2017, 03:20:23 PM
Hey guys, are there any favorite mods that you use with Hardcore SK? And maybe somebody know, is there a compatible mod like stackxxl that works with HC SK?
This is what I run along with HcSK:
Quality Builder
Zhentar Tweaks (just for the sunlamp planning/fertility tool)
Cleaning Area
Miniaturisation Overloaded
More Planning
Better Workbench Mgmt
Moody
Camera +
More trade ships
Wildlife Tab
Sorry, not sure about the stacking mods.
Quote from: Jeshiria on October 05, 2017, 03:20:23 PM
Hey guys, are there any favorite mods that you use with Hardcore SK? And maybe somebody know, is there a compatible mod like stackxxl that works with HC SK?
Do you look for QoL mods or just for a storage mod.
HCSK allready got increased stacksizes for many of their resources, and own storage furnitures and quantum storages.
Quote from: Canute on October 06, 2017, 03:44:17 AM
Quote from: Jeshiria on October 05, 2017, 03:20:23 PM
Hey guys, are there any favorite mods that you use with Hardcore SK? And maybe somebody know, is there a compatible mod like stackxxl that works with HC SK?
Do you look for QoL mods or just for a storage mod.
HCSK allready got increased stacksizes for many of their resources, and own storage furnitures and quantum storages.
I´m looking for compatible mods and mods with increased stacksize too :) I know that i could rewrite the stacksize on my own in the files but, well, a mod would be easier.
Hi, with the "Crash Landing by Katavrik" mod I'm not sure why but it doesn't seem to be working correctly. This is by far my favourite start, although sometimes a bit too generous in what drops, however only 2 survivors drop out of the sky with a bit of ship stuff but none of the fire and havoc that makes this mod so good...
Am I right to assume that this is a modified version of that scenario? If so is the original start compatible with the Hardcore SK pack? Thanks!
Nevermind I just added in the hard version of the crashlanding mod and renamed the SK's Crashlanded to Surviving Slaves. Everything works fine.
I am having problems with the Work Tab - if I expand the tab to encompass all the settings , the columns are all squashed up in one long table , column headings overlapping each other making them impossible to read. The work table looks nothing like the 2 tier table shown on page 2 of the hardcore sdk guide. Anyone know what I am doing wrong ?
DavidR
Ps - I cannot also find the horizontal scroll bar mentioned in the guide.
Quote from: davidjruss on October 06, 2017, 05:11:12 PM
I am having problems with the Work Tab - if I expand the tab to encompass all the settings , the columns are all squashed up in one long table , column headings overlapping each other making them impossible to read. The work table looks nothing like the 2 tier table shown on page 2 of the hardcore sdk guide. Anyone know what I am doing wrong ?
DavidR
Ps - I cannot also find the horizontal scroll bar mentioned in the guide.
Yeah, since you have mentioned, I also have this thing. Plus drugged rib problem I mentioned earlier of course.
Today something weird happened to this mod - after installing this mod package (without any other mods) the game can't spawn raids anymore. Even in developer mode, nothing happens after I click Execute incident-raidenemy. However, I can spawn raids in developer mode by clicking 'raid (300pts)' or any other specific number. So I doubt there is something goes wrong with raid points calculation.
By the way, I don't have this problem when last time running the game, in the meantime I haven't made any change to any file. Besides the raid problem, everything else works perfectly fine. I am really confused, wish eagerly to get anybody's help!
Quote from: davidjruss on October 06, 2017, 05:11:12 PM
I am having problems with the Work Tab - if I expand the tab to encompass all the settings , the columns are all squashed up in one long table , column headings overlapping each other making them impossible to read. The work table looks nothing like the 2 tier table shown on page 2 of the hardcore sdk guide. Anyone know what I am doing wrong ?
DavidR
Ps - I cannot also find the horizontal scroll bar mentioned in the guide.
I think HCSK use the newer version of Worktab which got overworked, the scroll bas isn't included yet by the author.
You should just expand single column by ctrl-left click on the top of the column.
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).
keep swaping seeds some seeds when useing mods wont generate world.
on raids we have a new included raid helper but u have to config it yourself. go into the core sk/def/config. open it with any text editor and just chnage the raid delay and the min/max day things to something u want. so say u set the raid delay to 10 and the min max to 3. u should normaly get a raid evvery 7-13 day
Quote from: sidfu on October 07, 2017, 01:09:59 PM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).
keep swaping seeds some seeds when useing mods wont generate world.
on raids we have a new included raid helper but u have to config it yourself. go into the core sk/def/config. open it with any text editor and just chnage the raid delay and the min/max day things to something u want. so say u set the raid delay to 10 and the min max to 3. u should normaly get a raid evvery 7-13 day
There is no config file inside core sk/def/
Quote from: sidfu on October 07, 2017, 01:09:59 PM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).
keep swaping seeds some seeds when useing mods wont generate world.
on raids we have a new included raid helper but u have to config it yourself. go into the core sk/def/config. open it with any text editor and just chnage the raid delay and the min/max day things to something u want. so say u set the raid delay to 10 and the min max to 3. u should normaly get a raid evvery 7-13 day
I tried about 40 seeds with no result, could it be something else? Or maybe you could provide a working seed? By the way, does it always take half an hour to launch RimWorld with this modpack?
Quote from: PhxCan on October 05, 2017, 12:19:37 PM
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?
Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?
Ok, seems not going to get any help, but at least tell me when this nuclear stuff going to end. Its been 1,5 years in game time.
Quote from: PhxCan on October 07, 2017, 04:00:42 PM
Quote from: PhxCan on October 05, 2017, 12:19:37 PM
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?
Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?
Ok, seems not going to get any help, but at least tell me when this nuclear stuff going to end. Its been 1,5 years in game time.
It seems like you can just deconstruct radiation filth. I found out while I was trying to contain them. If you get nuked and radioactive fallout gets you, just deconstruct them. It will make the life a lot easier.
Ive loved and played hardcore since then start.
But it really needs conveyers back. Its the #1 feature that makes long games more playable.
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate a world, it just goes back to world setting...
I had the same problem when I first used this mod. What I did to fix it was, arrange my load order as:
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK
Quote from: Barik Morloc on October 09, 2017, 06:52:40 AM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate a world, it just goes back to world setting...
I had the same problem when I first used this mod. What I did to fix it was, arrange my load order as:
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK
If you NEED to arrange the mod order, you didn't read the install-instruction of this modpack anyway and no wonder you got problems.
Quote from: kukrihaha on October 07, 2017, 12:59:44 AM
the game can't spawn raids anymore.
I would try deleting the game and all contents in C:\Users\YOURPROFILENAME\AppData\LocalLow\Ludeon Studios
Than reinstall the game. Make sure mod config file from modpack is put back into location listed above.
Make sure load order is
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK
Quote from: Canute on October 09, 2017, 06:58:50 AM
Quote from: Barik Morloc on October 09, 2017, 06:52:40 AM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate a world, it just goes back to world setting...
I had the same problem when I first used this mod. What I did to fix it was, arrange my load order as:
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK
If you NEED to arrange the mod order, you didn't read the install-instruction of this modpack anyway and no wonder you got problems.
The ModConfig that I used had the incorrect order.
Quote from: Barik Morloc on October 09, 2017, 06:52:40 AM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate a world, it just goes back to world setting...
I had the same problem when I first used this mod. What I did to fix it was, arrange my load order as:
-Core
-HigsLib
-Humanoid Alien Races 2.0
-Combat Extended
-Core SK
For some reason I had some mods misplaced (probably accidentaly dragged it and didn't pay attention, happens to me a lot). But now, thanks to your advice, I can dive into the glorious world of pain and misery of Rimworld. Thanks a lot!
I'm really curious about something. Why were seeds removed from vanilla starts? Is that by design? It kinda forces you to use Prepare Carefully which is not exactly balanced (I still don't understand how it sets the point limit. I've seen limits from 11k to 20k)
Quote from: ChaoticTabris on October 12, 2017, 08:01:24 PM
I'm really curious about something. Why were seeds removed from vanilla starts? Is that by design? It kinda forces you to use Prepare Carefully which is not exactly balanced (I still don't understand how it sets the point limit. I've seen limits from 11k to 20k)
I get by without prepare carefully. I am going to a biome where I can hunt though. If you are in a biome with no game, I could see having your issue.
Even with hunting, I do try to have money/goods ready for a trader with seeds, so I can buy them ASAP.
Hey guys, Is there a way to disable the menu for colors that appear when you try to set up new stockpile zones?
Quote from: ChaoticTabris on October 12, 2017, 08:01:24 PM
I'm really curious about something. Why were seeds removed from vanilla starts? Is that by design? It kinda forces you to use Prepare Carefully which is not exactly balanced (I still don't understand how it sets the point limit. I've seen limits from 11k to 20k)
First you need to hunt.
Then you can harvest local plants and get seeds
Dig into mountain until mushrooms appear to harvest and get seeds.
Or add seeds with the scenaria editor if you don't like PC.
i just installed the modpack and i made sure of installing it as instructions say and it loaded all the mods correctly but now that my world is generated and i already picked my spot and it generated the area it appears the "welcoming plot window" with a overlay of the map like buildings and rock formations.
i cant click the "OK" option to start playing. i tried pressing enter,tab,esc,1,clicking on it and every single button on my keyboard except windows. i know it dint crash because i can move the camera around and i can check entities and terrain with my pointer as is supposed to and my clock that is set to my timezone...help? i have 8gb ddr5 ram im sure i need minimum 4gb to play with this modpack, map size is 325x325 wich i can handle easily, even if i try lower map size it does the same thing i cant click OK.
how i installed things:
1. i just downloaded A17
2. i copy-pasted all the mod folders in .../rimworld/Mods including the core folder that the modpack provided and for that i deleted the core folder i already had and replaced it with the one the modpack provided.
3. i copy-pasted ModConfig.xml to C:\Users\username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config like the README.md file said, in the file it says to copy and replace all things but i only had modconfig.xml
and thats it, help is very appreciated i also welcome cool modpacks to try out.
first time playing modpacks.
[attachment deleted by admin: too old]
Don't delete the core folder. You need to let the new one overwrite the old one.
And don't forget, if you want play regular Rimworld again, you need to restore the old core folder, with a fresh one.
Quote from: BlackSmokeDMax on October 14, 2017, 01:57:24 AM
Don't delete the core folder. You need to let the new one overwrite the old one.
ok i did that but still i cant click the OK button :/ i've checked my resolution option and the GUI size and tried to "find" the ok option with my mouse by moving it around inside and outside the box, i dont think its my resolution/gui size.
resolution: 1920x1080
GUI size: 1.5x
is there a way i can get rid of the window using dev tools?
Quote from: Canute on October 14, 2017, 03:34:49 AM
And don't forget, if you want play regular Rimworld again, you need to restore the old core folder, with a fresh one.
thank you i will remember that ;D
Quote from: Eslimon27 on October 14, 2017, 12:00:23 PM
Quote from: BlackSmokeDMax on October 14, 2017, 01:57:24 AM
Don't delete the core folder. You need to let the new one overwrite the old one.
ok i did that but still i cant click the OK button :/ i've checked my resolution option and the GUI size and tried to "find" the ok option with my mouse by moving it around inside and outside the box, i dont think its my resolution/gui size.
resolution: 1920x1080
GUI size: 1.5x
is there a way i can get rid of the window using dev tools?
Your best be is running at 1.0x GUI at that resolution. If you are having problems getting back to that size, you can edit the prefs.xml and change the gui size in there. The prefs.xml file is found in the same location as the modsconfig.xml file.
i figured it out, MJ minimap mod is the problem here.
what i did is to edit the plot choose and remove the start "dialog" window. after doing that i could see that below that minimap there are 4 icons and i could do things to them by right clicking on them but i couldnt find how to hide/show the minimap, i could adjust the size and move it around but alas, i found the problem.
if you see the image i attached previously you cant see the icons for the minimap because the starting plot window is hiding them. all you need to do is to remove MJ-minimap mod from the mod list and everything is good ;)
thank you guys for helping ;D
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
The jerky rack (salt meat) has no bills like a fermention barrel if this give you the hint.
The Jerky Rack and the Compost Barrel don't use bills, people bring the salted meat or compost to it as a hauling job and remove when it's finished.
Quote from: roy2x on October 14, 2017, 06:30:10 PM
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
Just curious why you want to do this? The menu pops up for me, but I just ignore it and it automatically chooses a colour.
Quote from: PhenotypeX on October 15, 2017, 06:04:51 AM
Quote from: roy2x on October 14, 2017, 06:30:10 PM
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
Just curious why you want to do this? The menu pops up for me, but I just ignore it and it automatically chooses a colour.
Simply personal preference. Its been a while since i played rimworld so I went back to vanilla for a few weeks before trying out HardcoreSK again(last time was a14). This feature was new to me and frankly it just bugs me. I could get used to swiping all the way left or right to remove the menu after picking a zone to set but wouldn't it be better if I did not have to? You don't use it either.
So i'm using Facial Stuff with Hardcore SK and i'm noticing the button to customize the look of the colonists (both in the normal screen and Prepare Careful) is not working and that when using Prepare Careful and randomizing appearance the facial hair color doesn't appear to change. Any idea on what could be causing that and if it's in yours or Facial Stuff side?
Dear Hardcore SK mod team,
I do have some questions regarding pawn stats:
1. Why do most of your animals (if not all) lack maximum safe temperature? E.g. the big cats, according to the ingame description the white tiger is simply a pigment variation of the tiger, still has -36 as safe min temp in comparison to the tiger´s -5, while both lack a max. The snow leopard has two min temps, -40 and 0. This might better be changed to more appropriate values.
2. CE offers/suggests "slash" damage for animals like bears instead of the "scratch" damage (slash will turn into blunt damage if deflected by armor instead of being nullified as "scratch" is). This apparently has not been implemented. Is there a reason for this?
Regards and keep up the good work!
Hi all hardcore Sk players.
Who have Phi client? I want to play on erver but nobody play hardcore Sk at default server.(
Will there be a form of neolithic to space-age progression added sometime in the future? I know someone made a mod to do so, perhaps you or the team could approach the user about permission to apply it to Hardcore SK?
GHXX's Tech Advancing
https://ludeon.com/forums/index.php?topic=22598.0
should work with the modpack, but don't forget there is alot to research at this modpack and you will prolly do alot unwanted research before you can advance in the techlevel.
Is storage not working or just im doing not right? It looks like i cant stor any items in barrels, chest, baskets ect. Palates, skips work just fine.
Is Psychology mod still not recommended in this modpack?
Hi Guys,
Really enjoy this mod. Think I've found a game breaking bug. Fueled stove stops producing Fine meals (having been able to produce up until that point). On attempt to force I get the need materials greyout. Normal suspects checked and it all appears as though it should work. Able to produce a few simple meals then after pawn leaves job same bug appears. Deconstruct fueled stove and build electric and try alternating cooks but same issue appears.
Tried uninstalling and re-installing from scratch.
Any help would be greatly appreciated. This is as far as I've ever gotten!
Quote from: CaptainSpaceBear on November 01, 2017, 07:39:30 AM
Hi Guys,
Really enjoy this mod. Think I've found a game breaking bug. Fueled stove stops producing Fine meals (having been able to produce up until that point). On attempt to force I get the need materials greyout. Normal suspects checked and it all appears as though it should work. Able to produce a few simple meals then after pawn leaves job same bug appears. Deconstruct fueled stove and build electric and try alternating cooks but same issue appears.
Tried uninstalling and re-installing from scratch.
Any help would be greatly appreciated. This is as far as I've ever gotten!
Under number "make until you have..." is a limit marker, "have minimum of" default is 1 and then bill is grayed out and paused. Check it
QuoteDeconstruct fueled stove and build electric and try alternating cooks but same issue appears.
This show me that isn't an issue with the modpack.
I think it is more an issue with the user.
Check if got the nessesary resources, the meal recipes from the modpack differ from the vanilia recipes.
Check if you enable "allow fresh"
Check for the resource search range.
Check for the level restriction, maybe you accidently move a slider.
What does it say when you let your cook try to force to cook ?
Tig: Not quite sure I understand? Bill had been set too 'until you have' of 30 and had 14 in stock with an unpause at 20. Changing the 'until you have' number to 1 pauses the bill but still gives the 'need materials' message when trying to force the pawn.
Canute: I'd rather it was me and am still unsure whether or not it is! Unfortunately those are the normal suspects I'm talking about. I can believe I messed up a bill somehow but creating a new bill with the default settings leads to the same result. On trying to force pawn I get the 'need materials' message. When left to cook naturally pawns turn to other tasks. Playing around with it I get similar problems at the campfire with Roasted Meat. However I can apparently produce vegetable broth and baked potatoes.
Take a closer look what you need for these recipes, meat isn't allways the same meat at this modpack.
At vanilia simple/fine meal you can use all kind if meats. Human/insect are not selected but useable, but thats not happen at HCSK.
Thanks for the help Canute but I'm almost positive it isn't that. I have eggs, prime and raw meat stockpiled along with beanpod, pumpkin and potato in varying quantities. I've also tried bringing those resources next to the stove out of their wooden pots. I could accept that I'd messed the bill up with tinkering but then why with new bills with default settings and why roasted meat and simple meals affected to? I'd been quite happily producing up until this point with the same resources in stockpile.
Hi, I just downloaded the latest Rimworld and Hardcore SK after a pause, I think the last version I played was A16.
Anyway, my performance got a huge hit with the new version, my FPS are fairly low even in the beginning of a new colony, where it usually would start to stutter only after a long playthrough on the biggest map possible (ludeoncrous? can't quite remember the name at the moment).
Have you guys got any tips?
Thanks in advance :)
Quote from: Tig2 on October 31, 2017, 03:13:41 PM
Is storage not working or just im doing not right? It looks like i cant stor any items in barrels, chest, baskets ect. Palates, skips work just fine.
Is Psychology mod still not recommended in this modpack?
For storage: Check if the "Allow Fresh" is green marked. Otherwise nothing will be stored in there. I use Psychology with this modpack. So far no trouble. Just disable the leadership mod which comes with this modpack if you use Psychology.
Quote from: lordmidas on November 03, 2017, 04:14:14 AM
Quote from: Tig2 on October 31, 2017, 03:13:41 PM
Is storage not working or just im doing not right? It looks like i cant stor any items in barrels, chest, baskets ect. Palates, skips work just fine.
Is Psychology mod still not recommended in this modpack?
For storage: Check if the "Allow Fresh" is green marked. Otherwise nothing will be stored in there. I use Psychology with this modpack. So far no trouble. Just disable the leadership mod which comes with this modpack if you use Psychology.
Thans, i figured it out, "Reclaim Reuse Recycle - Harvest & reuse Corpse parts" broke storage system and even stockpiles. Remove it and it all works fine. Shame, hi tier prostetics are not cheap
Many thanks for psychology tip. Disabling Leadership mode is save frandly or not?
And good sugetions what mods can i add to make my HCSK more fun?
Already gor, EB - Laser Drill, Psychology,
PS. Sorry for bad english ^^
Hi, I wanted to ask if you could update prison labor past 7.7 because from 7 to 7.0 it introduces a likely bug to happen which will cause all prison labor derived farmwork to drop the items as forbidden.
