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Messages - Goo Poni

Pages: [1] 2 3 ... 30
1
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: June 05, 2018, 03:39:45 AM »
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.

2
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: June 04, 2018, 03:49:32 AM »
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 Recently updated to a newer version of this modpack.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.

Code: [Select]
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)
Code: [Select]
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)
Code: [Select]
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

3
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« 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.

4
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. 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.

5
As much as I like hot and raw patches like War Thunder, which seems to update at least once a day even for minor things, I think a feature complete release cycle would be easier on modders as the modding scene is fairly prominent. Constant 1.x.x updates is a nightmare for that.

6
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 06, 2017, 04:02:46 PM »
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.

7
General Discussion / Re: Manhunter Pets are Unstoppable! Could be a bug.
« on: February 05, 2017, 05:07:52 PM »
I've had a manhunter break before but it was because of a failed taming attempt. But the break was from a 16 year old fox. Poor vixen died from the first punch.

Poison ships don't cause psychic activity, by the way. They only cause plants in the area around them to die off, which grows the longer the ship is around though I believe it stops spreading past 100 tiles or so. If the ship is in the middle of your screen at max zoom at 1080p, the top and bottom of the screen is about the effective range. I've had one on my map for over a year doing nothing adverse to me because it's on the other side of the map.

8
General Discussion / Re: How picky are you With which colonists to join?
« on: February 03, 2017, 04:20:39 PM »
I play  HCSK, my main criteria is half decent crafting (7-8+) and to not be too old (30s at most) because my colony is nearly 10 years old and Rimworld's vastly accelerated aging means that people live pitifully short lives that don't see them surpass 10 terran years most the time. Everyone else just gets fixed up and sent on their way.

9
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« on: February 03, 2017, 03:57:07 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.

10
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.

11
Ideas / Re: It's simply not fun to have perma-damaged pawns.
« on: January 24, 2017, 04:02:59 PM »
Removing a limb or organ or the detritus from a destroyed body part and installing bionics, attaching all the nerves and splicing blood vessels together or patching up someone who's collapsed in a wildfire from the pain of the burns and is probably suffering second degree burns, possibly needing grafts to fix is easier to do than a bit of work with silicone?

12
General Discussion / Re: Curious performance
« on: January 24, 2017, 02:58:08 PM »
With all this talk of relations and story pawns being kept around in the files and slowing things down, I feel like my 10 or so wolves that have been going at it like rabbits for about 6 game years are doing my save in. I think the family tree goes like 5 generations deep from the original pack and with 6 boys and 5 girls, there's no incest. Unfortunately all the oldies are bonded to a beast master and I personally don't want to let them go. Strange what giving some pixel wolves a few names does.

13
Can I propose an additional definition for operations. "IsInvasiveOperation:Noninvasive/Minimal/Open". Non invasive surgery, like putting a piece of cloth with a triangle attached over someone's ruined eye or fitting a peg leg requires no medicine or anesthesia and basically no medical expertise. Minimally invasive surgery requires medicine and skill in medicine to be a success and encompasses any small scale surgery, such as attaching bionics to lost limbs (opening up a healed arm stump has to be an easier operation than cutting it off first and going from there). Open surgery like carving someone open to remove organs requires glittermeds and/or considerable expertise to be successful. Cancerous growths (carcinomas) already have a difficulty modifier, that can and should be used to offset difficulty of operation further from these baseline requirements. Additionally, instead of "This operation requires X or better", it should read "This operation should be done with at least X for a good chance of success" and while doctors will not operate on someone that they don't have the requisite medicine for, you should be able to force prioritise it and they will go ahead with the best medicine they have, their chances offset by the difference between the medical potency of their available medicine to what is preferred.

14
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.

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.

15
Manhunter packs enter from off the map, they're not ODSTs. Predatory creatures also only enter from off the map, like any other animal does. Their wanderings might bring them close to your base whilst they're not hungry.

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