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Messages - TB13505

#1
Thanks, I might do so, after I learn how to use it. Thank you again Sidfu, I am really enjoying this wonderful mod! :)
#2
Sidfu: you are amazingly fast! Thank you so much to you and the rest of the team creating and improving this great mod. :)
#3
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!



#4
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!

#5
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.