Also while looking at a few files I wondered when core data will be migrated, a few sicknesses (half of them) are missing from the biome defs and due to the drastically decreased mean time to happen for sicknesses all I get (with verion from yesterday as well as that from two weeks ago) is malaria (tho most cases come from mosquitos) within 20 quadrums I have yet to see any other sickness.
If you want more people on the project I would also volunteer to migrate some of the changes from core and newer mods to the hardcore sk specific ones (since most or a lot of mods there have been updated from the modpacks site for better compability I assume?, but I remember that there were similar differences from current versions of mods/core and the hardcore sk pack a year ago)
@Tig2 where or how did you install psychology so that it works? Or did you remove helptab to make it work? I am not even aware of any incompabilities between the two, or from what I know leadership and psychology should work together. There are a few people for who leadership did not work on new game start, but it was most likely to ancient danger being active on the map but not explored/unhidden, a bug which will keep elections from happening.
Quote from: lude on November 03, 2017, 07:58:57 AM
@Tig2 where or how did you install psychology so that it works? Or did you remove helptab to make it work? I am not even aware of any incompabilities between the two, or from what I know leadership and psychology should work together. There are a few people for who leadership did not work on new game start, but it was most likely to ancient danger being active on the map but not explored/unhidden, a bug which will keep elections from happening.
Well... i just put psychology folder in mods folder, and activated it after all other hcsk mods, you need new game for that. No problems from my part, and i got leadership popup on beginning normally. No problems there. And i did not disable helptab. I thing creator of psychology mod update some thing and now it run with hcsk with no risk and problems. If you search hcsk topic, skyarkhangel says that psychology is not recommended with hcsk. But no other info later. Its from few months back.
Ah nice I should perhaps have started a new game to check, will do that next.
For some reason I don't seem to be able to do surgery on my asaris which just put a dent into my scenario.
Anyone know where and how I could add some lines so I can do a liver transplant?
Hmm I guess the issue might have been that I started a game with extended human body simulator by phineas and that it's not an epoe issue, will test.
So I wonder, I got another locust attack, but this time crashbugs won't stop spawning, there always seems to be around 80 to 160 crash bugs around traversing over the map, two thousand or so must have passed by now, does anyone know where in the save file I could find the respective line that keeps this incident active?
Quote from: DarkBahamut on November 02, 2017, 01:03:28 PM
Hi, I just downloaded the latest Rimworld and Hardcore SK after a pause, I think the last version I played was A16.
Anyway, my performance got a huge hit with the new version, my FPS are fairly low even in the beginning of a new colony, where it usually would start to stutter only after a long playthrough on the biggest map possible (ludeoncrous? can't quite remember the name at the moment).
Have you guys got any tips?
Thanks in advance :)
It happent to me with A17, exactly the same. No one ever found an explanation
fyi do not use any map size bigger than 300x300 with hcsk. its cause rimworld is 32bit and still using outdated unity 4 engine.
another thing your lag is probably caused by your job setup. u cant have everyone doing everything as they will constantly be fighting for jobs. i understand people want to micro manage people but which is more important your fps or micro managing them?
1st. disable fire fighting till u need it.
2. have patent and bed rest to 1. these should be the only 2 that everyone should have 1 in.
3. dont have everyone set to flick have a 2-3 people max that have a job that they dont leave base much
4. pick 3 jobs for each pawn. this is crafting and such jobs. doctor, and such jobs u dont do often dont count.
job flow should be like this main job----->job did if main job is finish or others doing it-----> 3rd job like hauling or cleaning that nearly always need done
what setting up the jobs like that does is lower the things the game has to check. for example if u have everyone to 1 firefighting then every single sec the game will check whole map for a fire atleast once for each pawn u have. so say u have 10 pawns that means its checking for fire 10 times a sec atleast on the home zone.
on crash bug spawn it should be fixed if u have the newest version.
Quote from: sidfu on November 07, 2017, 06:46:03 PM
fyi do not use any map size bigger than 300x300 with hcsk. its cause rimworld is 32bit and still using outdated unity 4 engine.
another thing your lag is probably caused by your job setup. u cant have everyone doing everything as they will constantly be fighting for jobs. i understand people want to micro manage people but which is more important your fps or micro managing them?
1st. disable fire fighting till u need it.
2. have patent and bed rest to 1. these should be the only 2 that everyone should have 1 in.
3. dont have everyone set to flick have a 2-3 people max that have a job that they dont leave base much
4. pick 3 jobs for each pawn. this is crafting and such jobs. doctor, and such jobs u dont do often dont count.
job flow should be like this main job----->job did if main job is finish or others doing it-----> 3rd job like hauling or cleaning that nearly always need done
what setting up the jobs like that does is lower the things the game has to check. for example if u have everyone to 1 firefighting then every single sec the game will check whole map for a fire atleast once for each pawn u have. so say u have 10 pawns that means its checking for fire 10 times a sec atleast on the home zone.
on crash bug spawn it should be fixed if u have the newest version.
I played in 275x275 and it lags in less than 15 days and with most of the jobs disabled. Anyway, testing it again
On Linux, RimWorld is 64bits, I play huge maps with no lag and no out of memory.
OK. Gimme 5 minutes to set ups dual boot ;-)
Quote from: notfood on November 08, 2017, 07:19:13 PM
On Linux, RimWorld is 64bits, I play huge maps with no lag and no out of memory.
You tell us non-linux user to get Lunix-emulator for the Win/mac system to run Rimworld now ? :-)
Any plans to add the Rambo weapon pack?
hi, i just download new sk hrdcore version a17. it doesn't have "need" icon display like a16 version have. is it normal ? should i download that mod manually ? sorry for bad english
Guys I need some help ... when using the Embrasure ... when the enemies get a little close (about 5-6 scares or less) they can't fire at them any more ?! Why is this happening ?!
@alpha yes u have to download it seprate if u mean the colonist bar mod.
@thamathar its a issue with how game takes building height into accont.
Hey Just as a Question Is there a kind of tutorial for the start somewhere Since i just startet and Well i cant do anything
Since well i need Components For everything but According to the Help ingame i need 3d Printing before i can get Components
However i cant even anything since i cant build the stonne cutter table thing witout Components and Witout it i cant even make a campfire
So i am kinda stuck only being able to build Log walls
everything else in the whole game needs objects i can only produce after i get them
Quote from: LittleDanny on November 15, 2017, 02:23:18 PM
Hey Just as a Question Is there a kind of tutorial for the start somewhere Since i just startet and Well i cant do anything
Since well i need Components For everything but According to the Help ingame i need 3d Printing before i can get Components
However i cant even anything since i cant build the stonne cutter table thing witout Components and Witout it i cant even make a campfire
So i am kinda stuck only being able to build Log walls
everything else in the whole game needs objects i can only produce after i get them
Should be plenty of ship debris around on map you can deconstruct to get components (note: not every kind of debris gives you components)
I know it should not be easy, but when an update for the BETA18 is raised ...?
Quote from: Wazowski on November 18, 2017, 11:52:48 AM
I know it should not be easy, but when an update for the BETA18 is raised ...?
Beta 18 has been out for less than 12 hours. Something of this scale (hundreds of mods) isn't going to be updated in that amount of time.
Quote from: XeoNovaDan on November 18, 2017, 12:16:24 PM
Quote from: Wazowski on November 18, 2017, 11:52:48 AM
I know it should not be easy, but when an update for the BETA18 is raised ...?
Beta 18 has been out for less than 12 hours. Something of this scale (hundreds of mods) isn't going to be updated in that amount of time.
I understand perfectly but I am very anxious I can not play Vanilla anymore.
No way should I wait to continue playing A17 just wait ::)
I apologize for my hasty question
regards, ;)
QuoteI understand perfectly but I am very anxious I can not play Vanilla anymore.
Perfect time for you to do a holiday trip to your parents or around the world. :-)
Quote from: Canute on November 18, 2017, 03:22:19 PM
QuoteI understand perfectly but I am very anxious I can not play Vanilla anymore.
Perfect time for you to do a holiday trip to your parents or around the world. :-)
;D ;D ;D ;D ;D
Like.!
OMG, A18 has been out for nearly a day, where is the update slackers! ;D
That is a joke by the way, I just started another A17 game yesterday, I am in no hurry.
Ok, so I have the latest version for A17b and had he following problem:
In winter marshes, rivers, lakes, oceans and so on freeze. But when the ice melts, it all turns to shallow water.
Greetings, I noticed that the futuristic weapons crafting table seems to be missing a few laser and plasma weapon recipes (for example, the M-10 Spiker and the C1 Ascension pistol) is this intentional?
Edit: I also noticed that colonists with bionic/cybernetic arms can't wear gloves or gauntlets
Fun! Thought my game had locked up. Restarted and waited. 10+ simultaneous raids! 1751 enemies on the map. They seem to be fighting each other.
Edit: 750+ raids. I got tired of counting.
Hey guys, I'm still playing A16 because I don't want to play without MinStock or Moody and I have a question.
Is it in ANY way possible to add the job queuing from B18 into A16 or is it too complicated to do?
I've installed the latest version of the mod. When I start a new game, i have this problem:
https://imgur.com/a/5Halv
They cant work because they have a manipulation health problem, i dont understand because its the beggining of the game.
The mods enabled are Core, HugsLib, Humanoid Allien Races 2.0, Combat Extended and Core SK, in these order. I know that in the tutorial explains other order of the mods but in these case i cant generate the map.
1. The devs didn't even update these forum post to be availble for B18, so if you look for faster help from the modders of these modpack, you should use discord.
2. at the installation, you should use/copy the ModsConfig.xml, start the game, and then disable the mod you don't work. Don't forget to delete the config folder.
The red line normaly means these pawns are incap. does they still can move at your colony?
Quote from: Canute on December 09, 2017, 12:42:59 PM
1. The devs didn't even update these forum post to be availble for B18, so if you look for faster help from the modders of these modpack, you should use discord.
2. at the installation, you should use/copy the ModsConfig.xml, start the game, and then disable the mod you don't work. Don't forget to delete the config folder.
The red line normaly means these pawns are incap. does they still can move at your colony?
Yes, I did this.
Two of them are incapacity, but the first one can move, eat and fight, but he can't work cause these problem :|
I just suggest to start over and to activate EdB_prepare carefully.
Believe me, this modpack is very difficult and you don't want 2 incap. people at the beginning.
And if you arn't familar with the modpack, you prolly want another start after you got the basic knowledge how the new crafting and research works.
i agree with what Canute said, you ll need time to get how new mod works new workbench to do new ressource to get, this really not the same gameplay and the start is very hard when you re not familiar with the modpack.
I also recommend you pick up a few trait packs to add more traits. Dilute the traits a bit so you end up with a few less 8 trait all thumbs duncey paranoid wet noodle shits who burn water. Statically speaking, there shouldn't be this many duncey all thumbs on the planet that don't know how to cook but do know how to invade you for stuff.
I'd complain about the amount of snobs too, but considering the amount of philistine people there are, you probably created the snobs via everyone is a critic due to the bad art.
PS: Anyone know an update on the ETA for B18's SK?
Quote from: GADefence on December 11, 2017, 01:53:59 PM
I also recommend you pick up a few trait packs to add more traits. Dilute the traits a bit so you end up with a few less 8 trait all thumbs duncey paranoid wet noodle shits who burn water. Statically speaking, there shouldn't be this many duncey all thumbs on the planet that don't know how to cook but do know how to invade you for stuff.
I'd complain about the amount of snobs too, but considering the amount of philistine people there are, you probably created the snobs via everyone is a critic due to the bad art.
PS: Anyone know an update on the ETA for B18's SK?
I could be wrong, but looking at the git, it looks like they are still working on finishing up a final version for A17. I don't see any B18 labeled work started yet. Doesn't mean they aren't working on it privately before committing anything up to git though I guess.
Summing up that run on thought above, lol.... think it will be a while yet.
Where's plasteel? My eletric furnace do not have the recipe and when i mine it from mountain i get nickel
Is the modpack being updated?
I'm waitting patiently for it but would like to know if it's in progress or I should go for something different, or a total rollback to A16. Last build i can use of this mod
Quote from: Saberwulfy on December 16, 2017, 04:55:47 AM
Where's plasteel? My eletric furnace do not have the recipe and when i mine it from mountain i get nickel
As far as I know, there is no plasteel in this mod.
You need an electic arc furnace (a different large thing, not the electric furnace), and then you can smelt various advnced alloys. Stein is probably the most obvious to use, being quite straightforward and simply being upgraded from steel. The next tier would be stuff like ferrotitanium.
Quote from: Lonfield on December 16, 2017, 11:47:35 AM
Is the modpack being updated?
I'm waitting patiently for it but would like to know if it's in progress or I should go for something different, or a total rollback to A16. Last build i can use of this mod
Yes. You can check the Discord channel. The A17 version on Github is "done", and a B18 version is expetected "soon".
Great!, Thanks, i'm anyway getting my A16 game started for Xmass
Quote from: Lonfield on December 18, 2017, 07:36:20 AM
Great!, Thanks, i'm anyway getting my A16 game started for Xmass
Just an FYI, I received a notification via discord this morning that the team has an experimental release for B18 on the development branch on github. So work is definitely proceeding! Not sure if you'll want to try this as there are usually some fairly major flaws this early in the process and the updates will be fairly often as well. You'll likely end up starting over repeatedly.
we still need people to play expermental build to help fix bugs. everyone is welcome to trying it. if u got a bug try if u can post it in the bug reports section of discord so we can get to itt faster and also have direct contact with u for specifics of the bug so we can fix faster
What is the name of the mod that lets you set the minimal stock before they start crafting again at the workbench?
Rimworld,
thats part of the vanilla feature at B18 now.
For A17 maybe
https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.10
Quote from: Canute on December 22, 2017, 11:30:07 AM
Rimworld,
thats part of the vanilla feature at B18 now.
For A17 maybe
https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.10
And for older versions there was "Crafting Hysteresis" (original, I think) then "Enhanced Crafting" (2nd one to come out), this was followed up by a new author taking over Enhanced Crafting and then Better Workbench Management (that is the one Canute quote, it has a different title and folder name due to Steam Workshop story/reason)
Hello all!
Master branch updated to beta 18.
Awesome! Just need to finish my current game to update to that.
yay! But a bit little yay, fluffy's colony manger is not there yet or i'm wrong? :'( If so i wait a bit longer. ^-^
crashlanding seems incompatible whit this version is weird...
Crashlanding mod needs a simple change to Defs/PawnKindDefs/PawnKinds_Prisoner_CrashLand.xml. It's actually a weird interaction of CombatRealism+Core_SK.
Either replace it or put it on a new mod under CrashLanding
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<PawnKindDef>
<defName>CrashLand_Prisoner</defName>
<label>prisoner</label>
<race>Human</race>
<combatPower>25</combatPower>
<defaultFactionType>Pirate</defaultFactionType>
<baseRecruitDifficulty>0.50</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<backstoryCryptosleepCommonality>0.1</backstoryCryptosleepCommonality>
<chemicalAddictionChance>0.08</chemicalAddictionChance>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.5</min>
<max>0.9</max>
</gearHealthRange>
<itemQuality>Normal</itemQuality>
<apparelTags>
<li>Prisoner</li>
</apparelTags>
<apparelAllowHeadwearChance>0</apparelAllowHeadwearChance>
<apparelMoney>
<min>0</min>
<max>2400</max>
</apparelMoney>
<apparelIgnoreSeasons>true</apparelIgnoreSeasons>
<forceNormalGearQuality>true</forceNormalGearQuality>
<weaponMoney>
<min>0</min>
<max>300</max>
</weaponMoney>
<weaponTags>
<li>SimpleGun</li>
<li>NonNeolithicOnlySimpleMelee</li>
</weaponTags>
<techHediffsMoney>
<min>0</min>
<max>35</max>
</techHediffsMoney>
<techHediffsTags>weaponMoney
<li>Poor</li>
</techHediffsTags>
<techHediffsChance>0.1</techHediffsChance>
</PawnKindDef>
</Defs>
The issue is the weaponMoney and apparelMoney. If it can't be fulfilled CE throws a very obscure error. It's a bug in current CE.
i found something weird whith the guns
Exception ticking Bullet_BoltActionRifle136266: System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.ArmorUtilityCE.GetPenetrationValue (Verse.DamageInfo) <0x002cf>
at CombatExtended.ArmorUtilityCE.GetAfterArmorDamage (Verse.DamageInfo,Verse.Pawn,Verse.BodyPartRecord,bool&) <0x00254>
at CombatExtended.Harmony.Harmony_DamageWorker_AddInjury_ApplyDamageToPart.ArmorReroute (Verse.Pawn,Verse.DamageInfo&) <0x0006b>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult&) <0x000a6>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x00505>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000ae>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00275>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00245>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x003c9>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x0028c>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c6>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Thank's the update. :)
Did you delete the Industrial Rollers from mod pack?
https://ludeon.com/forums/index.php?topic=26967.0 (https://ludeon.com/forums/index.php?topic=26967.0)
Is anyone having issues with their world not generating. only using sk and it wont let me generate a world no matter what i do. heres my log https://docs.google.com/document/d/e/2PACX-1vQQlw_L4DorYGeGSEJC7ICF8X0UaqY7mfzvPGxy79Aa4_X8xXEF8BAiYtyvDi3MhejyE1IiIDeqqrRB/pub
Quote from: Mlaszlo5 on January 01, 2018, 08:54:37 AM
Thank's the update. :)
Did you delete the Industrial Rollers from mod pack?
https://ludeon.com/forums/index.php?topic=26967.0 (https://ludeon.com/forums/index.php?topic=26967.0)
yup. will be added later.
thanks for this work my dude
without mod packs like this my depression would be harder to handle
especially since vanilla rimworld is bad/boring and needs mods to make it playable/unlock its true fun/potential.
I call it the Elder Scrolls Effect. happens to tons of games sadly...
here is hoping Tynan maybe adds some key features or improved mod support (yeah i know its already really good but maybe some more mod list options like sorting, instant add to bottom or top, saving loading mod lists, that would be nice)
Crash consistently before planetfall. I can see the map I am to play on but as soon as I remove popups it crashes to desktop.
Downloaded the files today. Have Core, Hugslib, and the rest of the mods alphabetically. I placed the xml in the proper location.
Everything else seems to work.
When I start a new colony, make factions aren't loading in. Any idea why?
Quote from: Mistrornge on January 03, 2018, 12:44:17 PM
Crash consistently before planetfall. I can see the map I am to play on but as soon as I remove popups it crashes to desktop.
Downloaded the files today. Have Core, Hugslib, and the rest of the mods alphabetically. I placed the xml in the proper location.
Everything else seems to work.
This was been happening to me as well until I tried a smaller map size. It's not really to my liking, but at least it lets the game run with this mod pack. Give it a shot if it doesn't bother you.
Quote from: Mistrornge on January 03, 2018, 12:44:17 PM
Crash consistently before planetfall. I can see the map I am to play on but as soon as I remove popups it crashes to desktop.
