Quote from: sidfu on January 07, 2017, 04:41:12 PM
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I trust you, just wanted to make sure my test will match.
I will have to dissemble Psychology.DLL later to see
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Show posts MenuQuote from: sidfu on January 07, 2017, 04:41:12 PM
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Quote from: sidfu on January 07, 2017, 04:28:26 PM
darkness changes the lightin during storms and other times. its disabled by default as it can get pretty dark. u ccan mess with the color to get differnt levels of light during differnt times. for example during dusk on my game its a bit redish light.
@rhyssa the isse with psycology is in the core_sk folder. just did some checks and loading it with that set up u showed gave the psycology naked pawn error. when i disabled core_sk the error went away
Quote from: Makko on January 07, 2017, 04:31:56 PM
None of the three bug types from Infestations yield Chitin when butchered.
It seems like they should.
Quote from: Kitsune on January 07, 2017, 04:07:36 PM
Ah ok, thank you. A bit sad i would like a bit darker nights.
Quote from: Kitsune on January 07, 2017, 03:47:11 PM
A little question. Because darkness sk patch is deactivated, does it do something bad or is it only optionable and because of that deativated by default?
Quote from: sidfu on January 07, 2017, 03:10:52 PM
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@rhyssia the diseases are fine. just people panic a little when its early game. i havent had a person die of anything besides a infection since a12. people just to busy going max speed and they miss stuff
Quote from: notfood on January 07, 2017, 02:54:07 PM
Forewarning, this is for SeedsPlease SK.
Any ideas how to survive Malaria/Plague early game in A16? Seems like death sentence considering no traders have arrived yet, there is 0 medicine and herbal is gated behind seeds.
I've played A14 a lot and I could survive them with no medicine and lots of rest. The moment SeedsPlease gets into master branch it'll be real tough to save those colonists unless something is added.
Quote from: Makko on January 07, 2017, 01:11:18 PM
I am experiencing an obscene cooldown only on the Centipede Mechanoids.
They get stuck meleeing a wall and do 2% damage every few minutes while a pawn melees them to death with a wooden bat.
Quote from: Goo Poni on January 07, 2017, 12:51:33 PMQuote from: Owlchemist on January 07, 2017, 02:00:25 AM
Haven't noticed a lot of these problems, especially when a buncha boars were kicking my ass earlier X_X The slow melee attack cool down was confirmed with wolves though, but that was patched already. You're using the latest version from github, yes?
Dunno about antii and gnawler, but just had the hive event and dealt with via guns no problem. And I recall shooting a lot of ants and gnawlers in the a14 version as well.
Picked up a copy a few days ago. No internet, so I can't just keep checking in. The insects were fine to hit in A14 but I've seen a couple raids from them and the plunderer event fires off all the time but they only attempt to attack during a raid and they're harmless due to that long attack cooldown. Just have to have people punch them to death instead of try to shoot them. The ones milling around thanks to the plunderer event are an ammo sink as a result. End up happening upon shoot on sight colonists getting unhappy because they spend so long attempting to shoot the bugs.
Quote from: sidfu on January 07, 2017, 12:12:11 PM
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@Rhyssia yeah i got those also. not sure if it hurts anything but uranium did spawn on my map as mineable. havent seen if it error when u mine it
Quote from: notfood on January 07, 2017, 12:10:11 PM
Is anyone else getting shorthash issues?
Quote from: carpediembr on January 07, 2017, 10:19:57 AMQuote from: sidfu on January 07, 2017, 09:18:52 AMI dont have anything besides the modpack... Which crafting mod can you see on those files that does not belong to it?Quote from: carpediembr on January 07, 2017, 09:16:33 AM
Odd enough I cant load any of my saves on the modpack (previous saves on different mods, does load fine)
It crashes the game.
Attached are the error logs in case someone can read them.
Please help?
try first loading the mod pack alone without all the extra mods. its possible there can be confllicts there, for example why u need another crafting mod when hardcore already has way to much stuff.
Quote from: AmosKamal on January 06, 2017, 10:31:04 PM
Ive looked through the past pages of comments and havent seen any reports of this, but if there are previous reports of this and fixes just let me know. But anyways, me and a friend have both created colonies and had fun but when we went to go load them after we saved, it was stuck on the title screen screen saver permanently and wouldnt ever load the save. has anyone else had this probem or is this something thats known to happen and will be fixed with the full release of a16 HCSK?
Amos
Quote from: sidfu on January 06, 2017, 08:13:12 PM
posted about psyclogy mod over in its thread withe the error and this what the mod author said it probaly ccausseing it
It doesn't look like an error in Psychology. It looks like Hardcore SK adds a faction that's supposed to generate with artificial body parts, and that's causing a null pointer exception when creating the part for them. All Psychology does there is add a thought to pawns with the Bleeding Heart trait when artificial parts are added, but since the billDoer is null, that code is skipped entirely.
It's possible that a mod in Hardcore SK detours InstallArtificialBodyPart.ApplyOnPawn in a way that's incompatible with Psychology.
Quote from: twisted067 on January 06, 2017, 08:42:26 PMQuote from: Rhyssia on January 06, 2017, 08:34:43 PM
Anyone else having issues with prepare carefully? The backstories are not saving, and change when you start a new colony. Its really frustrating because my colonists keep getting shit like incapable of violent/cleaning/hauling/social all in one.
Yeah, I just tested this again to make. I have been restarting over and over because my backstories keep changing. I have been restarting my game each time as well. No matter the scenario, my people start as cat people with randomized backstories.
Edit: I think i figured it out. Checking prepare carefully files for my colonists, it has everything tagged with "OrassanID". Not sure why...but why would the backstories change?
Here is an example:
<pawnKindDef>Orassan</pawnKindDef>
<thingDef>Alien_Orassan</thingDef>
<childhood>OrassanIDCapitalChild_Orassan_SpacerChild</childhood>
<adulthood>OrassanIDCraftsman_Orassan_Crafter</adulthood>
How would I modify this for them to be regular human pawns?
This raises questions of why and how they even became Orassan by default.
Edit 2: figured it out. Removed thingdef from colonists and changed Orassan to Colonist. Seems to work fine now, no changing in backstories or race. Not sure how this happened initially.
DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 1486672.
DynamicHeapAllocator out of memory - Could not get memory for large allocation 1486672!
Could not allocate memory: System out of memory!
Trying to allocate: 1486672B with 32 alignment. MemoryLabel: VertexData
Allocation happend at: Line:92 in
Memory overview