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Messages - Rhyssia

#121
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. 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?
#122
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
#123
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.
#124
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.
#125
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.
#126
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.
#127
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.
#128
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.
#129
Quote from: Smasher5523 on October 11, 2014, 06:21:22 PM
I't usually comes up with (on the downloads list) a zipper folder with the name of the mod beside it, but this time its just.... the picture

Do you have winrar? Or any other utility program designed to read RAR files? .RAR files cannot normally be read by windows like a normal .ZIP file.
Do you use 32bit or 64 bit? If you don't know use the 32bit.

32bit WinRAR http://www.rarlab.com/rar/wrar52b1.exe
64bit WinRAR http://www.rarlab.com/rar/winrar-x64-52b1.exe
#130
Quote from: Smasher5523 on October 11, 2014, 03:53:38 PM
i cant download it at all, usually it comes up with a ZIP folder when the mod downloads, but this time it comes up with g****** paper, wtf do i do to get the d*** mod?

http://www.mediafire.com/download/gcqohplq6x448ti/TTM+v3.0+FullPack.rar
#131
Disable all your mods, then enable in the following order
[read entire list before proceeding]

All loose mods (conveyors, generators, guns, etc)
---press "close" then go back to mods
EdB Interface
EdB Prepare Carefully
---press "close" then go back to mods
Enhanced Defense (If you have it)
---press "close" then go back to mods
TTM Mod
#132
Also, going over (75) on the tailoring machine (Tried making a duster which called for [80] fabric), will throw an error and prevent the colonist from finishing the *Bill*. I couldn't find the actual error in the log, they just got real angry.

-edit- same with jacket.

-Hotfix-
Both found inside Mods\Tech Tree Minami A7\Defs\RecipeDefsRecipe_RWClothing.XML  [line 55+90]

Change  to <count>70</count>
#133
Is anyone else having issues with the medicine? So far I'm getting an error with the following
-Hastulant
-Crankulant

The error log says something about trying to remove an effect or something. I'll be back with the actual error. (It's right when the drug wears off, and not triggering the negative side effects, just spams the error)

>>>
Tried to destroy non-destroyable thing Ticker_Hastulant627631
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
>>>
#134
No one else seemed to be having this issue so I thought I'd report it...
So having my fireplace sit with no food on it, it starts to explode. Like, I mean EXPLODE. The first time I heard it, my reaction was "OMG!? Did I just get mortared!?" Then I see the little yellow envelope drop that says the fire got too hot and exploded. So, cool alright I mean given the fact that I had no lumber made to toss in it at that point, or a fire going (I turned the firewood pile to accept planks only so I could control how much they throw on the fire). So I let the fire burn it's self out (Was in a semi enclosed area with metal tile and stone walls, only damage no big deal.) Well, my colonists were sleepy so after the fire burned out the were pretty much getting ready for bed, then BOOM the fireplace explodes again!! I swear it blew it's self apart that time and the only thing left was rubble. I just shook my head and came here to see if I did something wrong. (it managed to explode three times in the span of one rim evening)

-edit-
Mods were enabled in this order...

"loose mods"
---A2B
---Generator
---Nat Terrain
---power switch
Edb Interface and Prepare Carefully
Jaxxa's Enhanced Defense
TTM

If I load TTM anywhere else Metal Chair and the carpet images in the build menu turn into pink and red horrors