Downloaded the files today. Have Core, Hugslib, and the rest of the mods alphabetically. I placed the xml in the proper location.
Everything else seems to work.
I thought it came with a ModsConfig.xml to have all of the mods loaded in a proper order?
I've got the locust attack event that spawned me around 40 crashbugs, and when I killed them - they spawned again, and again - I killed around 200 of them by now, but there are still around 50 of them, and when I kill them - they sawn again. What should I do? Feels like a bug.
Quote from: ErdTod on January 04, 2018, 06:58:06 PM
I've got the locust attack event that spawned me around 40 crashbugs, and when I killed them - they spawned again, and again - I killed around 200 of them by now, but there are still around 50 of them, and when I kill them - they sawn again. What should I do? Feels like a bug.
No no, you've got it right. They are called crashbugs, because they are bugs that keep coming until you crash your game.
on ccrash bugs just leave them they will eat all the corpses then leave when hungry.
Thanks for updating the mod! its impossible to play rimworld without it!
Can anyone point out that the industrial rollers are back in, whenever that happens? I don't see myself playing with mods if that one isn't included.
Just saying, it would be so awesome if HCSK incorporated the B18 version of RimAtomics. Any thoughts about doing so?
prison labor has been removed from mod pack? When will the update be?
So, I played for about 3 hours and here's what I find:
In the begining everything runs as intended, with only a annoying flaw that is when someone hunt a animal, he/she reload the weapon and go back to base and leave the animal corpse there, strange...
after sometime, the game starts behaving weird, sometimes the pawns forget to do its chores, mainly when having fun, the stand still with no task to do, untill I manually send them to do a labor.
also, sometimes a random animal start running through the map, leaving TONS of blood in its trail. in the early game its okay but when you have tons of thigs going on I suffered a small dps drop.
If you need any screenshot or a log please tell me so, also point where can I upload the files xD
Quote from: SunSeeker on January 05, 2018, 03:22:15 PM
So, I played for about 3 hours and here's what I find:
In the begining everything runs as intended, with only a annoying flaw that is when someone hunt a animal, he/she reload the weapon and go back to base and leave the animal corpse there, strange...
after sometime, the game starts behaving weird, sometimes the pawns forget to do its chores, mainly when having fun, the stand still with no task to do, untill I manually send them to do a labor.
also, sometimes a random animal start running through the map, leaving TONS of blood in its trail. in the early game its okay but when you have tons of thigs going on I suffered a small dps drop.
If you need any screenshot or a log please tell me so, also point where can I upload the files xD
There's a mod that has rain wash away all filth, which I think includes blood. Might be worth looking into.
I thought common rain already did this, I'm playing a map with righ rainfall just to erase all this blood
Quote from: SunSeeker on January 05, 2018, 07:16:21 PM
I thought common rain already did this, I'm playing a map with righ rainfall just to erase all this blood
I think you're right, but maybe rain doesn't wash away rubble and dirt though. My mistake!
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Quote from: Sarge on January 05, 2018, 07:23:19 PM
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.
Quote from: baiph on January 05, 2018, 08:53:01 PM
How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.
C'mon bud that one wasn't hard to find. Try this https://www.sendspace.com/file/5nf6vd, and use the Clutter Structure Door Stuff. All you had to do was check out the Clutter thread.
Quote from: Harry_Dicks on January 05, 2018, 07:54:13 PM
Quote from: Sarge on January 05, 2018, 07:23:19 PM
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
Awww, it doesn't work :'(
Quote from: Sarge on January 05, 2018, 11:13:30 PM
Quote from: Harry_Dicks on January 05, 2018, 07:54:13 PM
Quote from: Sarge on January 05, 2018, 07:23:19 PM
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
Awww, it doesn't work :'(
How so? Errors? Tried a different load order? Might be able to help if you give something more to go on.
I made an account just to talk about this.
I started trying RimWorld not long ago, and the modpack just today.
Loving it a lot, great job everyone.
But I think I can't find a work around what I think it's a bug. A have a fueled cooking stove, and meat and fruits. I have over 100 fruits and 100 meat, it's not an issue with not having the resources. These resources Are in a stockpile that is supposed to contain them. The cooking bench is fueled. The stockpile is in range. My colonist has the skill level. There is no weird prisoner room fucking things up. But I just Can't cook simple meals. I can roast meat, I can do some of the other bills, but when I try to do the simple meals recipe it tells me I don't have the materials. I've tried saving/loading, quitting to OS, deconstructing the bench and reconstructing it in different places, but nothing seems to work. Right now simple meals would be the my Best option and I consider them to be very important, so I'm really here to Beg for new options, opinions, and how you think I could fix this. Thank you for your time.
There is bug on tent. When you reinstall the support column somewhere, pack the tent and deploy it again, the tent will be destroyed. Next time you reinstall the support column,pack the tent and deploy it again, it will be whole again. The room is still there but there is no support column and you can reuse the tent .Sorry for bad english hehe.
Quote from: IWannaLiveinHolland on January 06, 2018, 01:20:54 AM
I made an account just to talk about this.
I started trying RimWorld not long ago, and the modpack just today.
Loving it a lot, great job everyone.
But I think I can't find a work around what I think it's a bug. A have a fueled cooking stove, and meat and fruits. I have over 100 fruits and 100 meat, it's not an issue with not having the resources. These resources Are in a stockpile that is supposed to contain them. The cooking bench is fueled. The stockpile is in range. My colonist has the skill level. There is no weird prisoner room fucking things up. But I just Can't cook simple meals. I can roast meat, I can do some of the other bills, but when I try to do the simple meals recipe it tells me I don't have the materials. I've tried saving/loading, quitting to OS, deconstructing the bench and reconstructing it in different places, but nothing seems to work. Right now simple meals would be the my Best option and I consider them to be very important, so I'm really here to Beg for new options, opinions, and how you think I could fix this. Thank you for your time.
Have you checked out the details of the simple meal bill? Do you have it set to accept the specific fruit and meat you have on hand? Do you have the ingredient radius too small?
Quote from: Harry_Dicks on January 06, 2018, 02:09:22 AM
Have you checked out the details of the simple meal bill? Do you have it set to accept the specific fruit and meat you have on hand? Do you have the ingredient radius too small?
Thank you for answering Harry_Dicks. Yes to all. Range is set to max, I'ved tried changing it a bit but it didn't help. Skill range is set to 0-20. The recipe is set to allow any kind of ingredient, I've double checked it.
Quote from: Harry_Dicks on January 05, 2018, 11:19:29 PM
Quote from: Sarge on January 05, 2018, 11:13:30 PM
Quote from: Harry_Dicks on January 05, 2018, 07:54:13 PM
Quote from: Sarge on January 05, 2018, 07:23:19 PM
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
Awww, it doesn't work :'(
How so? Errors? Tried a different load order? Might be able to help if you give something more to go on.
No errors in the log. When you click the Numbers button at the bottom of the screen nothing happens.
Quote from: IWannaLiveinHolland on January 06, 2018, 02:29:38 AM
Quote from: Harry_Dicks on January 06, 2018, 02:09:22 AM
Have you checked out the details of the simple meal bill? Do you have it set to accept the specific fruit and meat you have on hand? Do you have the ingredient radius too small?
Thank you for answering Harry_Dicks. Yes to all. Range is set to max, I'ved tried changing it a bit but it didn't help. Skill range is set to 0-20. The recipe is set to allow any kind of ingredient, I've double checked it.
Are you using any storage mods, that the ingredients are stored in? Or are they just sitting on the ground? I know there can sometimes be an issue with storage mods that have items exist in a "pocket dimension" and pawns can have issues fulfilling bill ingredients, as they think they aren't in the game. Anything after that, I'm kinda at a loss bud, sorry! But any more info you could provide definitely helps!
Quote from: Sarge on January 06, 2018, 02:47:12 AM
Quote from: Harry_Dicks on January 05, 2018, 11:19:29 PM
Quote from: Sarge on January 05, 2018, 11:13:30 PM
Quote from: Harry_Dicks on January 05, 2018, 07:54:13 PM
Quote from: Sarge on January 05, 2018, 07:23:19 PM
Am I allowed to use Numbers! for my current non-SK game and if so, how can I do so?
Try just copying the Numbers folder from the HardcoreSK/Mods folder, into your RimWorld/Mods folder, then start RW and activate the mod, and keep your fingers crossed that it works! I've already done this with a few of the other mods in HardcoreSK and haven't had any issues.
Awww, it doesn't work :'(
How so? Errors? Tried a different load order? Might be able to help if you give something more to go on.
No errors in the log. When you click the Numbers button at the bottom of the screen nothing happens.
I suppose it could have some dependencies on the Core_SK. You could just try using the entire modpack, and then just disable the ones you aren't using, and then try throwing in the other mods you were using. It might be worth a shot!
EDIT: Here you go http://lttlword.ru/download/rimworld/Mods/numbers/A18/Numbers.zip
Browsing through the texture files for this mod.. holy shit. What I wouldn't give for a stand alone version of that blast gate, though! Also all of the production and power buildings with animations look absolutely amazing. Now I've gone and looked at all this stuff, I can no longer ignore it. Damn it, damn it all, I'm never gonna get around to playing this game with so many mods to keep setting up! :P
Quote from: IWannaLiveinHolland on January 06, 2018, 01:20:54 AM
I made an account just to talk about this.
I started trying RimWorld not long ago, and the modpack just today.
Loving it a lot, great job everyone.
But I think I can't find a work around what I think it's a bug. A have a fueled cooking stove, and meat and fruits. I have over 100 fruits and 100 meat, it's not an issue with not having the resources.
Ok, i didn't played the B18 version of this yet.
Since some recipes are working, i think nothing is wrong with your storage,skill or range settings.
Meat isn't meat, and not all veggie's can be used in simple meals. This is much different then vanillla gameplay.
Be sure you have the right kind of meat you need for your recipe.
Be sure you have "fresh" flag set for the bills, but since you wrote you allready to enabled all, this should included it.
I am pretty sure, HCSK got these mod included that show how many things you got on stock in the recipe bills.
Then you can see if you got enough meat or fruits for the recipe.
Quote from: IWannaLiveinHolland on January 06, 2018, 01:20:54 AM
I made an account just to talk about this.
I started trying RimWorld not long ago, and the modpack just today.
Loving it a lot, great job everyone.
But I think I can't find a work around what I think it's a bug. A have a fueled cooking stove, and meat and fruits. I have over 100 fruits and 100 meat, it's not an issue with not having the resources. These resources Are in a stockpile that is supposed to contain them. The cooking bench is fueled. The stockpile is in range. My colonist has the skill level. There is no weird prisoner room fucking things up. But I just Can't cook simple meals. I can roast meat, I can do some of the other bills, but when I try to do the simple meals recipe it tells me I don't have the materials. I've tried saving/loading, quitting to OS, deconstructing the bench and reconstructing it in different places, but nothing seems to work. Right now simple meals would be the my Best option and I consider them to be very important, so I'm really here to Beg for new options, opinions, and how you think I could fix this. Thank you for your time.
The simple meal don't use fruits, as strawberryes. It only uses veggies like potatoes
Quote from: Harry_Dicks on January 06, 2018, 03:02:14 AM
EDIT: Here you go http://lttlword.ru/download/rimworld/Mods/numbers/A18/Numbers.zip
Thank you very much for trying and all the advice, but still not working when I downloaded that. It doe the same thing aka does nothing when I click the button.
I just got the terminator event on my save. I was wondering about starting a new save with the terminator as the only pawn, starting with almost nothing on a very harsh spawn. Is this possible with prepare carefully mod? Or would I have to copy and paste the pawn xml when I first start. If I am right the terminator doesn't need to eat or sleep at all and can regenerate? Seems a bit op but if hes the only pawn on the map it might be an interesting play through, what are everyone's thoughts on this?
The terminator is part of the story,
basicly you can get one terminator each colony you start.
But it would be very unbalanced if you could start with them, since you allready notice they are very overpowered.
BUT, don't forget once the terminator appear to join your colony, enemy terminator's will raid you, and they arn't less powerful then yours.
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
Quote from: raemge on January 06, 2018, 01:28:31 PM
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
For Windows mine is: C:\Users\Harry_Dicks\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ModsConfig.xml
Quote from: raemge on January 06, 2018, 01:28:31 PM
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
Once you start Rimworld, open the options, click on the "open safe data" and it should show you where to find the Config folder.
Quote from: Canute on January 06, 2018, 02:08:57 PM
Quote from: raemge on January 06, 2018, 01:28:31 PM
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
Once you start Rimworld, open the options, click on the "open safe data" and it should show you where to find the Config folder.
Hey, thank you for your help. Unfortunately I cannot see that option there.
(https://preview.ibb.co/hC9C2G/Screen_Shot_2018_01_06_at_20_56_41.png) (https://ibb.co/kAcMwb)
free image hosting for ebay (https://imgbb.com/)
If I missed something them I'm sorry.
Hey guys, I just noticed something.
My help tab is empty. Is it normal in this version or I did something wrong with installation?
also, my pawns simply don't use the joy option "relax socially" with tables, only if I draft them and use the feast option. So, is this intended or I messed something up?
Quote from: raemge on January 06, 2018, 04:00:19 PM
Quote from: Canute on January 06, 2018, 02:08:57 PM
Quote from: raemge on January 06, 2018, 01:28:31 PM
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
Once you start Rimworld, open the options, click on the "open safe data" and it should show you where to find the Config folder.
Hey, thank you for your help. Unfortunately I cannot see that option there.
Nope, sorry my mistake. Looks like Mac version is different.
From another posting i got this
Quote- Mac users don't have it quite so easy, and you will need to navigate to the save folder manually, which can be found here: /Users/your user name/Library/Application Support/RimWorld . Or you can search for .rws files. Although note that the Library folder could be hidden which might prevent you from both navigating to it and searching for .rws files. More information on where and how to find your save files on the Mac can be found in the following post/thread: https://ludeon.com/forums/index.php?topic=35625.msg367050#msg367050
When you found the safegames, you just need to go the hierachy up, then you should find the config folder.
But no guarantee, maybe this is different on a mac too.
Quote from: Canute on January 06, 2018, 05:10:54 PM
Quote from: raemge on January 06, 2018, 04:00:19 PM
Quote from: Canute on January 06, 2018, 02:08:57 PM
Quote from: raemge on January 06, 2018, 01:28:31 PM
Heyy, I would love to try this mod. Yet I play on Mac and I do not have the:
"/Users/your user name/Library/Application Support/RimWorld/Config" folder.
Not even the rimworld folder in there.
Once you start Rimworld, open the options, click on the "open safe data" and it should show you where to find the Config folder.
Hey, thank you for your help. Unfortunately I cannot see that option there.
Nope, sorry my mistake. Looks like Mac version is different.
From another posting i got this
Quote- Mac users don't have it quite so easy, and you will need to navigate to the save folder manually, which can be found here: /Users/your user name/Library/Application Support/RimWorld . Or you can search for .rws files. Although note that the Library folder could be hidden which might prevent you from both navigating to it and searching for .rws files. More information on where and how to find your save files on the Mac can be found in the following post/thread: https://ludeon.com/forums/index.php?topic=35625.msg367050#msg367050
When you found the safegames, you just need to go the hierachy up, then you should find the config folder.
But no guarantee, maybe this is different on a mac too.
Thank you, I have actually found it thanks to you! :)
Quote from: Sarge on January 06, 2018, 11:08:13 AM
Quote from: Harry_Dicks on January 06, 2018, 03:02:14 AM
EDIT: Here you go http://lttlword.ru/download/rimworld/Mods/numbers/A18/Numbers.zip
Thank you very much for trying and all the advice, but still not working when I downloaded that. It doe the same thing aka does nothing when I click the button.
Sarge I just added that mod to the bottom of my list and it is working fine for me. You might have something else conflicting with it.
Quote from: Canute on January 06, 2018, 11:53:18 AM
The terminator is part of the story,
basicly you can get one terminator each colony you start.
But it would be very unbalanced if you could start with them, since you allready notice they are very overpowered.
BUT, don't forget once the terminator appear to join your colony, enemy terminator's will raid you, and they arn't less powerful then yours.
I was thinking of "The Survivor" scenario starting in a barren spawn with the hardest AI storyteller and the hardest difficulty. If I am right, the terminator doesn't need to sleep or eat, so he works round the clock and can regenerate from anything, so I would get swarmed by enemies but I should always survive it. I was also thinking of getting slaves ("Simple Slavery" mod looks good) to do things I cant do, and do some hauling before they die.
Quote from: Harry_Dicks on January 06, 2018, 06:07:16 PM
Quote from: Sarge on January 06, 2018, 11:08:13 AM
Quote from: Harry_Dicks on January 06, 2018, 03:02:14 AM
EDIT: Here you go http://lttlword.ru/download/rimworld/Mods/numbers/A18/Numbers.zip
Thank you very much for trying and all the advice, but still not working when I downloaded that. It doe the same thing aka does nothing when I click the button.
Sarge I just added that mod to the bottom of my list and it is working fine for me. You might have something else conflicting with it.
Dayhum, I'll have to try figure it out. That 'Animal Corpses' filter is just too useful for scavenging.
Quote from: Ky6000 on January 06, 2018, 06:36:50 PM
Quote from: Canute on January 06, 2018, 11:53:18 AM
The terminator is part of the story,
basicly you can get one terminator each colony you start.
But it would be very unbalanced if you could start with them, since you allready notice they are very overpowered.
BUT, don't forget once the terminator appear to join your colony, enemy terminator's will raid you, and they arn't less powerful then yours.
I was thinking of "The Survivor" scenario starting in a barren spawn with the hardest AI storyteller and the hardest difficulty. If I am right, the terminator doesn't need to sleep or eat, so he works round the clock and can regenerate from anything, so I would get swarmed by enemies but I should always survive it. I was also thinking of getting slaves ("Simple Slavery" mod looks good) to do things I cant do, and do some hauling before they die.
Basicly yes.
But the terminator can be killed/destroyed too. But against the most raids you can beat down with a naked terminator and some good mellee weapon.
But the Terminator should be unable to do other jobs beside range,mellee,medicin,construction. And as alone survivor you would miss the crafting.
Ive put terminator (t-800) into a caravan to grab AI Core, he died from starvatinon. I save scummed, did it again with food and during his journey another one spawned (t-1000) - now I have two of them :D Am I supposed to have more then 1?
Also, the lack of information anywhere about anything on this mod is a little frustrating: strange artifact spawn, long story short I had two options to pick and I couldnt find it on the internet.
Like i wrote before, you can have 1 terminator each colony.
When you create a caravan, these member don't count toward the colony anymore. Then the terminator script think you lost your and send you another one from the future.
Basicly you can repeat that to get unlimted amount of terminators.
Since i don't think this is like the dev's wanted to happen, maybe Sidfu or skyarkhangel notice this and will counter this in future.
Hey guys, I think I solved my problem with pawns doing nothing when they should be doing fun chores.
It seems the fireplace mod made this issue... too bad cause I really like this mod.
Anyway, everithing running good as usual (except the trail of blood but whatever lol). Thanks for the great modpack guys
Hello again, after short brake and waiting for B18 I'm back with rimworld and Hardcore SK mod. Good to be back.
