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Messages - Rhyssia

#16
Quote from: Kadrush on January 22, 2017, 09:02:45 PM
I just got a very odd bug, my colonists started to starve even with 4000 potatoes in stock, they were not cooking (says "need materials" for simple meals) and they wouldnt picked the potatoes, when i tried to feed a sick colonist the message said "no food" I am using a mod version of around a week ago, so sorry to report if already fixed.

I rolled back autosaves until 1 hour ago and it seems to be working fine now, not sure if it ll continue that way, if this bug is repeatable or triggered somehow.

edit: oh, and i was playing without skynet mod, but a raided spammed with a skynet cloak.

Could be fixed in newer version

Skynet cloak is added with Core_SK. Skynet mod is mostly for faction/event.
#17
Quote from: silverskin on January 22, 2017, 07:36:18 PM
Is "Mad Skills", the skill degradation remover mod, compatible with this modpack?

Losing skill levels is something that always annoyed the hell out of me with Rimworld. There's a good tiered option, in the mod, where you'll lose exp but not the level. Seems like a nice balance.

Im not sure if it would fit well inside this modpack (since the goal is to increase difficulty). But I understand your frustration. I would advise adding it last to mod load order to minimize conflicts.

Also, shameless plug. I have created a discord server to discuss the Hardcore SK mod which you can find here...
Hardcore SK Modpack
(Requires a validated Discord account)
#18
Help / Re: Halp, i'm new to modding
January 22, 2017, 07:09:17 PM
Quote from: GnomGad on January 22, 2017, 07:54:14 AM
Hello there! I'm somewhat familiar with modding, but i want to know more about it.
I want to get some knowledge from you, and i'm ready to help you with stuff you teach me.
i speak english and russian


I have sent you a PM. I am helping with work on Russian/English modpack and would have time to help walk you through xml tags/files. ( I know very little C#. )
#19
Quote from: Kadrush on January 22, 2017, 06:41:30 PM
Quote from: Rhyssia on January 22, 2017, 07:31:41 AM
Quote from: Kadrush on January 22, 2017, 07:29:23 AM
Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
-snip-
-snip-
Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.

RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xml

There are two storytellers.xml, one on core and another on core_sk, which one should i change?

Cassandra/Pheobe/Randy

RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xml


Other two

RimWorld\Mods\Core_SK\Defs\StorytellerDefs\storytellers.xml
#20
Quote from: adelexi on January 22, 2017, 06:06:27 PM
As a couple said before in this thread the neutro flower petals arent storeable, is there a way to add them to the stockpile?

Any general pointers where i should add them would be greatly appreciated!

\Mods\Core_SK\Defs\ThingDefs_Resources\Items_Resource_Crops.xml

Missing <thingCategories>

Add

    <thingCategories>
      <li>PlantMatter</li>
    </thingCategories>

between
    </statBases>
and
    <comps>
#21
Quote from: UneTarte on January 22, 2017, 09:36:32 AM
Quote from: BlackSmokeDMax on January 22, 2017, 09:27:30 AM
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?

yes, there is some path with no doors, I didn't understand that I must close with a door to make the "inside" effective...
Thanks for the hint !

alos another question, is there a way to make an functionnal barn for animals ? I don't like to see all my chicken wandering everyhwhere...

Use Zone/Area : Expand Allowed Area : Animal Area 1

Then Animal tabs at bottom to restrict animals to Animal Area 1
#22
Quote from: BlackSmokeDMax on January 22, 2017, 09:27:30 AM
Quote from: UneTarte on January 22, 2017, 08:07:58 AM
Quote from: Rhyssia on January 22, 2017, 07:06:57 AM
Quote from: UneTarte on January 22, 2017, 06:12:41 AM
Hi all. I experiencing a problem with the roof area. Whenever I design a roof area, the roof being built but the game and the colonist still say that the zone is unroof.... Any ideas ?

Screen shot please? (With build roof area highlight)
Here it is, all my colonist and workbench are under the zone (and the roof is already built) and still I have the "slept outside" and the warning "workbench outside"...
Under a roof is not the same as inside. Are you sure there aren't any paths leading outside with no doors on them?
That's what I was thinking. I sent him a PM asking for the save file.
#23
Quote from: UneTarte on January 22, 2017, 08:07:58 AM
Quote from: Rhyssia on January 22, 2017, 07:06:57 AM
Quote from: UneTarte on January 22, 2017, 06:12:41 AM
-snip-
-snip-
-snip-
Will send you PM with additional instructions.

Quote from: greatgreengoo on January 22, 2017, 08:55:42 AM
Is the temp mod in the Github directory "The Walking Dead" safe to play with?

I would not use, at it may still be A14/15 version
#24
Quote from: Kadrush on January 22, 2017, 07:29:23 AM
Quote from: Rhyssia on January 21, 2017, 06:57:11 PM
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
-snip-
-snip-
Yeah, I know, it is an issue with the game engine, just telling that the workaround is the same as KSP, just restart the game.

On the other hand, where can i mod the storyteller colonist limits? I am getting sick of getting diseases on half of them with no apparent reason just because i hit the limit.

RimWorld\Mods\Core\Defs\StorytellerDefs\storytellers.xml
#25
Quote from: Goo Poni on January 22, 2017, 07:24:09 AM
Quote from: adelexi on January 21, 2017, 03:18:26 PM
How do you survive some of the events...?

