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Messages - Rhyssia

Pages: [1] 2 3 ... 9
1
Releases / Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
« on: February 27, 2017, 04:00:26 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.


-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

2
Releases / Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
« on: February 19, 2017, 06:21:48 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.

3
Releases / Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
« on: February 19, 2017, 06:20:23 PM »
Looking pretty awesome, if you need anyone to scour the XML let me know.

4
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 15, 2017, 03:51:29 PM »
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.

5
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 12, 2017, 02:41:26 PM »
Not to worry, we'll be looking into fixing a lot of the research weirdness soon.

6
Help / How to remove mention of corpse in dumping stockpile?
« on: February 12, 2017, 09:32:03 AM »
I've checked this forum a few times trying to find a solution and couldn't find on regarding this.

How do I prevent corpses from showing up in the dumping stockpile list?
I've literally spent all night trying to figure out a way to get this to work from abstracts to bodysize 0 to mass 0, I mean everything you could think of. Even <fleshtype>Null<fleshtype>.

Any ideas?

7
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 05, 2017, 09:59:18 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.)

8
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

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?

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.

9
anyone getting errors related tol nova race?

Hey sidfu, you may have already figured this out but here it is anyway...

Code: [Select]
<li>Nova</li>
should be changed to

Code: [Select]
<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.)

10
!!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".

11
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.

12
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?

There is no place configured to store sleeping bags

Noted

13
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.

14
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.

15
do errors mention " verse.verbtracker.get " ?

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