I found some bugs thou: Some items in menu are "blocked" and after picking up something it wont let you choose object anymore. For now i got it in "standard beds" and "trade" after researching Comms Console. As Im spamming all Rightclicks etc i got a lot of these in logs:
Maybe it will be helpfull. I will try to look for something in code on my own to help.
Operation is not valid due to the current state of the object
at System.Linq.Enumerable.Single<Verse.FloatMenuOption> (System.Collections.Generic.IEnumerable`1<Verse.FloatMenuOption>,System.Func`2<Verse.FloatMenuOption, bool>,System.Linq.Enumerable/Fallback) <0x000b9>
at System.Linq.Enumerable.SingleOrDefault<Verse.FloatMenuOption> (System.Collections.Generic.IEnumerable`1<Verse.FloatMenuOption>,System.Func`2<Verse.FloatMenuOption, bool>) <0x0003a>
at StuffCount.Designator_Build_ProcessInput_Patch.Postfix (RimWorld.Designator_Build,UnityEngine.Event) <0x003e8>
at (wrapper dynamic-method) RimWorld.Designator_Build.ProcessInput_Patch1 (object,UnityEngine.Event) <0x0037a>
at ArchitectSense.Designator_SubCategory.ProcessInput (UnityEngine.Event) <0x000ee>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x0081b>
at RimWorld.ArchitectCategoryTab.DesignationTabOnGUI () <0x00154>
at RimWorld.MainTabWindow_Architect.ExtraOnGUI () <0x00020>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>
========== UPDATE after 10 minutes ============
As i found very same problem posted allready on your Github and the answer:
It's a bug in TGCPatches, disable it for now.
So guys if you have same problem - disable TGCPatches. It didn't blow up my save so it won't yours. :)
[attachment deleted by admin: too old]
Quote from: Harry_Dicks on January 05, 2018, 10:35:06 PM
Quote from: baiph on January 05, 2018, 08:53:01 PM
How would I use Clutter's door lock features here? The one in this modpack is limited as it can just lock a door the same as forbidding it or maybe I am just not doing something right. Thanks.
C'mon bud that one wasn't hard to find. Try this https://www.sendspace.com/file/5nf6vd, and use the Clutter Structure Door Stuff. All you had to do was check out the Clutter thread.
Wont it interfere with the lock features in this mod pack? I can just remove the def for the door and its textures, but I figure that since there are two lock features, it might cause an error?
Can someone tell me where i can find the main menu music? I cant find it and Its makin me go insane
I bought a green wyvern, and to my suprise I found out it doesnt eat meat, but instead starts fires and that actually fill her food bar. Is that intended? So you just lock her somewhere up and give her a bit of wood she can light up? But then she sometimes ignites hauler bringing the wood in when she is hungry ..... Giving her a campfire did not help ...
Please offer me advice before I slaughter her :/ I like her ...
Quote from: Nemet on January 08, 2018, 11:26:51 AM
Can someone tell me where i can find the main menu music? I cant find it and Its makin me go insane
Probably under Hardcore-SK-master/Mods/Core_SK/Sounds/Intro/Revelation.ogg
I've been looking for Windows in Rimworld, because I found textures for it, but I can't find it anywhere. I looked at the WallDefs and found the lines for it but it does not have a designationCategory, is it on hold for now?
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.
On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.
Quote from: AnddyiRaynor on January 09, 2018, 03:22:35 AM
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.
On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.
This modpack actually has that too, because there are multiple textures in the Core_SK folder for windows, but there are nowhere to be found in the game except if you go to dev mode and spawn it there. There is also a glasswork table that I saw when I went to god mode, but it has no bills, so I'm thinking that it might be on hold for now since it may not be functioning properly?
Hey guys, I have a problem with light sentry turret.
the colonists cannot reload it. they try but the ammo fall on the ground.
any tips to fix this?
For some reason i cant start a single game with this modpack i keep geting a crash right after i see my guys pop up on screen in the map. The last item in the log is always 'Attempt to access invalid address.' Could it be i cant play this on ludicrous size map?
"Attempt to access invalid address." is a good indicator that Rimworld runs out of memory.
Play a smaller maps, or try a linux dual boot, because Rimworld runs under linux at 64 bit.
Quote from: baiph on January 09, 2018, 10:20:51 AM
Quote from: AnddyiRaynor on January 09, 2018, 03:22:35 AM
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.
On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.
This modpack actually has that too, because there are multiple textures in the Core_SK folder for windows, but there are nowhere to be found in the game except if you go to dev mode and spawn it there. There is also a glasswork table that I saw when I went to god mode, but it has no bills, so I'm thinking that it might be on hold for now since it may not be functioning properly?
Maybe try saving then using dev modes research all complete or whatever it's called, because I have the glasswork table and it has 3 bills, create glass batch, create glass frames, reinforce glass frames. Lots of things in this mod need to researched before you can use them.. Haven't seen the glass walls though?
Quote from: Canute on January 10, 2018, 04:17:35 AM
"Attempt to access invalid address." is a good indicator that Rimworld runs out of memory.
Play a smaller maps, or try a linux dual boot, because Rimworld runs under linux at 64 bit.
wait rimworld runs in 32bit mode in windows? :0 so it cant make use of the free 20gb of mem?
Quote from: doc776 on January 11, 2018, 02:33:51 AM
Quote from: Canute on January 10, 2018, 04:17:35 AM
"Attempt to access invalid address." is a good indicator that Rimworld runs out of memory.
Play a smaller maps, or try a linux dual boot, because Rimworld runs under linux at 64 bit.
wait rimworld runs in 32bit mode in windows? :0 so it cant make use of the free 20gb of mem?
Gotcha !
I can't use the hi tech research bench even when its paired with the terminal, am I missing something here?
I have a problem: guns are completely useless. Have I done something wrong wile installing the modpack? In my normal colony, I made myself some Lee-Enfields (good/excellent quality, 100% HP), but they are useless. I can't hit a stationary Buffalo from 5m away. With a 14-skill shooter (with no injuries, in daylight, with no obstacles)
I went further and made a new colony of 20-skill shooters with sniper rifles and assault rifles. Still, they can't hit anything, regardless of range. I've used up close to 400 ammo on my tests and registered 0 hits. Or did I...
Sometimes, when shooting, a blood stain appears on the ground below the target. But no damage is done. Is this the problem? Why are guns dealing no damage or are completely inaccurate?
Please help me, - it's totally ruining my playthrough, as I have to use melee exclusively, and most of my colonists are only good shooters...
This sounds like the issues I had with Combat Extended. If you are running that, try removing it from your mod list and test again.
Quote from: Sarge on January 13, 2018, 09:42:42 AM
This sounds like the issues I had with Combat Extended. If you are running that, try removing it from your mod list and test again.
It's pretty obvious that it is caused by Combat Extended, but I don't want to get rid of it. I thought this modpack works 100% on B18, but then I checked Combat Extended and saw that it's for A17...
So... HardcoreSK has Combat Extended as one of it's mods, but it is generally advised to play without it? Realistic combat is one of the most important things to me, so the game without it will not play very well... Is there no possibility of fixing the "no damage" bug without removing CE altogether?
Quote from: Elektrycerz on January 13, 2018, 10:04:20 AM
Quote from: Sarge on January 13, 2018, 09:42:42 AM
This sounds like the issues I had with Combat Extended. If you are running that, try removing it from your mod list and test again.
It's pretty obvious that it is caused by Combat Extended, but I don't want to get rid of it. I thought this modpack works 100% on B18, but then I checked Combat Extended and saw that it's for A17...
So... HardcoreSK has Combat Extended as one of it's mods, but it is generally advised to play without it? Realistic combat is one of the most important things to me, so the game without it will not play very well... Is there no possibility of fixing the "no damage" bug without removing CE altogether?
If it's that obvious to you why didn't you say so in your initial post with reasons why you are so certain so that it can help narrow it down for those from whom you're so seemingly desperately seeking assistance from?
Ignoring that though, I feel you, it is the same for me, but I have not seen anyone offer a solution anywhere or a comment that from anyone that they feel like looking into the matter with CE.
So, to the best of my knowledge, no CE is fucked.
As for why CE is in the released B18 HCSK pack when it doesn't work for B18, I am just as curious as you. I am sure there's a decent reason though. We'll see what they say.
I just had colony with mossins as starting weapon and it was very fine, they were killing stuff left and right. Bows work fine as well in my current playthrough. I test few more weapons and let you know, maybe installation was done badly?
Quote from: Elektrycerz on January 13, 2018, 10:04:20 AM
Quote from: Sarge on January 13, 2018, 09:42:42 AM
This sounds like the issues I had with Combat Extended. If you are running that, try removing it from your mod list and test again.
It's pretty obvious that it is caused by Combat Extended, but I don't want to get rid of it. I thought this modpack works 100% on B18, but then I checked Combat Extended and saw that it's for A17...
So... HardcoreSK has Combat Extended as one of it's mods, but it is generally advised to play without it? Realistic combat is one of the most important things to me, so the game without it will not play very well... Is there no possibility of fixing the "no damage" bug without removing CE altogether?
And again,
This modpack is unique, you can't compare it with a regluar set of mods.
All mod's inside this modpack are modified. Mosttimes you can't just simply replace them with a maybe updated version of the mod.
You shouldn't add mod's at your own, it can work, but mosttime it cause errors.
So long you want to play this modpack, you just should get updates from Github, don't forget not to overwrite, delete the old first.
And when you want play a normal game, don't forget to restore "Core".
And if you got more detailed question about the modpack, i think it is a good idea to ask them at their discord channel.
The dev's of the modpack rarely watch this forum.
Quote from: Sarge on January 13, 2018, 10:17:14 AM
As for why CE is in the released B18 HCSK pack when it doesn't work for B18, I am just as curious as you. I am sure there's a decent reason though. We'll see what they say.
Because the authors of HardcoreSK are quite a few guys, and they internally maintain all of the mods within their pack to my knowledge. So when B18 comes out, a lot of the mods that are fully integrated and essential to the modpack, they have to update themselves anyway, because the regular release, of say Combat Extended, probably wouldn't even work with HardcoreSK. If you know anything about the definitions, you will see that HCSK uses all kinds of custom <thingClass> and all kinds of other shit. This is why just throwing a regular mod into that pack can not work a lot of the time. Yeah, some of them will. But a lot won't, or will have some or a lot of things broken. I believe that mod pack should be thought of more as a kind of complete all in one mod pack overhaul, because that's exactly what it is, that isn't really meant for you to have all kinds of extra mods in there. They try to take care of everything in there for you. Even though you might only see like 40-50 mods or whatever it is in the folder, they have a crap ton more just fully integrated into their Core_SK. That pack just offers so much, that's so unique, that anything you do to change it just has literally so many different possibilities for so many different things to go wrong, that it's really hard for you to not mess something up when adding mods to it.
Hi, everything worked fine until Fenix left my map.
Came, did some firestuff, left, and from that point - BOOM, every 2 sec PAUSE, and log spam with:
"Added Heat to null map"
Added heat to null map.
Verse.Log:Error(String)
Verse.GenTemperature:PushHeat(IntVec3, Map, Single)
Verse.CompHeatPusher:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick()
SK.Feenix:Tick()
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Also there is a lot of these in log file
Added heat to null map.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
So I had to roll back save and kill bastard...
Thanks for keeping this up and going!
PS its so awesome that conveyer belts are back. Its what makes big colonies late game possible.
Lets talk about Sulfur a bit.
Its made from iorn ore atm, but according to description should be made also from crude oil. But from crude oil you make Sulphates, totally different product. I think that these two should be one and its a bug, am I right? Some old change logs 11.1-12 or so also suggest this should be the case. Any ideas?
Thanks!
we know about the null error with the uniqe creatures. we trying to track it down
we know about sulfur. right now we changeing things to steam line some things and remove items ha say have just 1 use right now.
as for additional mods. long as they use the stuff system for buildings it should be compatiable long as they don tspecify materals. if u have a question about a mod just jump on discord and ask.
I found multiple times that 'hunter' pawns where tracking animals through walls. Standing idle in a room and lets say a buck was just on the other side of the building. Hunter just stood idle looking for its prey.
Path finding issue?
Thanks for al the great work, this is the only bug I Found!
I do not know if it is a bug or an other issue:
None of my leaders could teach.
Lesson on blue red or yellow on open space or big enough room
Teach is unavailable (on 5 different teachers each skill-level eligible).
hunter behavor is untouched by us.
leader mod still has some issues as it was updated by us not its mod author. for classes make sure to have the time the classes are in a time when u have anything set in their schdule might fix that. the issue is that the job que system messes some with them going to class.
Heya,
I noticed one special thing. Explosive damage is not reduced by any armor. That means that explosive arrows are really good vs mechanoids, and I dont think that is intended. I have taken down centipede in 20-40 arrows quite regulary.
Another thing I found. Researching Ananogel gives you Ultra tech. Research is available quite easily and its the only ultra tech in the tree. I managed to skip industrial and spacer tech by this. Maybe lower him to spacer or industrial?
After getting the latest github update the ammo system is whacked. Can't craft ammo, can't drop it either. Enemies don't drop ammo even if they have it in they inv (and when they are downed/killed it disappears).
Without a CE update, is this just unusuable? Asking because it's my favorite modpack, but I don't see a chance of surviving without guns
I don't use this modpack, but unfortunately it seems like all I'm seeing coming out of Combat Extended's corner is a lot of bugs :-\ I do not think it has had a full proper release for B18 yet, but the HCSK guys use a lot of their own derivatives of the mods included. Not sure if CE is one of them.
Not sure what happened or how to isolate the issue/find it, but a few days ago an update halved my fps in game. I went form 120fps to 60-70ish. Not sure which update it was.
I tried starting a new colony too, and have the same fps. I've been sticking to the update I started with a few days ago to keep things smooth
Edit: Well I accidentally found which mod halves my fps in my old game or a new game. Its the better minimap mod. I kept the old version I had with the latest update and my fps was 120. I updated the minimap mod to the latest one and it halved my fps. Any chance this could be looked into? Its a pretty dramatic change to drop half my fps. I wonder if anyone else has this issue as well
I can upload the old version of the mod that I have that isn't laggy if you need that.
Quote from: Sharajat on January 18, 2018, 11:51:42 PM
Without a CE update, is this just unusuable? Asking because it's my favorite modpack, but I don't see a chance of surviving without guns
Quote from: Harry_Dicks on January 18, 2018, 11:53:14 PM
I don't use this modpack, but unfortunately it seems like all I'm seeing coming out of Combat Extended's corner is a lot of bugs :-\ I do not think it has had a full proper release for B18 yet, but the HCSK guys use a lot of their own derivatives of the mods included. Not sure if CE is one of them.
As I said before, guns work normally for me. Can craft ammo, kill enemies with them. Downed raides drop ammo. Bullets hurt. What else would you expect? :)
Quote from: Harry_Dicks on January 18, 2018, 11:53:14 PM
I don't use this modpack, but unfortunately it seems like all I'm seeing coming out of Combat Extended's corner is a lot of bugs :-\ I do not think it has had a full proper release for B18 yet, but the HCSK guys use a lot of their own derivatives of the mods included. Not sure if CE is one of them.
Thats why this modpack is unique !
It isn't just a bunch of mods collected into one archive. The developer of this modpack adjust and modify others mod's to fit in their scenario.
Sure nothing is perfect, and it allways can have bugs. But CR now CE allways was a part of this modpack and should work with all the weapon/armor of this modpack.
Why we cant tame ogre? :(
How come some mods do not seem to be working correctly? For example the mod list says it contains 'Pawns are Capable' but they are still incapable when in game? All the other mods seem to work fine just a few like that example. Also I installed correctly with the modconfig replaced in the locallow folder.
I Love this mod .... ;)
Camera visual bug
-I got bug when in certain map/colony places items/pawns disapear (there are there they just is not shown)
-Someone left my colony and still eats my food - they are called 'wild woman' - I can tame or hunt her, thats all- she just walks around does nothing only eats and sleeps, I cant control her
Is there any thing I can do to fix visual bug, while streaming its very irritating ( I have latest 1722 build steamed)
Wild woman doesn't sound like a bug, it sounds like a woman that's went wild! Too bad if it's an old saggy woman, and not, "Girls Gone Wild" ;)
I got quite some errors which lead to some problems, the biggest: I cant see any plants.
The whole log: https://gist.github.com/75cb43c181f7b2567ef54ce235bb0565
The in my opinion important part:
Tried to get a resource "UI/PlanVisible" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/PlanInvisible" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/ToolBoxColor" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/ToolBoxColorSelected" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/Plan" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/RemoveIcon" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/PlanToolRemoveAll" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/ColorPickerSelect" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/ColorPickerOverlay" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/HsvSlider" from a different thread. All resources must be loaded in the main thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Tried to get a resource "UI/PlanBase" from a different thread. All resources must be loaded in the main thread.
Tried to get a material from a different thread.
Can someone help me get that fixed?
You know adding extra mod is at your own risk.
Try to use the ModsConfig.xml
from the modpack at first and check if you still got errors.
I don't think original Industrial roller and Fences are compacible with HCSK.
The 'released prisoner won't leave and eats all the food issue' was in A17 also. I believe it occurs at release time when the 'release prisoner' job is interrupted before the prisoner has crossed the last door boundary or when the path chosen becomes unavailable (for example, when a broken door is fixed while the prisoner is in the process of leaving).
So after playing it few ingame years here are my qualtiy changes
1. trees, dont know why but they spawn everywhere and on 5% the look big already and take LONG time to cut down
2. grass, opposite to trees it spawn after winter on map borders and grow slowly, sometime not even reaching my pastures in middle of map https://ludeon.com/forums/index.php?topic=38182.0
3. riding horse mod would be nice https://steamcommunity.com/sharedfiles/filedetails/?id=1217001091
4. pick up and haul https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
5. doberman dog https://rim-world.com/spidercamps-dog-pack-mod/
6. light bulbs burn A LOT of watts
7. ceramic recipe gives only 10, this need to be buffed to at least 20 to become some serious material for building
8. that chemical plant recipes are terrible as well, from carbon to synthetic fibers. Amount of resources you put in is huge compared to what you gain (not to mention slow to create)
9. weapons, instead of exotic stuff like walther 2000 and cows shotgun, not to mention mass effect weaponry i would like to see some classics from 20. century from east to west and vannila friendly advanced weapons
10. visitors do not use bathrooms or medical beds
11. trader ships sell crap. When animal trading ship arrive I would assume it carry some farming animals but nope, its filled with yorkshire terriers and cobras, oh and elephant is in every single one I got
12. visitors love to visit colony at beginning when there is absolutely nothing in it but later almost nobody visits - this happened in more than one game I had
13. asari and their lighting bolt stunning colonist for half/one day
14. after several versions of this mod I played I still have no idea what is prometheum (resource needed in some ammunition recipes) and where to create it
15. fruit trees if not harvested disappear -would be nice if they just returned to growing state like harvested ones
Quote from: Geroj on January 26, 2018, 07:00:11 AM
14. after several versions of this mod I played I still have no idea what is prometheum (resource needed in some ammunition recipes) and where to create it
Prometheum is gathered from a special plant called Blazebulb. Take special care with this beauty as it explodes if heated too much :) (Ie.: Perfect for extreme desert playthrough)
Can you guys go back to leaving the cell you are shooting next to be a free cell again? I'm getting sick and tired of my guys emptying large amounts of ammo into the 1 width wall they are hiding behind.
