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Messages - EpicFox

#1
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.
#2
Quote from: doctercorgi on July 16, 2017, 05:20:34 PM
Dire wolfs and saber tooths would be awesome! Definitely downloading.

Those already exist. I'm not 100% sure  but IIRC they're even in vanilla(a17).
#3
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.
#4
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.
#5
Quote from: SpaceDorf on July 14, 2017, 08:10:34 AM
Now that we can land on the new quest maps, it would be more important in my eyes that the dropship lands somewhere
on the border instead right in the center of the map. Worst case scenario .. right in the center of the building you are about to attack.

Absolutely agree on this.
At this moment an assault is simply not possible due to high chance of landing in the middle of the map while the enemy has got a small base with 3-6 turrets, sometimes 1 or 2 mortars, and they will blow rip you in seconds. Tried about 6 times now but failed within seconds after landing.
Best option would be a prompt to select where to land but if that's not possible at least auto-land it on the map edge.
Hope this is possible cause I love this mod.
#6
Releases / Re: [A17] Misc. Robots++
July 13, 2017, 11:55:22 AM
Nice addition to the original Robots mod.

I do have a strange situation though...

I can select every tier of every kind of robot from the "misc" category in the "architect" tab while I haven't researched anything yet.
And even more awkward is that they all cost 75 x Iron Ore, 15 Stein Alloy and 15 x Component.
Doesn't seem right to me...

I'm running Hardcore SK + some more. Might be the reason for it.
Not receiving any errors on starting game nor load game.
Haven't build one yet but will give additional info if some errors do come up in the meanwhile.
I can easily alter the price for production but don't know how to alter it so it becomes available as research etc.
#7
It sounds like something went wrong when you abandoned the 2nd colony.
First thing that comes to mind is to check your save file and look for dropzones accepting the same items.
Make sure you don't have more than 1 zone, especialy if it has the same importance, accepting the same items.
Also keep an eye out for the location of the zones as you've probably added zones in this 2nd colony map which should have been deleted when abandoning the zone, but weren't.
#8
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.
#9
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!