For example the one where a terminator joins your colony and then a few second later 2-4 terminators attack. Im nowhere equipped enough to handle those things.

And even worse, the Zeon mech boss event, how on earth do you handle that one?

Pretty sure some of the events are made to dick you over. Zeon, the Terminators, nuclear fallout, darkness, invasions spawned by skywrath, invasions spawned by skywrath being damaged and more. Terminatrixes have a hilarious 1200hp on their torso. They're not threatening by the time you see them as you should have kevlar and lv20 crafters so they are just extreme ammo sinks.

Cannot say I am a fan of "Eternal Darkness" and bullet sponges. If I wanted to fire thousands of rounds into someone and have nothing to show for it, I would go play The Division.
#26
Quote from: Reviire on January 22, 2017, 02:17:10 AM
Quote from: sidfu on January 21, 2017, 11:19:13 PM
Quote from: Reviire on January 21, 2017, 10:34:07 PM
I think diseases could use some tweaks, possibly make it so malaria and the plague can't happen in the first year? It's far too easy to lose a colony because rng decided to give you a disease, and you just can't do anything about it.

Seriously, day 4 plague, 2 of my 3 colonists got it. I even used dev mode to spawn a level 20 doctor, glitterworld medicine and hospital beds. They were still going to die.

not sure but think how clean rooms are plays a bit of role in it as seems when i keep things clean it happens less but not sure on that. just try to find some animals with high immunity gain leather and u fine if u keep the room they in clean
That... doesn't help? As I said, i used dev mode to spawn in the best stuff I could.

I have never had this kind of issue with plague. Hardcore_SK doesn't tweak that hediff at all. What you are experiencing is from the vanilla game.

You could go to RimWorld\Mods\Core\Defs\HediffDefs\Hediffs_Local_Infections.xml and edit the values yourself if it's causing you that much trouble.

Also you can remove the hediffs by editing the savegame as well.

I'm sorry I can't be of more help, but unless I am told to work on it, it will have to wait until the modpack enters balance pass.
#27
Quote from: UneTarte on January 22, 2017, 06:12:41 AM
Hi all. I experiencing a problem with the roof area. Whenever I design a roof area, the roof being built but the game and the colonist still say that the zone is unroof.... Any ideas ?

Screen shot please? (With build roof area highlight)
#28
Quote from: Kadrush on January 21, 2017, 06:52:10 PM
For those experiencing the system out of memory exception while saving.

I recognize the message and the engine in which this game runs, i am pretty sure that it is the Unity and i had the same issue on KSP. All I had to do was restart the game on the last auto-save to release the locked memory and continued playing from where i stopped, it worked there and just worked here.

It's a memory leak from A16 (wasn't noticeable until you really murdered the memory.)

On another note, any C# programmers out there that can look at something for me real quick?
#29
Quote from: Gunblast on January 21, 2017, 04:02:02 PM
Where can I find a current list of mods in this pack?

    <li>Core</li>
    <li>ZhentarFix</li>
    <li>HugsLib</li>
    <li>RW_ResearchTree</li>
    <li>CombatRealism</li>
    <li>Core_SK</li>
    <li>SeedsPlease_SK</li>
    <li>EdBPrepareCarefully</li>
    <li>Skynet_SK</li>
    <li>Breakdowns</li>
    <li>kNumbers</li>
    <li>Moody</li>
    <li>RelationsTab</li>
    <li>RW_AreaUnlocker</li>
    <li>RW_EnhancedTabs</li>
    <li>RW_Manager</li>
    <li>RW_MedicalInfo</li>
    <li>WorkTab</li>
    <li>Hospitality</li>
    <li>RumoursAndDeception</li>
    <li>Rim Disorders</li>
    <li>Camp</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Miscellaneous_Robots</li>
    <li>RT_Fuse</li>
    <li>RedistHeat</li>
    <li>RT_QuantumStorage</li>
    <li>Infused_CR</li>
    <li>RT_SolarFlareShield</li>
    <li>ICanFixIt</li>
#30
So, I was wondering if anyone had some insight into this or might be able to point me in a better direction.

Using Hardcore SK with just the core,CR, and core_SK mod folders I narrowed down where my problem kinda is.

My issue, is that animals, tamed or wild will keep eating raspberry bushes down to 8%, then when the plant grows back to 8.1% or greater any plant eating animal will run up to it and eat that 0.1% and treat it as a full meal.

-edit-
Seems they will even chew on the 8% grown raspberry bush then go about their business.
I was wondering if this was some XML value or if it's a behavior modified by the Assembly.

Would anyone happen to know where I might begin looking? (I tried ripping out a few of the folders from Core_SK, and the issue resolved it's self which makes me think it *could* be xml related.)

-edit 2-
Figured out why it doesn't drop below 8% at least (JobDriver_Ingest will keep setting it to that if it drops below)

-edit 3-
Oooook
So anyone with better knowledge than me...

(!base.IsCrop ? this.growthInt >= this.def.plant.harvestMinGrowth : true);

If_Condition_True, will it run that operation or will it just always return that this.growthInt is always equal/greater than this.def.plant.harvestMinGrowth?