I read on steam that there is a patch to make Facial Stuff compatible with this? Where can I find that patch? I am excited to get Hardcore SK and Facial Stuff working together.
Quote from: Anni on February 02, 2018, 12:22:22 AM
I read on steam that there is a patch to make Facial Stuff compatible with this? Where can I find that patch? I am excited to get Hardcore SK and Facial Stuff working together.
Hi its in the patch channel in the hardcore sk discord.
16. Pawns cant shoot from behind wall, they just shoot wall in square in front of them - that was a weird decision whoever done this
17. Some common things require large amount of skill(14+) like planting tomatoes, brewing wine etc etc
18. recipes unbalanced, like one pizza need 20 flour, thats a lot of grain, because from 10 grain/corn/rice you get 6 flour, so one pizza need almost 40 corn to be made together with 1 cheese and 3 tomatoes. Lot of steps for a fine meal and well fed effect
19. Weird armors with shield mechanics and "evade" effect
20. Puppies drinking alcohol, not adults just young ones, dont know if it apply to other animals
Quote from: Valor on January 26, 2018, 08:37:00 AM
Quote from: Geroj on January 26, 2018, 07:00:11 AM
14. after several versions of this mod I played I still have no idea what is prometheum (resource needed in some ammunition recipes) and where to create it
Prometheum is gathered from a special plant called Blazebulb. Take special care with this beauty as it explodes if heated too much :) (Ie.: Perfect for extreme desert playthrough)
Oh hey, thanks for that info, had no idea and I never seen anyone selling blazebulb. Would be nice if it was added to help
Good day!
I was wondering if there is any way I could disable just the Superior Crafting mod?
The Superior crafting part is the essential part of this modpack.
Without it, it is just a regular collection of mods you just could download and install self mod from the forum or workshop.
My game crashes after when I try to assault enemy base...
I seem to be having a problem, not sure if it is known.
But it seems if I try to play Hardcore SK with a mod that adds weapons or aliens, those weapons do zero damage, and the aliens do zero damage with their fists.
I am not sure why this happens or if there is a fix. I just watched an Android fight a Jackalope and the jackalope didn't get so much as a bruise.
thanks for the arrogant reply. But I read about the mod just fine.
Unfortunately adding alien races mods automatically adds weapons in most cases.
You could have just simply said its likely the weapons in those alien races mods were not CE compatible which would have led me to look, and find for some as I just did, a patch that fixes this issue, but hey everyone has a right to be a ****. I am happy to call you out on it, in particular.
You're right, I'm an arrogant ass. Unfortunately, you beat me back before I could edit my post. Anyway I'm probably wrong anyway. Have a good day.
Did I miss the description of what this actually does somewhere? Is it just a collection of other mods?
Quote from: BoogieMan on February 08, 2018, 08:03:04 PM
Did I miss the description of what this actually does somewhere? Is it just a collection of other mods?
Yeah, check out first page of this thread, second and third long posts have lists of mods and FAQ
I saw those.. So mostly a collection of mods then? I really got nothing from those posts other than links to other mod and the general gist of making the game take longer to progress through due to more research I guess? I really don't see a clear description of what this is beyond a thread that links to a lot of other mods.
Quote from: BoogieMan on February 09, 2018, 01:57:32 PM
I saw those.. So mostly a collection of mods then? I really got nothing from those posts other than links to other mod and the general gist of making the game take longer to progress through due to more research I guess? I really don't see a clear description of what this is beyond a thread that links to a lot of other mods.
It is mostly just that. A modpack. However, unlike most other modpacks, the author/team of this modpack go through and modify many of the mods to integrate together with a bit more cohesion.
I see, that seems interesting. I'll have to check it out next time I play. Thanks!
Guys, i have a question... Did anyone try to use "Impaction charge"? Somewhere in old version of some mod it used to be a way to create new geyser / mineral spot, but here (in SK) except of being quite expensive it just go boom like satchel charge.
It should work like that?
I think now its just expensive IED. Has been for quite a few versions.
The new meteors in .18 that dump a mineral deposit, is there a way to turn those down or off completely? I'm having close to a dozen hit within the first two days, usually obliterating ship parts and other resources I haven't had time to get yet. At this rate I'll lose most of the maps resources before I can get them, if it doesn't just burn down first.
Like all incident's you can disable them at the Scenario editor.
At your running colony, you would need to edit the safegame.
Just start a new colony with that incident disabled, safe the colony.
Edit the safegame, locate the entry and copy it over to your safegame (don't forget a backup).
Quote from: Canute on February 11, 2018, 05:09:38 PM
Like all incident's you can disable them at the Scenario editor.
At your running colony, you would need to edit the safegame.
Just start a new colony with that incident disabled, safe the colony.
Edit the safegame, locate the entry and copy it over to your safegame (don't forget a backup).
Ahhhh the scenario editor, forgot all about it. Thanks :)
edit: so uh, it strangely doesn't seem to work. I added "Disable Incident" in the editor and chose "Meteorite Impact". Within the first few hours of a new colony I had two impacts, one the SK version where it leaves the small minable meteorite, and another the vanilla "dump a minable patch" that set the forest on fire. Any other ideas?
I don't know what version you're using but he recently removed the meteor in the start of the game. So just update to the newest version and it should be fix.
I'm having the same exact issue. I disabled all meteorite-related incidents, and still get meteorites constantly.
Edit: spaceship pieces are still crashing down too, even though I also disabled that.
Quote from: worldspawn on February 11, 2018, 06:09:58 PM
edit: so uh, it strangely doesn't seem to work. I added "Disable Incident" in the editor and chose "Meteorite Impact". Within the first few hours of a new colony I had two impacts, one the SK version where it leaves the small minable meteorite, and another the vanilla "dump a minable patch" that set the forest on fire. Any other ideas?
Don't forget HCSK add own meteor events too, you might just disabled the vanilla one.
Use the dev tools to start incidents, until you identify the named of the ones you don't want.
Then you should be able to deactivate them.
Unless they named it so that it has nothing to do with "meteors" or "crashes", I'm pretty sure I've disabled it and it just didn't work.
Quote from: Canute on February 12, 2018, 03:21:36 AM
Quote from: worldspawn on February 11, 2018, 06:09:58 PM
edit: so uh, it strangely doesn't seem to work. I added "Disable Incident" in the editor and chose "Meteorite Impact". Within the first few hours of a new colony I had two impacts, one the SK version where it leaves the small minable meteorite, and another the vanilla "dump a minable patch" that set the forest on fire. Any other ideas?
Don't forget HCSK add own meteor events too, you might just disabled the vanilla one.
Use the dev tools to start incidents, until you identify the named of the ones you don't want.
Then you should be able to deactivate them.
I just ran every event, including ones that shouldn't relate like ebola, and it's definitely "meteorite impact" that causes both types. Disabling it in the scenario editor doesn't work :(
Quote from: worldspawn on February 12, 2018, 08:40:47 PM
I just ran every event, including ones that shouldn't relate like ebola, and it's definitely "meteorite impact" that causes both types. Disabling it in the scenario editor doesn't work :(
I'm not even sure if this is possible, but maybe a mod can re-add back in an event even if you disable it in the scenario editor?
Quote from: Harry_Dicks on February 12, 2018, 08:42:11 PM
Quote from: worldspawn on February 12, 2018, 08:40:47 PM
I just ran every event, including ones that shouldn't relate like ebola, and it's definitely "meteorite impact" that causes both types. Disabling it in the scenario editor doesn't work :(
I'm not even sure if this is possible, but maybe a mod can re-add back in an event even if you disable it in the scenario editor?
Heh, how to disable and re-enable mods one at a time and play new games for several minutes each to see if there's a difference :)
Very possible another mod is adding the meteorites back in, but I looked over the mod list and didn't see anything that even remotely involved incidents. Hopefully this gets resolved, because playing a tribal game with crap falling out of the sky on me every 30 seconds sort of becomes unbearable pretty quick.
Since the modpack dev's rarely read this topic.
You should ask them at their discord channel about these incident.
Is this compatible with combat extended by chance?
Quote from: Mechanoid Hivemind on February 13, 2018, 04:34:42 PM
Is this compatible with combat extended by chance?
From the very front page:
Quote
Hardcore SK can be loaded with only 4 activated mods after CORE (minimal comfortable start), in the following order:
Core, Hugslib, AlienRaces, Combat Extended, Core_SK, ResearchPal
Quote from: Harry_Dicks on February 13, 2018, 05:29:52 PM
Quote from: Mechanoid Hivemind on February 13, 2018, 04:34:42 PM
Is this compatible with combat extended by chance?
From the very front page:
My bad i wasnt paying attention to the mod name. I just wanted the darkest night mod from this but cant find it in the mod list. I might be blind. Came from the one on steam thinking it would take me to the darkest night mod but it brought me to the modpack
Quote
Hardcore SK can be loaded with only 4 activated mods after CORE (minimal comfortable start), in the following order:
Core, Hugslib, AlienRaces, Combat Extended, Core_SK, ResearchPal
Darkest Night mod is included in this mod pack. There's the one that makes the nights very, very dark. I use it myself and love it. There's also the one that has the event where the monsters come from the dark, and will "drag your colonists off into the night." Sounds spooky! :P
I just want the one with the monsters. Also forgive me its been a while since ive been here. I prefer steam where i just click a button and have a mod ready :P Can i download just the one with the monsters?
Quote from: Mechanoid Hivemind on February 13, 2018, 06:19:11 PM
Can i download just the one with the monsters?
If you want that mod only out of this entire mod pack, then sure you can try. I think you will get some errors though. It might be because the creatures that come to you require Combat Extended, not sure. I remember trying it myself, without HCSK or CE, and I was getting errors.
These errors are related to the "tools" that these darkness creatures use to attack you, I believe. I also think all of this relates to how CE changes a lot of stuff, and that's why it may be required. Either way, if you are determined enough, you can get it to work I'm sure ;)
If you want to do all of this off of Steam, just download HCSK like normal, and extract it to wherever, even your desktop. Then go in and open up the mod folder, and you will see the different mods within the pack. You can take them out and put them in your regular RimWorld mods folder, and then activate them in game. Be warned, you will get some erros if this was what you were attempting to do. Some of them aren't too bad. For example I took the Colony Leadership mod out of it, and the only thing I had to do was remove plastic as one of the building materials for a ballot box. So I can't remember what, if any issues were with the mod you want, except for their tools or something like that. If that's the case, then you will need to go in and fix these critter's anatomy defs or tools defs or something.
If you are trying to use HardcoreSK without one of the darkness mods, then you can try disabling either one, and I'm fairly confident it will work. Because I think one of them only changes how light is actually displayed to the player, and the other one only adds in the event for the dark critters attacking you. Also you should be able to disable either of them, because I am remembering they were "there own mods" within this pack.
Ah right, looks like im gonna get the mod pack then
Nother question, why in the work tab does the text not exist? there is literally no text telling me whats what.
Quote from: Mechanoid Hivemind on February 14, 2018, 02:54:41 PM
Nother question, why in the work tab does the text not exist? there is literally no text telling me whats what.
As in there is a bug on the work tab? Did you make sure you specifically followed all of the
exact instructions for this mod pack, and don't have any other mods running?
Because from what I have seen, no one else has posted about this issue, and since you have just starting using the mod, I'm guessing you might have had an installation problem. Remember that this is a very big mod pack, and that's why it has specific instructions for it, like how you need to setup the custom config files or something I believe. Anyway, it's not just "download, install to mods folder, activate in game and play" you have to make sure you do everything in the instructions or you can have issues.
I don't actually use the mod pack myself, so I'm only trying to go off of what I can only guess what you're encountering :)
Followed it to a T, deleted everything i had/unsubbed, deleted everything where the xml file needed to go and all the mods where already ticked so. Im not sure what else i needed to do
EDIT: Fixed it, it was some kinda setting in the mod options
Looks like you missed the part at point 3.
Goto config and delete anything then copy the modconfig.xml
:-)
Hey Guys! Dont forget to join us at the discord channel! The adress is in the first page. Tons of people discussing the game, answering questions on the go, showing their base creations and wondering why so much death and destruction. Join Us: <link>https://discord.gg/FMPRSKr</link>
I am really interested in this compilation. Is there a summary of the changes anywhere? Not by the numbers, but the general idea and gameplay?
At the github page you could read one of the Hardcore SK Guide_EN.pdf
That should give you a little overview.
And i am sure you find some playthoughs at youtube.
Ok I downloaded it. Its basically all the separate mods in one library? They aren't all in one file right? So I could run some mods that aren't included (I.e. avoid friendly fire, efficient light, feed the colonists etc.) along with it?
Well it seems to crash when I try to play.... some texture seem to be missing.
First at all, follow the install instruction, and don't forget to delete the config folder. Don't install/activate it like a regular mod.
You can disable some of the mod of the pack, but you should be careful to add mod's at your own.
These modpack is heavy modified not every mod fit in.
I suggest just to play with it like it is.
Quote from: Thangunis on March 19, 2018, 03:01:20 PM
Ok I downloaded it. Its basically all the separate mods in one library? They aren't all in one file right? So I could run some mods that aren't included (I.e. avoid friendly fire, efficient light, feed the colonists etc.) along with it?
As Canute mentioned, adding or taking away some of these can lead to trouble if you aren't sure what you are doing. There are usually a few that are absolutely required. For instance: CoreSK, Core (the vanilla and the changes from this mod), and Combat Extended I am sure are among those that are absolutely required. Skyarkhangel has posted in the past which are absolutely required for the particular version, not sure if that question has been asked for the current B18 work in progress. You should be able to look back through this thread for info on which were required for older versions of HcSK.
I have had luck adding some mods in the past with no problems, but those for the most part do not add or change content at all. There were more along the line of changing UI elements and similar changes to that.
I should note my comments are in regards to the version for A17 and earlier, I have not played any HcSK with the current B18 build. I expect little has changed in relation to my comments though.
Question, I've just downloaded the mod pack and followed the instructions while doing so. But I'm getting two recurring errors on startup and one on map generation which means I can't play. They are as following: Startup:
ReflectionTypeLoadException getting types in assembly Compatibility_AlienRaces: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
ReflectionTypeLoadException getting types in assembly Compatibility_CombatExtended: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
Which seems to be a compatibility error, mostly on AlienRaces side, and a bunch of stuff from the PlanBase mod trying to draw from a different thread.
When I try to generate a new world and game: There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more time...
Exception: System.TypeInitializationException: An exception was thrown by the type initializer for AlienRace.HarmonyPatches ---> System.NullReferenceException: Object reference not set to an instance of an object Can anyone understand what's going wrong there?
I don't see a "planbase" mod at the modpack, do you trying to add some other mod to the modpack ?
Bad idea, i can work but it don't need to work.
Just try out the plain modpack if anything is working.
Quote from: Canute on March 22, 2018, 04:22:37 AM
I don't see a "planbase" mod at the modpack, do you trying to add some other mod to the modpack ?
Bad idea, i can work but it don't need to work.
Just try out the plain modpack if anything is working.
That is the plain modpack, more specifically, it's the More Planning mod that comes in the modpack, it's just called something different in the console
Ahhh ok, yep i see the mod.
But when you installed the mod like it should be done, and you didn't forget to delete the config folder.
And still get these error's i have no idea.
You can try to ask the mod-dev straight at their discord-channel. They rarely visit/answer here.
Just a quick question: where can i find the new textures for the mechanoids (scyther etc)?
I preferred the look of the old ones.
edit: since I am still last reply: any Idea why/how this breaks many Features of Facial Stuff?
there is yet another bug: In my new colony I the materials for building are quite weird. I can't build my butcher table from stone, but i can build it from coal. It worked with slightly different additional mods in my previous colony and there are no errors in my console.
Once my pawns start making Robot Parts, half way through the bar that indicates their progress on it disappears and even though they look like they're making them, they never produce any results. No matter how long I leave them there. Can anyone else confirm? Ive been manually spawning 25 parts and deleting the required resources.
Can confirm. Had a pawn constructing. Most of the time nothing happens. One time the work left even went up instead of down.
for the robot parts its probaly a error with the temp item we had that before. as for the facial stuff the issue is we use a custom setup for pawns. if u look on the discod paches channel u find a patch u can use for facial stuff but u can only use the 18.0 version not the 18.5. the 18.5 ive tried to patch but pawns start disapparing and such.
Hey all, sorry if this has been asked earlier in the thread but here it goes
Im playing with just mods included in the mod pack and i realised, my colonists when in combat dont get suppressed or hunker down. i remember that was an active feature in the combat extended mod but since ive picked it up again it isnt happening. all other aspects of the CE is working. any ideas?
Quote from: itzrabiid on March 30, 2018, 01:07:11 AM
Hey all, sorry if this has been asked earlier in the thread but here it goes
Im playing with just mods included in the mod pack and i realised, my colonists when in combat dont get suppressed or hunker down. i remember that was an active feature in the combat extended mod but since ive picked it up again it isnt happening. all other aspects of the CE is working. any ideas?
it works its just in the pack your clothing/armor also prevents suppression. also suppression isnt as strong now to prevent it from bugging pawn ai.
look at pawns clothing u see the armors have suppression resist now
alright, what about hunkering. im just referring to the needs tab and even when being shot at theres no alert for suppression like there used to be. thanks anyway.
Just got a really rare HCSK ending in my game (see attachment).
I choose to be rescued, and the game ended immediately.
There wasn't any end credits scene, music, or even a list of saved colonists. The game just ended, and returned to the new/load game menu.
I would suggest that this event be changed, it doesn't seem good to win the game by random luck. I woudn't choose it again.
Maybe the rescue event only has room on the ship for half of your colonists? And the other half continue? In any case, the event needs more work.
[attachment deleted due to age]
Quote from: skyarkhangel on October 12, 2016, 05:26:50 PM
Quote from: zmadz on October 12, 2016, 04:48:19 PM
man as much as i love this mod pack, that much i hate it, so many good stuff here that i wish people updated for newer versions of rimworld. Terminators are broken(regeneration is op) , playing with tribals i had an event and saved one he just melee hunted everything for me while others did the crafting/cooking/mining also i been getting bugs with terminator infiltrators that are guests they don't go to guest room and just starve to death then come and try to attack me once they are "reborn".
plz detail, what problem with skynet? It has not completed yet to end. I'am still wokring on it.
Yes, covert guest specially kill yourself to reborn as machine. Its need to restructure pawn :)
P.S. Great, 500k topic views :) Now it is one of the most visited topics on Ludeon forum. I think it is deserved, because we have a lot of work. On github already reached 1k+ commits.
Terminators can solo nearly any raid.
They are so far overpowered its just stupid and game destroying.
Because you need them, when other terminator or mechanoids will raid your colony.
And if you progress futher, you will encounter much stronger pirates too.
At moment you prolly just encounter tribal's and scrap metal pirates without hightech stuff.
You don't need terminators to defeat any non-terminator raids, except for Zeon.
I've won HCSK several times (Rey Rough storyteller) and I always disable the Skynet mod.
Hi guys, I'm retourning to RimWorld after a break.
Is no longer any way to autohunt, autochop and automanage farms? Manager tab was a great help in big colonies.
Thanks.
autohunt, autochop and automanage farms are all part of the Colony manager mod.
You can try to add the mod by yourself to the modpack and look if it works.
https://ludeon.com/forums/index.php?topic=16120.0
Please help !!
Hardcore sk is supposed to have integrated "prison labor" mod, but I can't find the option "force to work" on prisoners tab. There is only "chat and recruit" "release" etc. But no way to force them working, they only eat my food these suckers !
Hi, has anyone already defeated zeon, in the current version?
My colony deffeat all raids, but Zeon is unmanageable.
to many flashstorms and the head beam kill the whole base with one shoot.
The only solution is to run away and give up the base.
but I had to give up my base a few hours ago because of a nuclear bomb :(
Hi guys.
It's been a long time since I play this awsome game and these updates are so cool.
Just wanted to know few things:
Is there any issue with apparels crafting ?
I mean, a Muffalo over 300Kl only give 100 wool.
A double bed is 110 wool, Ok, I accept that, but why a simple duster cost 95 wool (which is more than a simple bed 65...) or a teeshirt cost 75 meanwhile a trouser cost 45...
In fact, duster + shirt + trouser = +200 wool / pawns.
And this is without shoes, gloves and hat.
I get it, clothes crafting must be balance, but, it feels like these values are random.
I repeat myself but how a tee shirt can be more expensive in fabric than a bed ???
Other thing: I have some hard time with heat management.
Apparently some working station produce heat.
Is there any way to know which station produce heat and when it produced it (at work, power On/Off) ?
Quote from: luceed on April 07, 2018, 02:41:50 AM
Hi guys.
It's been a long time since I play this awsome game and these updates are so cool.
Just wanted to know few things:
Is there any issue with apparels crafting ?
I mean, a Muffalo over 300Kl only give 100 wool.
A double bed is 110 wool, Ok, I accept that, but why a simple duster cost 95 wool (which is more than a simple bed 65...) or a teeshirt cost 75 meanwhile a trouser cost 45...
In fact, duster + shirt + trouser = +200 wool / pawns.
And this is without shoes, gloves and hat.
I get it, clothes crafting must be balance, but, it feels like these values are random.
I repeat myself but how a tee shirt can be more expensive in fabric than a bed ???
Other thing: I have some hard time with heat management.
Apparently some working station produce heat.
Is there any way to know which station produce heat and when it produced it (at work, power On/Off) ?
balance comes before realism that's why the costs are like that.
as for heat. if it needs to heat something to make it it makes heat.
Anybody came across their terraforming slowly turning back to the original terrain? I keep laying down rich soil on my farm, yet with time it keeps reverting to regular soil and destroying my crops such as tomatoes, grapes etc.
Quote from: sidfu on April 07, 2018, 11:30:59 PM
balance comes before realism that's why the costs are like that.
Yes, but it gets really obnoxious when you have to choose between using your steel to make a longsword or a 20x2x2m wall.
Quote from: Razzoriel on April 12, 2018, 12:15:45 PM
Quote from: sidfu on April 07, 2018, 11:30:59 PM
balance comes before realism that's why the costs are like that.
Yes, but it gets really obnoxious when you have to choose between using your steel to make a longsword or a 20x2x2m wall.
use stone to make intital walls and as u lose parts of it or have maters u replace it with reinforced concrete stone walls. i would never use meetal for walls
Hello fellow rimworlders,
this is my first post and I'm from germany, so please be nice, if i will write wrong.
I'm not able to upgrade the mod to B18.
I only play at alpha 17. I downloaded from github the last version and follow the instructions. So I do not able to find the mistake
JurAAlexander,
also ich nehme an du willst wirklich mit der A17 version spielen, was ich nicht verstehen kann aber ok.
Lade dir die A17b6 herunter
https://github.com/skyarkhangel/Hardcore-SK/releases/tag/6.0
und dann installiere sie wie auf der Github page beschrieben.
Keinen schritt auslassen, und auch keine eigenen mods hinzufügen.
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.
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.
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.
Quote from: takilung 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.
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.
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
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.
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.
[attachment deleted due to age]
Is it still not possible to turn off CE mod? One of the most annoying mods ever.
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.
Quote from: legendary 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.
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
IT WILL BE EXTREEMLY HELFUL IF YOU ADDED PATCHES OR INCLUDED RAINBEAU'S MODS IN THE UPCOMMING UPDATES
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?
Quote from: kaltruhe 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?
Hardcore SK has already another locks. But for future compatibility with Prison Labor we switch to Avius Locks.
Quote from: legendary 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.
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 ;)
OMG the initial load time. At 30 minutes so far.
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.
Quote from: XanWasting on May 02, 2018, 01:06:32 PM
So, there's discord for this mod? how do I get there?
Check the First posting, there is a link.
Quote from: legendary 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.
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 ;)
[/quote]
Wait, what?! Can I disable finite ammo now? OMG...
Does anyone know if you're able to add the mod "Mad Skills" https://ludeon.com/forums/index.php?topic=11148.0 to this modpack without issue?
Also, anyone tried "Zombieland Mod" https://ludeon.com/forums/index.php?topic=32601.0? Combat Extended is compatible with it so I'm wondering if there are any other issues?
Mad skills should work, it don't add items. But even not, there shouldn't be any problem to remove it if you encounter problems.
Zombieland , i think i saw that some people did that. But since HCSK allready got a very high memory useage i wouldn't recomment it.
Cool, thanks man. I'll try mad skills within the next few days after I finish my current run.
Hello everyone. I really love the mod, but what really overkills me is the huge amount of apparel and weapons. Can anyone suggest me a good everyday apparel setup made of hyperweave? The basic stuff (button down-shirt etc) can't be made from it. Furthermore, any advice which weapons I could use (I'm at the advance weaponcraft table now, not into futuristic yet) which give a good hit but aren't hindering that much in my everyday colony duties? Or how do you handle raids? Do your soldiers run armless and are only equipped when a raid occurs?
I'm having an issue getting Prepare Carefully to work. I keep getting errors after I save and try to reload presets. Is there a known problem with loading presets?
Game won't generate a world for me, right out of the box. It loads and just returns to the world gen screen. Any advice?
Sarge,
i would say, reread the special install instruction of this modpack, and disable other mod that don't belong to this modpack.
Quote from: Canute on May 12, 2018, 07:15:37 AM
Sarge,
i would say, reread the special install instruction of this modpack, and disable other mod that don't belong to this modpack.
No luck unfortunately, same result.
Did you delete the config folder ?
The bulk/mass system stopped working after one of the lastest updates, now pawns just carry 75 of anything, no matter what.
Quote from: captainradish on May 11, 2018, 05:57:23 PM
I'm having an issue getting Prepare Carefully to work. I keep getting errors after I save and try to reload presets. Is there a known problem with loading presets?
OK, I discovered that Prepare Carefully seems to work just fine if you disable the mods that add faces.
Quote from: Sarge on May 12, 2018, 04:46:26 PM
Quote from: Canute on May 12, 2018, 10:27:15 AM
Did you delete the config folder ?
Yeah.
When you did anything correct i have no idea.
But you still can ask the mod dev's at their discord channel (link at the first posting).
Quote from: Starfly on May 11, 2018, 10:14:32 AM
Hello everyone. I really love the mod, but what really overkills me is the huge amount of apparel and weapons. Can anyone suggest me a good everyday apparel setup made of hyperweave? The basic stuff (button down-shirt etc) can't be made from it. Furthermore, any advice which weapons I could use (I'm at the advance weaponcraft table now, not into futuristic yet) which give a good hit but aren't hindering that much in my everyday colony duties? Or how do you handle raids? Do your soldiers run armless and are only equipped when a raid occurs?
I wouldn't make any everyday stuff out of hyperweave. It's for high end combat gear. The only "civilian" stuff I can think of is Techno Boots. Otherwise, just have your civilian wear regular clothes. What your are looking for is item bonuses for work speed/movement/job bonuses, and these are completely independent of the material you use. Weapons, same thing. Civilians use civilian tools (hammer for builders, pick for miners...). If you must, give them a pistol or a knife for self defence (these have the smallest penalties).
You want to use the "Assign" tab to create templates for what your colonists wear and equip. This way you can tell your colonists to swap from civilian to soldier attire in a single click. As you colony grows larger, you start getting dedicated soldiers, who don't do anything else besides cleaning/hauling.
The nuclear fallout scenario is borked, it seems to work, but makes a UI-less freeze if you try to get to the world map. I don't get that problem with other scenarios.
Is it normal that I can just claim/deconstruct the pylons during the 'strange artifact' event?
It says the pylons are protected by a shield, but I was able to claim/deconstruct the pylons without ever scouting the artifact. After a while the pylons stopped spawning and I just got dry thunderstorms for years (which is inconsequential in a volcanic biome).
A little anti-climactic if that's working as intended, but it seems like a bug to me.
The thunderstorm arn't the main danger.
After all pylon's are spawned, the owner of the Strange artifact will arrive and try to claim the map.
But i am not sure if the deconstruction/claim of the pylon's interfere with the event script and the last invasion don't appear anymore when you claim them before.
But i agree, you shouldn't be able to claim/deconstruct them before you finished the research process and deactivate the shield.
Ah, thanks for the quick reply, Canute. I did have a feeling something big was supposed to happen, but since i took down a pylon before all 8 could spawn, nothing really happened, though i do keep getting dry thunderstorms. I guess next time I won't mess with the pylons and pretend they're indestructible.
But since i can't reroll (permadeath mode), I suppose my pathetic tribe has been spared... this time.
GreenWyvern998194 started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_9952185)) , (DrawEnergyFromFire (Job_9952190) A=Thing_Fire1011613) (WaitMaintainPosture (Job_9952191)) , (DrawEnergyFromFire (Job_9952195) A=Thing_Fire1011613) (WaitMaintainPosture (Job_9952196)) , (DrawEnergyFromFire (Job_9952200) A=Thing_Fire1011613) (WaitMaintainPosture (Job_9952201)) , (DrawEnergyFromFire (Job_9952204) A=Thing_Fire1011613) (WaitMaintainPosture (Job_9952205)) , et (DrawEnergyFromFire (Job_9952210) A=Thing_Fire1011613) (WaitMaintainPosture (Job_9952211)) lastJobGiver=null, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
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)
SK.Feenix:Tick()
TickMultiThread.TickList_Tick:Prefix(TickList)
Verse.TickList:Tick_Patch1(Object)
TickMultiThread.TickManager_DoSingleTick:Prefix(TickManager)
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Not sure why, but after 2 hours of testing mods, it seems MoreInfoBox stops the game from loading to the menu screen and Cleaning Area stops you from creating a new world. This also occurs without any added mods from steam workshop or other sources, just from the modpack.
Quote from: saqib126 on May 28, 2018, 03:16:09 AM
Not sure why, but after 2 hours of testing mods, it seems MoreInfoBox stops the game from loading to the menu screen and Cleaning Area stops you from creating a new world. This also occurs without any added mods from steam workshop or other sources, just from the modpack.
neither of those are correct. i have them enabled and game is fine. check your load order. also try redownloading the mod as its possible a file is corrupted
Nevermind, upon installing Hardcore SK on my desktop, I found that i moved the mod config file to the C:\Users\saqib126\AppData\LocalLow\Ludeon Studios\RimWorld\Config instead of C:\Users\saqib126\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config, with the config file in the right place, those 2 mods seem to be working.
I keep getting an error when trying to generate a world any suggestions?
Exception from asynchronous event: System.TypeInitializationException: An exception was thrown by the type initializer for AlienRace.HarmonyPatches ---> System.NullReferenceException: Object reference not set to an instance of an object
at AlienRace.HarmonyPatches+<>c__DisplayClass1_0.<.cctor>b__0 (AlienRace.ThingDef_AlienRace ar) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[AlienRace.ThingDef_AlienRace].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
at AlienRace.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Looked through the past 10 pages of this thread and getting nothing on it, so I figure I'd ask here. Recently updated to a newer version of this modpack. Am having an issue where I crash straight to desktop a few seconds into starting a new colony. The issues generally seem to revolve around me running out of memory (presumably video memory), which is odd as I've had no change in GPU since the last time I played this modpack, though at this point my GPU *is* steadily dying. Here's a couple excerpts. Could very well be a complete non-issue and just be my dying GPU as it is suffering from constant overheating. It idles in the high 50s and just about any remotely good looking 3d game pushes it to the maximum of 95c.
static_quality_Injector: _SkillUI _GetSkillDescription injected successfully!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
static_quality_Injector: _Plant _Resting injected successfully!
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
static_quality_plus injected.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 774)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 774)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 774)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 774)
Arachnophobia :: Spider Biome Settings Adjusted :: Current Factor: 1
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Haterados are coming after 9.363585 days.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)
(Filename: Line: 558)
(Error: 33028496 Filename: Line: 0)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
(Filename: Line: 490)
Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)
(Filename: Line: 558)
(Error: 309068104 Filename: Line: 18512528)
Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)
(Filename: Line: 558)
(Error: 305422216 Filename: Line: 18512528)
Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)
(Filename: Line: 558)
(Error: 33028456 Filename: Line: 0)
Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)
(Filename: Line: 558)
SeasonalWeather: adjusting baseWeatherCommonalities
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
[AllowTool] Injected 6 designators
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
QualityBuilder added to orders category.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 52652.
Total: 391.746643 ms (FindLiveObjects: 5.118970 ms CreateObjectMapping: 5.907664 ms MarkObjects: 380.633911 ms DeleteObjects: 0.085588 ms)
Crash!!!
SymInit: Symbol-SearchPath: '.;D:\SteamLibrary\steamapps\common\RimWorld;D:\SteamLibrary\steamapps\common\RimWorld;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Yoshi'
OS-Version: 10.0.17134 () 0x100-0x1
====
A lot of System32 dll files later
====
========== OUTPUTING STACK TRACE ==================
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 771E0682)
0x771E0682 (KERNELBASE)
0x1010B650 (mono) unity_mono_reflection_method_get_method
0x1010BB96 (mono) unity_mono_reflection_method_get_method
0x1010BCA0 (mono) unity_mono_reflection_method_get_method
0x1010ACA9 (mono) unity_mono_reflection_method_get_method
0x1010AD40 (mono) unity_mono_reflection_method_get_method
0x1010AE66 (mono) unity_mono_reflection_method_get_method
0x1005E089 (mono) mono_string_new_size
0x1005F059 (mono) mono_string_new_utf16
0x1005F18C (mono) mono_string_new_wrapper
0x1005FFBE (mono) mono_ldstr
0x100D6798 (mono) mono_set_break_policy
0x100F02AA (mono) mono_set_defaults
0x100F10F7 (mono) mono_set_defaults
0x100F1652 (mono) mono_set_defaults
0x100F16BF (mono) mono_set_defaults
0x100EB123 (mono) mono_debugger_run_finally
ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 06060066)
ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 06060066)
0x06060066 ((<unknown>))
0x2AECBB39 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_object__this__ (object,intptr,intptr,intptr)
0x100F190D (mono) mono_set_defaults
0x1005D87C (mono) mono_runtime_invoke
0x10061E50 (mono) mono_print_unhandled_exception
0x100623ED (mono) mono_unhandled_exception
0x100E9385 (mono) mono_walk_stack
0x100E9A6E (mono) mono_debugger_run_finally
0x100F8CAC (mono) mono_type_get_modifiers
ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 06060DCF)
ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 06060DCF)
0x06060DCF ((<unknown>))
0x1002AD27 (mono) mono_gc_out_of_memory
0x1010AE66 (mono) unity_mono_reflection_method_get_method
0x1005E089 (mono) mono_string_new_size
0x1005F059 (mono) mono_string_new_utf16
0x1005F18C (mono) mono_string_new_wrapper
0x1005FFBE (mono) mono_ldstr
0x100D6798 (mono) mono_set_break_policy
0x100F02AA (mono) mono_set_defaults
0x100F10F7 (mono) mono_set_defaults
0x100F1652 (mono) mono_set_defaults
0x100F16BF (mono) mono_set_defaults
0x100EB123 (mono) mono_debugger_run_finally
Goo Poni,
like you notice self is more a GPU problem.
Could you try to start a vanila game and check if the same error's happen ?
If so, it is time for a walk to a shop and buy a new cheap grafic card.
crashing right after u land means u ran out of mememory. the world gen eats alot of ram and the game takes ages to dump that ram. once u land save and restart game u should be fine. another had same issue and he did that and was fine. also make sure to NOT do 100% world gen. do around 50% and also check the discord faq channel for the mod pack on what is best settings for the last bar u see added by litle big planet.
Ah, it seems this was the issue. So many mods installed in this pack now we're hitting the RAM limit. I guess my GPU isn't completely dead *just yet*. Getting there though. Saving quickly before the game crashed after starting a colony seems to allow me then restart the game and continue with the colony as per usual.
This mod pack is exellent! I love it! thank you very much!
One question... its posible install this pack as a portable version? That way I can play my colony in the office :)
Quote from: zeodas on June 08, 2018, 01:31:09 PM
This mod pack is exellent! I love it! thank you very much!
One question... its posible install this pack as a portable version? That way I can play my colony in the office :)
You can install all of Rimworld in a portable manner, including mods of course. Look in the readme in the main install folder of the game.
hello,
is it possible to terraform inside the mountain?
Hi,
Playing rimworld I feel sad that pawns eat raw meat even if they are next to a burning fire... A pawn with raw meat should try to eat it making kabobs.
In "Naked and Afraid" tv show is what they do, by using a wood stick!
Oddworld75,
isn't that your fault because you didn't assign him as cook to allow him to cook kabob or grilled steaks ?
I really dislike the feet and hands animation, but whenever I disable "Facial Stuff" all the other mods get disabled also.
Why is Facial Stuff so important for the mod order?
The same here. I hate these weird feet stuff :|
Quote from: lordmatiz on June 16, 2018, 11:17:06 AM
The same here. I hate these weird feet stuff :|
You need to disable both "FacialStuff_DianneDefaults" and "FacialStuff_SK".
Not sure if it's just me or what but the mechanoids are like SUPER tough. And also they show up pretty early. I mean, in my first playthrough, this mechanoid thing that alters weather or something landed and upon investigation spawned four scythers on steroids (100 + torso health). My four guys (armed with uzis) didn't stand a chance against their energy weapons which dealt 65 damage per hit.
Also, there's this wierd bug with the crashed ship parts. sometimes it spawns a tough mechanoid similar to a scyther, which promptly decimates by colony. but other times (reloaded save) it spawns this puny crawler which gets one shot.
Did you find the newest version(sunrise for B18) in the github?
where? i can't find the file, please help
THX :'(
The newest release is allways the Master.
Click on the green button "Clone or Download".
I got a question , are all the mods displayed in the first page part of the pack or some were removed along the road ? some of the mods from earlier version don't exist anymore as individual mods but are they still inside the pack ?
The first page isn't very accurate anymore ( Last Edit: December 30, 2017)
, since the modpack dev's hang out mosttimes at discord now.
You can check their discord channel, or the github page.
Hello Ladys and Sirs,
i really wanna play this, it is absolutely amazing! Unfortunately there is one flaw/bug that ruins EVERYTHING:
The guns make 0 Damage.
I tried everything, I used the HSK Launcher or whatever and everything else works fine, i put the mod order list in the app data and stuff, and used the premade mod list, most of them were activated.
I heard it maybe has something to do with Combat Extended, but i found no other Information about it and i really don't wanna play without it, as this modpack is intended to work with all mods, isn't it?
I will create a new colony with the current setup, Disable Extended Combat or whatever and see if the normal gunfire damage works... And will update here soon.
please help! :D
Mod doesn't works for me, it can't generates a new world
turboweasel,
did you delete the config folder at the installation too ? If not try it maybe it change some.
Do you use other additional mods ? Disable them.
Just create new colonies with the hugslib quickstart function (Need developer mode on). And shoot your pawn's each other to test it.
Domazaz,
this isn't a mod, it is a modpack.
Be sure you followed the installation instruction and don't use other addional mod's at first.
And avoid larger map's and worlds. The modpack is very memory hungry, and unless you play on linux the memory is very limited (even when your mashine got 32GB RAM).
Quote from: Canute on July 09, 2018, 03:09:31 AM
The first page isn't very accurate anymore ( Last Edit: December 30, 2017)
, since the modpack dev's hang out mosttimes at discord now.
You can check their discord channel, or the github page.
their last mod list on first page seem to be « Last Edit: May 08, 2018, 07:57:24 PM by skyarkhangel »
but thanks for the tips I appreciate it , I will check out the discord
I have a problem, the option "force to work" from the "Prison Labor" mod is missing, it doenst show on my game. :(
hi,
where can i craft the cigarettes cigars etc.? i cant build a crafting spot. there is only showing party caravan packing and marriage spot at the tab
rheinmacht,
stop thinking at regular Rimworld terms, this modpack is very different from vanila.
You got a mighty information tool, called HelpTab.
Use the Help menu, search for cigarettes at example, and you got shown the nessesary researches, recipes and workbenches.
The Zeon event is very broken, extremely difficult they went crazy >:( >:(
I find Zeon pretty much impossible. All you can really do is this, unless you have drop pods:
1) make an animal zone on the edge of the map away from zeon and restrict your animals to that zone (they'll start heading there immediately)
2) have each pawn grab what is nearby that it can carry (hopefully including food and medicine and ammo for their weapons)
3)have each pawn run to where the animals are
4) put the 'form caravan spot where the animals are
5) form a caravan with just the animals and the pawns (with their currently carried stuff) . You won't have time to load anything.
6 Flee the map and settle in a nearby hex.
Quote from: EpicFox on July 03, 2017, 02:25:24 PM
Hi all,
First of all, I'd like to thank all the mod creators and skyarkhangel for creating this modpack.
Second, I found a mistake in the Feenix def.
My tamed Green Wyvern wouldn't eat, although his need was lowering into his mental break area.
After a lot of tempering with zones and such I started to wander into the depths of the defs where I eventualy found out that the defs for the Green Wyvern are refered to the Feenix defs and that it was missing
"<li Class="JobGiver_GetFood"/>"
So if you got the same problem, go into the following def folder and add that string as follows;
<ThinkTreeDef>
<defName>SatisfyBasicFenixAI</defName>
<thinkRoot Class="ThinkNode_Tagger">
<tagToGive>SatisfyingNeeds</tagToGive>
<subNodes>
<li Class="ThinkNode_PrioritySorter">
<subNodes>
<li Class="JobGiver_GetFood"/>
<li Class="SK.JobGiver_SustenainceFromFire"/>
<li Class="JobGiver_GetRest"/>
<li Class="JobGiver_SatisfyChemicalNeed"/>
</subNodes>
Tested and works now.
Hope this is of any help to everyone.
Thanks again for this great mod(s)(pack), keep up the good work!
This is still bugged and needs to be manually fixed every time :3
Yep u are right, missing getfood need. Thank you.
About Zeon. Don't fight on outdoor. You will be able to find a solution ;)
Thanks for a great mod compilation, it adds so much to the game!
I've noticed a few things that seem like bugs or could use some optimization.
First of all the hauling. It's simply great that your pawns now pick up everything they can, so you don't have to micro so much. They do have a lot of problems with the dropping off part...
If a pawn has 20 sand, 20 algae and 20 cloth, it will usually go drop off 14 sand, then the algae and cloth and finally the remaining 6 sand elsewhere. Which means you get to micro the sorting out of stuff instead (thanks for the right click sorting option).
With crafting I've noticed something odd: I had a neolithic weapon crafting bench close to the cooking station. And both working there were set to crafting. When the cook ran out of materials, he started trying to take over at the crafting station, making the crafter remove the great bow she was working on, but then her crafting priority took over and soon it just devolved to the bow being moved back and forth constantly in an endless loop while I had no idea what was happening. Finally I removed the cook from crafting and everything worked as designed.
AFAIK normally you can't remove another from a crafting job? Unless they actually leave and start doing something else.
Spiders - the default spawn rate seems too high on most biomes, because they always clean the map of any prey in any desert biome I play. I know you can set it lower in the settings, but it would be nice to start the map with fewer of the critters around.
Also something is missing with the "pawn is being hunted" popup where spiders are concerned. You never know when they decide to suck your peeps dry.
All this with the github update from a few days ago.
And thanks again for a great game!
for hualing thats the limitation on it. each item stack counts as a differnt haul job
for crafting thats cause u still useing base game have everyone one do everything. for benches its first come first serve and a partial item is locked to the creator
for spiders u have to clear them out as they a bit differnt than other animals spawn rate.
spiders do not hunt the same as other animals. they wait til a animal runs over their webbing or they go wrap up one they downed as they wrap the target up. since they dont use normal hunting method it doesnt triger the pawn hunt notifcation
IF each item stack counted as a different job, then each item stack would be dropped down as one stack, not get split up and spread out...
And I don't think you read what I wrote about crafting...
AND what you're describing about spiders is just wrong. They go straight for my colonists and murder their face, unless I murder them first. So they should trigger pawn hunt notification.
Also I've never seen webs work.
I really like this mod pack but every time I play it I only ever get raids from the Insects and then Raptors super early game... I mean, its kind of ridiculous how often I get insect raids... Is there any way to just disable Raptors & Insect Raids?
First of all, the only way I can play rimworld is with HardcoreSK installed. It makes the game so much better than vanilla. I do however seem to have a problem with surguries on my colonists. The only way I see implant options is if I go to the medical tab and left or right click on a stat for a colonist. The operations tab under health does not show implants at all, even if I have it in my stockpile ready to use. I cannot find a way to install joy wire or cybernetic tail. I have installed cybernetic spine, exo, brain stimulator, and cybernetic limbs successfully through the medical tab. Has the mod governing these things been updated?
Also on another note, will hardcoreSK be updated to be used with the 64 bit version 1.0 of rimworld?
What is the mod that adds all the new traits? Like quick, hardworker, etc.
Quote from: shell on August 14, 2018, 05:58:44 PM
First of all, the only way I can play rimworld is with HardcoreSK installed. It makes the game so much better than vanilla. I do however seem to have a problem with surguries on my colonists. The only way I see implant options is if I go to the medical tab and left or right click on a stat for a colonist. The operations tab under health does not show implants at all, even if I have it in my stockpile ready to use. I cannot find a way to install joy wire or cybernetic tail. I have installed cybernetic spine, exo, brain stimulator, and cybernetic limbs successfully through the medical tab. Has the mod governing these things been updated?
Also on another note, will hardcoreSK be updated to be used with the 64 bit version 1.0 of rimworld?
I myself can't cure scars since the options isn't anywhere to be found. Something's probably broken.
So I keep trying to store some Pilas, into a chest and my pawn Giggles keeps loading and unloading them. how do i fix this?
Giggles started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_427397)) , (HaulToCell (Job_427400) A=Thing_Pila118137 B=(84, 0, 43)) (WaitMaintainPosture (Job_427401)) , (HaulToCell (Job_427404) A=Thing_Pila118137 B=(86, 0, 43)) (WaitMaintainPosture (Job_427405)) , (HaulToCell (Job_427408) A=Thing_Pila118137 B=(84, 0, 43)) (WaitMaintainPosture (Job_427409)) , (HaulToCell (Job_427412) A=Thing_Pila118137 B=(86, 0, 43)) (WaitMaintainPosture (Job_427413)) , and (HaulToCell (Job_427416) A=Thing_Pila118137 B=(84, 0, 43)) (WaitMaintainPosture (Job_427417)) lastJobGiver=null, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
TickMultiThread.SpecialInjector_TickMultiThreadDetour2:_Tick(TickList)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Plans for 1.0? Just curious
Hello, I'd like to ask why can't i choose an owner for a bathtub?
Secondly, could you please get a mod with a "Do not disturb" function, so pawns wouldn't disturb eachothers' sleep?
Hey, I have a question.I know it's been a long time since I played Hardcore SK and all, but I thought there used to be more stuff in the late game. Am I maybe remembering wrong? I could've sworn there used to be Glittertech or something along the lines in this pack. Was that removed? Or was that only in the ultimate whatever it was modpack that was taken down all those years ago?
Also, do you plan on adding the cults mod by jecrell to this? Or is there maybe a reason it's not part of Hardcore SK?
Either way, I'm sure you have lots of stuff to work on, especially with the recent release of Beta 19.
right now the only thing holding us up for updating pack is CE aka combat extended. without it we cant even start up the game in b19 to make sure we updated stuff right so for now we cant even start.
do not distirb can be added on your own. for dubs issues go to discord and check patches channel the newest dubs is converted but we just hvent pushed it into the pack yet.
for late game stuff alot of stuff was removed as it served no purpose and was basicaly bloat on the pack. once tylain fixes the 64x issue on steam and we get CE upated so we can update pack since memory wont be a restraint anymore we probaly start putting in more fluff stuff.
Quote from: sidfu on September 05, 2018, 04:47:13 AM
right now the only thing holding us up for updating pack is CE aka combat extended. without it we cant even start up the game in b19 to make sure we updated stuff right so for now we cant even start.
do not distirb can be added on your own. for dubs issues go to discord and check patches channel the newest dubs is converted but we just hvent pushed it into the pack yet.
for late game stuff alot of stuff was removed as it served no purpose and was basicaly bloat on the pack. once tylain fixes the 64x issue on steam and we get CE upated so we can update pack since memory wont be a restraint anymore we probaly start putting in more fluff stuff.
Noice, good luck!
Hey,
I've been playing this modpack again after a break, and it seems much harder than I remember. I have a few questions:
1) Can anyone tell me which XML file to edit to change the minimum day that the mech terraformer can appear to a later time? Two games in a row now (Rey Rough/Prototype Zero Rough) it's shown up way before I could handle a fight with the 4 scythers that show up when you scout it. I always disable Skynet SK, not sure if people generally rely on the terminator to tank this fight.
2) Where in the XML can I look at the differences between Rey and Prototype Zero? Or could someone summarize them? I know they are both variations on Randy but I'm unsure of their differences.
3) I'm seeing a bug where my colonists get 'stuck' while loading/unloading stacks, workaround is to draft them/move them manually. Is this a known issue?
Thanks,
Ken
Quote from: kenmtraveller on September 06, 2018, 01:54:53 PM
Hey,
I've been playing this modpack again after a break, and it seems much harder than I remember. I have a few questions:
1) Can anyone tell me which XML file to edit to change the minimum day that the mech terraformer can appear to a later time? Two games in a row now (Rey Rough/Prototype Zero Rough) it's shown up way before I could handle a fight with the 4 scythers that show up when you scout it. I always disable Skynet SK, not sure if people generally rely on the terminator to tank this fight.
2) Where in the XML can I look at the differences between Rey and Prototype Zero? Or could someone summarize them? I know they are both variations on Randy but I'm unsure of their differences.
3) I'm seeing a bug where my colonists get 'stuck' while loading/unloading stacks, workaround is to draft them/move them manually. Is this a known issue?
Thanks,
Ken
the first chance of a terraformer and such is day 60+. plenty of time u have to be prepping head of time. also the reason u had 4 scythers is u not manage your wealth good. how many spawn is based on wealth. just stop cutting 99999 logs and mineing 9999999999999 more ore than u need.
the difference in story tellers is more of the vents they like is all. u can switch storyteller mid game so try them and if u don tlike swap to another
we need more info than that about the bug. we need SS of the error while in game and the errors selected. also u can post it on discord on our troubleshooting channel. u can get support faster if u go there.
Are you sure that the terraformer doesn't always spawn 4 scythers when you scout it? I have scouted/disabled many of them and it is always 4. I thought the mech terraformer's spawn, unlike things like psychic ships and the actual mech invasion, was hardcoded.
Quote from: kenmtraveller on September 06, 2018, 01:54:53 PM
1) Can anyone tell me which XML file to edit to change the minimum day that the mech terraformer can appear to a later time? Two games in a row now (Rey Rough/Prototype Zero Rough) it's shown up way before I could handle a fight with the 4 scythers that show up when you scout it. I always disable Skynet SK, not sure if people generally rely on the terminator to tank this fight.Thanks,
It's in CoreSK\Defs\Storyteller\Incidents_MechanoidTerraformer.xml
Quote from: sidfu on September 06, 2018, 08:31:08 PM
the first chance of a terraformer and such is day 60+. plenty of time u have to be prepping head of time. also the reason u had 4 scythers is u not manage your wealth good. how many spawn is based on wealth. just stop cutting 99999 logs and mineing 9999999999999 more ore than u need.
Not true. I've seen this event a couple of dozen times and it always spawns exactly 4 scythers on scouting regardless of whether the colony is a few tribals in tents or a massive late game complex. If you trigger the invasion, that does scale to colony wealth, but the scout wave that you have to deal with doesn't. It's the main reason this event is unbalanced. And as for plenty of time? On a tribal start there is no realistic way to have tech that can fight a scyther by day 60, never mind four of them. Even with cheesy trap arrangements and trying to collapse roofs on them, you're still pretty much guaranteed to be wiped there. Hence I always tweak the xml file for that one.
I'm also seeing the loading/unloading stacks bug fairly often. I'll see if there's an error to screenshot next time it shows up.
Just curious. What other mods do most of you guys use along with SKHardcore?
Thanks for pointing out the XML. Currently earliest mech terraformer can occur is day 80, I changed it to 200 .
I also took a look at the storyteller definitions, looks like rey and prototype zero are similar, the main difference seems to be in incident weight:
Rey:
<categoryWeights>
<Misc>4.2</Misc>
<OrbitalVisitor>1</OrbitalVisitor>
<AllyArrival>1.0</AllyArrival>
<AllyAssistance>0.5</AllyAssistance>
<ShipChunkDrop>0.3</ShipChunkDrop>
<ThreatSmall>1.4</ThreatSmall>
<ThreatBig>1.5</ThreatBig>
</categoryWeights>
Prototype Zero:
<categoryWeights>
<Misc>4.0</Misc>
<OrbitalVisitor>1</OrbitalVisitor>
<AllyArrival>0.8</AllyArrival>
<AllyAssistance>0.4</AllyAssistance>
<ShipChunkDrop>0.3</ShipChunkDrop>
<ThreatSmall>1.5</ThreatSmall>
<ThreatBig>1.7</ThreatBig>
</categoryWeights>
So Prototype Zero appears to be more likely to give you a raid, as opposed to some other event.
The only mods I use other than HardCore SK are the Wild Cultivation mod, and the Wildlife Tab.
Hey, could you please tell me what do i do wrong?
I want to craft some grenades and it seems like i have all the ingredients needed, but it still says "need materials".
[attachment deleted due to age]
bowmore,
it is been awhile that i played HCSK, but it looked a bit odd that Iron Ore is a metal alloy.
So far i remember at HCSK any kind of Ore need to be smelted first into bar's. Do you play with plain HCSK modpack or did you installed addional mods too ?
Canute,
Only the Modpack. I have plenty of steel alloys too.
I am having some trouble installing this modpack, for starters i have Rimworld through steam, and when using the launcher it does not show the executable in my steamapps folder when giving the prompt to select it.
edit-alright i have it now that the launcher recognises my rimworld.exe but when i click play i receive an error, missing executable rimworld64.exe, then steam intitiates a short download, i click play when its finished (on the steam popup) and then i get an error and the launcher closes.
Quote from: bowmore on September 05, 2018, 05:35:31 AM
Quote from: sidfu on September 05, 2018, 04:47:13 AM
right now the only thing holding us up for updating pack is CE aka combat extended. without it we cant even start up the game in b19 to make sure we updated stuff right so for now we cant even start.
do not distirb can be added on your own. for dubs issues go to discord and check patches channel the newest dubs is converted but we just hvent pushed it into the pack yet.
for late game stuff alot of stuff was removed as it served no purpose and was basicaly bloat on the pack. once tylain fixes the 64x issue on steam and we get CE upated so we can update pack since memory wont be a restraint anymore we probaly start putting in more fluff stuff.
Noice, good luck!
Bumping this as it was hard to find. This is sad, waiting for B19 version. It will be worth the wait.
Is there a way to make my pawns stop eating raw shimmershrooms? Is the only way to craft higher tiers of food?
I have them running on Pot Roast and Mushrooms and one of the ingredients is the shimmershroom so i can't forbid it.
Try out to add
Smarter Food Selection
https://github.com/juliencsharp/Smarter.food.selection/releases
Since it don't add things, it should work with HCSK.
Quote from: Canute on September 29, 2018, 08:33:27 AM
Try out to add
Smarter Food Selection
https://github.com/juliencsharp/Smarter.food.selection/releases
Since it don't add things, it should work with HCSK.
Thanks!
At the end of August the official update of Rimworld B19 "Polish the cannons" was released. Our team decided to start studying the changes and then start work on the transition to a new version. In the process of studying the changes, we became clear that it would a hard update. A lot of small to significant changes, refactoring, literally in everything. Its noticeable that the developer of the game was really preparing for the release, a lot of work has been done and in some places the function debug has already been removed.
We are in the process of updating to the latest version, we hope to release the first B19 update next month.
After off. updates, the installer has stopped correctly to start the game through the Steam "Play" button. This error will be corrected, nearly the update on B19. Temporarily start the game in another way.
HCSK team
There's a strange error where a pawn goes to a haul zone, pallet or a skip and starts putting off and back the resources. After some ticks pawn just starts standing for some time, then tries to haul stuff on and on again.
[attachment deleted due to age]
bowmore,
you are playing Rimworld A17, and i don't think the HCSK dev team will do/change anything on that version since they are working on the B19 version.
I saw you add a few mod's at your own, maybe try it without them.
So far i remember the final A17 version was pretty stable.
Quote from: Canute on October 01, 2018, 07:11:29 AM
bowmore,
you are playing Rimworld A17, and i don't think the HCSK dev team will do/change anything on that version since they are working on the B19 version.
I saw you add a few mod's at your own, maybe try it without them.
So far i remember the final A17 version was pretty stable.
Worth a try i suppose
Yeah, it was because of the Food Selection Mod, it's a known bug.
QuoteAt the end of August the official update of Rimworld B19 "Polish the cannons" was released. Our team decided to start studying the changes and then start work on the transition to a new version. In the process of studying the changes, we became clear that it would a hard update. A lot of small to significant changes, refactoring, literally in everything. Its noticeable that the developer of the game was really preparing for the release, a lot of work has been done and in some places the function debug has already been removed.
We are in the process of updating to the latest version, we hope to release the first B19 update next month.
After off. updates, the installer has stopped correctly to start the game through the Steam "Play" button. This error will be corrected, nearly the update on B19. Temporarily start the game in another way.
HCSK team
Up until I found your mod I was working on my own... until I saw how much work a total replacement mod for this game would be (and that others have already done it as well if not better then I could.) And long story short, you're welcome to use the tech tree I came up with. It's pretty tight, defs are sorted in order from top left to bottom right in the researchdefs to avoid the whole performance hit of using one of the research mods. Anyways here's a preview if you like it msg me i'll send you the code.
Still lots of room in the later part of the tree for stuff.
[attachment deleted due to age]
Is there any way to remove the 'Trait Changed' events in the modpack? I've looked everywhere in the mods folder but can't find the event. Even after disabling the events in the scenario editor, they still happen, and I find them quite annoying.
Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
Quote from: bowmore on October 10, 2018, 05:39:40 PM
Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
Each circuit breaker has a maximum limit of power it will stop. The first one unlocked can take three full batteries of power and as such I always have my first battery bank split in threes with the breakers the only path from them to the rest of the grid. Work pretty well for me, and with several battery banks a malfunction in one doesn't kill the lights.
Quote from: karloss99 on October 11, 2018, 08:41:29 AM
Quote from: bowmore on October 10, 2018, 05:39:40 PM
Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
Each circuit breaker has a maximum limit of power it will stop. The first one unlocked can take three full batteries of power and as such I always have my first battery bank split in threes with the breakers the only path from them to the rest of the grid. Work pretty well for me, and with several battery banks a malfunction in one doesn't kill the lights.
That's actually a great idea, thank you.
It says that a cirquit breaker can dissipate a charge of 8000W, is that correct?
Quote from: bowmore on October 01, 2018, 06:58:41 AM
There's a strange error where a pawn goes to a haul zone, pallet or a skip and starts putting off and back the resources. After some ticks pawn just starts standing for some time, then tries to haul stuff on and on again.
this bug i got one time when i installed smart food selection it make a weird synergy with pawn control when trying to tame creatures
will there be an update to 1.0?
I hope it'll be updated soon at least B19. I really love this mod pack, but I'm tired to play it in tundra or ice layout on the smallest map size. Other maps size/layout were a little bit laggy already early in the game. So I really want to try it in 64 bit, I think the perfomance'll improve a huge. And I'm curious that the team what new things'll be put into the package. But the most of the thing I want to try it in 64 bit.
Autor already said that he won't even start before Combat Extended will be updated to 1.0. And CE was a bit delayed coz of injury of its autor so we just need to wait...
I'm still playing 0.18 with a bit modified SK pack, but i'm lacking in 0.18 new HUD UI mod. On the other hand 1.0 with no CE and additional weapons like rimfire is not enough for me anymore... I suppose I can't play rimworld without CE :D
Yeah we need 1.0 version soon
we currently have a dev branch on github for testing. it doesnt include all the mods and such. your welcome to test it but dont expect everything to be perfect yet
I can't wait for 1.0! thanks for all of your hard work dev team :)
Can't play Rimworld without the modpack anymore. It's just not the same. Thanks for the hard work @dev's
hello quick question what mod is responsible for the ugly feet and hand ? and is there an option to disable it before i desactivate said mod ? thanks you very much
EDIT : nevermind found it. (it was facials stuff if you want to know and it has a setting in the mod setting menu)
Hi, which link let's us test the 1.0 version?
I think none, if you want more information you should join their Discord channel.
Alright, how in the frig do you make an spg-9 frag granade? I have all the needed ingredients but it keeps telling me missing ingredients. I have literally smelted all the possible alloys except the alpha and the beta poly. Could it be that it's one of those to that are needed, or am i missing something? Someone, for the love of god, HELP! :o
Quote from: Webad on November 23, 2018, 08:30:26 PM
Alright, how in the frig do you make an spg-9 frag granade? I have all the needed ingredients but it keeps telling me missing ingredients. I have literally smelted all the possible alloys except the alpha and the beta poly. Could it be that it's one of those to that are needed, or am i missing something? Someone, for the love of god, HELP! :o
next time jump on discors u get faster anwser but u need
1.14 metal of steel or similar type
2. u need 4 heavy metal which is either lead or depelted uranium
3. u need either 5 gunpowerder aka powder or fsx
4.1 electronics. these are modern frags with computers in them afte rall
Hey guys, will the saves from current version be compatible to the next one?
no they wont as there alot of under the hod changes and some mods didnt make it into 1.0
So just to confirm, this version of Hardcore SK is not compatible with Rimworld 1.0? I've tried numerous clean installs and just get a black screen on launch. Love this mod and can't play without it.
Please activate your internal compare function B18 <-> 1.0 !!
There isn't any 1.0 release yet.
Quote from: jakehawk26 on December 17, 2018, 03:04:32 PM
So just to confirm, this version of Hardcore SK is not compatible with Rimworld 1.0? I've tried numerous clean installs and just get a black screen on launch. Love this mod and can't play without it.
On GitHub you can find test version of Hardcore SK for RimWorld 1.0. It's updating time to time: fixing bugs, add something new etc. If you want a final release, you need to wait for it.
Check info here https://www.patreon.com/posts/development-for-22631077
im currently playing on the 1.0 dev version and i encountered a "gamebreaking" bug.
i can only remove organs from prisoners, all other operations are not listed.
pls fix ^^
EDIT: It seems i cant perform any operations, on my pawns either. Only when they are sick. At the same time I could intall a Pegleg (and craft it) without the "Biology" requirement.
EDIT2:
So after talking to one of the devs. Thats intended. oO
Some techs do nothing now. Bad design choice. If you want to have their upgrades accessible early on, make their cost cheaper and the later techs more costly or remove them.
Removing limbs is also disabled, because of "exploits" If you want to reduce them, make operations come with higher costs or risks, like death, shock or permanent damage, but dont remove features. If I want to cripple my pawns, its my choice.
Oh and cowboy hats are not craftable. Thats basically removing a part of rimworlds soul and almost want me avoid that pack.
Overall its really well put together, but those 3 things are really really horrible design choices. If anybody know how to revert them, let me know.
Kayrah,
i would suggest to use the HCSK discord channel to report things for the dev build.
Bevor the devs read this forum, they mosttimes changed many things anyway.
I'm having a very odd issue I've never seen before. I'm running the 1.0 and I cannot butcher anything. My colonist picks up a animal corpse and immediately drops it. The pawn keeps trying over and over but keeps dropping the corpse every time. It's like the corpse is forbidden as soon as it's picked up. A butchering sound plays over and over as well until the pawn abandons butchering. I have no idea why this is happening and it happens on all three butcher tables. Any ideas? It's making my game rather difficult as I cannot butcher meat.
After the release of 1.0, i decided to try to give this mod pack a try yesterday. However, i simply cannot get it to work. Always get the black screen before getting the initial screen.
I'm using the Github link provided in this page and followed all instructions. I've unsubscribed from all Workshop mods, i've set RW to default settings and even uninstalled it first. Followed the instructions on the page and even then, always got a black screen.
And yes, i run RW before installing the modpack, just to make sure all the configs and the game plays right, and even tried without doing it. But no matter what, i never manage to get the game running. Is it because i'm running version 1.0.2150? Or is there something i'm missing?
Manual installation:
Go to the folder you installed the game in. (gamefolder)
Delete all mods inside your Rimworld\Mods\ folder except "Core". (done that)
Open up the downloaded Hardcore sk project .zip file. Extract everything in the Hardcore-SK-master\Mods\ folder into your Rimworlds\Mods\ folder, and overwrite any files if prompted. (done that as well)
Go to:
For Windows users: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config windows button + R -> the Run dialog will appear 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 Delete all the files that exist in that folder. And copy "ModsConfig.xml", which is at the root of the archive modpack. (done it as well)
Check mods in the game. Switch Language if needed. Play! (never get to this part, black screen).
Running Win 10 completely up to date, and RW on Steam
Can someone help me on this?
homemdosgalos,
you should ask at their discord channel, the modpack devs rarely visit/post on the forum.
Quote from: Canute on January 22, 2019, 10:07:07 AM
homemdosgalos,
you should ask at their discord channel, the modpack devs rarely visit/post on the forum.
Thanks, will do
HugsLib needs a update on the github for 1.0+, it's ver 6.0.1 vs 6.1.1. Which can possibly cause some issues. I got a popup for medical dissection which is around 500kb.. that's one that actually tells you there's a issue,what of the ones that don't?(Separate mod from sk but still)
Hey guys, I have a question. I had ice form in a part of my base and I put a roof over it in the meantime and now it's all shallow water. Will the water disappear by itself or do I need to remove the roof?
Quote from: ThomasCro on April 01, 2019, 05:46:20 PM
Hey guys, I have a question. I had ice form in a part of my base and I put a roof over it in the meantime and now it's all shallow water. Will the water disappear by itself or do I need to remove the roof?
ice that forms inside tends to be a bit buggy. u can terraform it to normal soild so u can build flooring over it
Hey guys,
I recently upgraded from B18/Hardcore to the latest 1.0 release. While I am enjoying things so far, I seem to have a bug with harvesting hay. Regardless of type of start/biome I choose, my colonists will not perform a regular "harvest" on haygrass, even when mature. It is simply not selectable using the harvest tool. When I use plant cut, the colonist will successfully cut the haygrass and drop seeds, but never hay itself. I did not have this issue on B18.
I have also tried planting haygrass - colonists will never harvest anything anything from the field. Same issue above with plant cut if i try to manually force it.
I tried making a sickle to see if it was a tool problem, but no go. Axe doesn't seem to work either.
Am I missing something, or is this a bug?
that has been fixed just update
Awesome thank you 8). Tested on existing world and works like a charm.
hi :) thx for your job :)
little question, I have a problem to create stone ... I have no rock on my map and if I mine marble I get nothing.
Thx :)
Hello, i see that not all of the mods are activated, if i enable zombieland (or any other deactivated mod) will i have errors? is there a special mod order? (i pu9t the config mod in the config folder, the modpack works great, i just wanna know if i can enable the other mods from this pack)
Hi,
no all mods they you download from the github source for this modpack should be safe to be activated.
But you should be careful with other mods, they maybe not compactible with this modpack.
But that you need to test out.
Hi, I can't download the .zip of the lastest version from github. Always appear a network error and stops the download. Is there another form to download the files?
EDIT: The project launcher doesn't work for me, the download stops before its finished.
sergiocella,
the download is fine from my side.
You can check the discord channel, maybe they have some download ability there too.
But i suggest to check your mashine and router(maybe reset power off/on) first.
Is there a research for Interstellar armor or a way to make it?
This modpack got the Helptab mod included.
Why you don't use it, then you should see if you can made it, and what research and workbench you need to craft it.
Thanks for the passively aggressive response.
At your service.
Passiv aggresive, i need to remember that ! :-)
the late teir armors ahve been moved to quests and drop only in raids. it was mainly did to get people out of their bases. with mining and fuel changes in dev we may bring some back to crafting but not all.
Thanks! I did use the help tab and couldn't see it, hence why I asked. Probably should have explained myself a bit better in hindsight ... This would mean they cannot be repaired then as they wont show up in the relevant tabs?
no u can repair them. just not make them. long as a armor doesnt go to 0 durablity it can be repaired. and if u jump on discord u can get anwsers to your questions normaly at most a few min after post
Hey guys
for defense, I want to build the "50BMG M2 Browning MG" - turret.
It says it needs (in my case) 70 steel alloy and a "50BMG M2 Browning MG" - CRATE.
In which workshop can I craft the crates? Looked in every workshop I currently have and the only thing coming close to crates I think are the catapult and balista crates in the craftsman's table.
But how can I craft the MG-crates and stuff, which workshop and what kind of research do I need?
Best regards and thanks in advance
why there is no RimHud in this pack ?
Quote from: kyjoz18 on December 02, 2019, 04:29:45 PM
why there is no RimHud in this pack ?
cause not everyone is good at setting settings and it can push ui ammout high and we would have to deal itwh them not able to setup their ui well
Hey guys,
i am from germany so i am not the best english writer... Sorry.
1. In my last game i was able to cut gems from rough gems. I started a game for chrismas and I am not able to cut gems anymore.
2. Last time I was able to repair and replace fingers, toes and some body stuff. Is it still possible in the new version.
3. I produce some ethanol fuel but i am not able to use it in the power generator. Did somebody know where to use it?
Thank you
Quote from: JurAAlexander on December 13, 2019, 04:48:49 AM
Hey guys,
i am from germany so i am not the best english writer... Sorry.
1. In my last game i was able to cut gems from rough gems. I started a game for chrismas and I am not able to cut gems anymore.
2. Last time I was able to repair and replace fingers, toes and some body stuff. Is it still possible in the new version.
3. I produce some ethanol fuel but i am not able to use it in the power generator. Did somebody know where to use it?
Thank you
its best to join our discord if u want promp help.
1. cut gmes is from a addon for the minerals mod u have to get it from paches on discord as he splitit out of minerals
2.it was removed as as ausing to much clutter in surgery menus
3. make sure u updated as ruel changed recenly with the introduction of rimfella and then rim atmocis in the dev verion
Just discovered this mod, it makes me feel like Rimworld is brand new again, so thanks a ton to the team!
A few questions:
1) Is there a way to melt ice in the winter? My people no longer have a way to wash when it's ice or is there another way to wash? Keep in mind i dont have electricity yet.
2) I notice item clutter is somewhat extensive in this game due to so many new items and intermediate components. Any tips for handling this or are there some specialized storage containers later that will help me deal with this?
3) With the exception of latrine and washtub, do all the hygiene items which "look" like they need inflow and outflow, actually need it? For example can I make a basin without inflow water or would it not work?
4) Is there a stat or something I can look at to gauge the heat efficiency of the different heaters? For example I'm wondering if building a woodstove is better for heating than a plain ole campfire, but not sure. Is there a stat which indicates this?
Thanks all for any answers!
That modpack added the Dub's hygiene, so i think they didn't change the mechanic at all.
1. Not sure if that is at the modpack, but can you build a (primitive) well, it is a water source too.
Isn't there an option to break/remove ice (long time ago i played this pack)
2. Yes you geting serveral storage solutions.
3. latrine and washtub are the beginner ones, they manualy get emptied and filled. Later you can connect the latrine to your plumber system.
Hi!
Is there any chance that the Hardcore SK project team release the terrain texture pack as standalone? I really like the aesthetics, but I'm not fancy changing the game that much, as the whole mod.
Still enjoying this mod a lot. I was wondering is there a trick to making fishing bait? I have all the needed materials but everyone I try to manually tell a pawn to make it it says i dont have materials. See attached screenshot. As you can see I have more than enough prime meat in storage but still doesnt let me. Thanks for any assistance.
It's been 2 years since I stumbled upon this mod and the same amount of time since I've seen the light of day. I wake up in the morning knowing that whatever the stock market is going through, I'll be at the bottom footing the bill, and if it weren't for the hyper-realistic screams of dismembered adults blasting through my speakers, I'd be upset.
But I am not. I'd even go as far as to say that I'm happy. Happy that my wife took the kids and relieved that I can commit tax fraud as long as I keep my mouth shut about all the mercury they're pouring in these erection tablets. Happy to know I can dedicate all 24 hours of the day to mining oil, just as God and Uncle Sam intended. Raw, unadulterated industrialism ran by a corporate maniac with a god complex and arthritis, held together by the sweat and blood, blood being the operative word, of disenfranchised immigrants whose only possession is the hope for a better future. Not for themselves, as their fates have been written into the cold, hard stone they mine all day. But for their children, who they can only pray for as the mercury tablets I mentioned are contraceptives I relabeled to keep the population growth under control.
Which mod is including this feature here
Raiders landing in a shuttle
https://youtu.be/Rk8s4hPrjA8?t=153
Love the mod, just noticed an issue in a fights where one of my pawns died and nobody reacted to his death (not even his lover), except for his dog (went beserk). No thought change, no funeral, no nothing. He was being rescued when he bled to death.
All my pawns were drafted. The dead pawn was the only human (all others were alien races). A few days after his death I buried him in a grave. The only two mods I have activated other than SK baseline are Psychology and Achtung. Is this a one off bug or should I be more concerned?
Any help in this matter would be appreciated. :D
Quote from: Felkyrja on May 27, 2020, 05:17:50 PM
Love the mod, just noticed an issue in a fights where one of my pawns died and nobody reacted to his death (not even his lover), except for his dog (went beserk). No thought change, no funeral, no nothing. He was being rescued when he bled to death.
All my pawns were drafted. The dead pawn was the only human (all others were alien races). A few days after his death I buried him in a grave. The only two mods I have activated other than SK baseline are Psychology and Achtung. Is this a one off bug or should I be more concerned?
Any help in this matter would be appreciated. :D
probaly a issue with psycogy. i wouldnt worry about it unless it throws error
I just got into rimworld lately and wanted to challenge my self by getting this pack (latest version from github) but when i load the mods, the game does the automatic restart (while running in admin non steam version) and ends up on a black screen which just stays there. I have followed the steps properly and i am running version 1.1.2654, nothing i try seems to work so i am in need of help
I suggest that you try to ask at their discord channel, the dev's of that modpack rarely visit this forum but be more active at discord.
Quote from: Tumour on June 17, 2020, 08:33:18 PM
I just got into rimworld lately and wanted to challenge my self by getting this pack (latest version from github) but when i load the mods, the game does the automatic restart (while running in admin non steam version) and ends up on a black screen which just stays there. I have followed the steps properly and i am running version 1.1.2654, nothing i try seems to work so i am in need of help
yep just jump on the dsicord as im pretty much there all the time. u also get direct help withot having to wait 8)
Im still alive! and I can help to
Check this tutorial
https://www.youtube.com/watch?v=3wkV8NoR2vw&t=1687s
this is for 1.2 version, actually
Hey guys i love this mod but there is one thing i really want you to do : when you added the new tabs it made the mod "Smarter food selection" not work (after the SK for rimworld 1.0 ) can you please please please pretty please integrate some form of this mod that is also costumizable into potential next release of hardcore SK or patch it somehow that it works with it now ? thank you.
Project is extremely outdated. So many mods brought them insane amount of in-balance and bugs, development is very slow (maybe project is dying?). And they do not support version except specific 1.2.xx. Consider to upgrade your RW version.
Quote from: legendary on August 30, 2021, 01:21:40 PM
Project is extremely outdated. So many mods brought them insane amount of in-balance and bugs, development is very slow (maybe project is dying?).
Hum... not so sure. https://imgur.com/a/Bqz9Ifh (https://imgur.com/a/Bqz9Ifh)