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Messages - Rhyssia

#61
Quote from: twisted067 on January 06, 2017, 08:23:35 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.

I don't think I've had this problem. Are you starting new colonies frequently? Has the game restarted before moving to a new colony? (I've experienced a bug related to the scenario I'm describing and wondering if that might be the same thing happening to you.)
#62
Quote from: sidfu on January 06, 2017, 06:49:27 PM
high res goes into the terrain folder for textures.

Textures are already in:
Core_SK\Textures\Terrain\Surfaces
#63
Quote from: carpediembr on January 06, 2017, 06:35:14 PM
Anyone got any idea where the HighRes Surface folder goes to?


On a separate note, where do I craft fishing pole/harpoons? On FishIndustry mod it was directly at the pier, but atm there is no bills.

Only need to move the folders in Hardcore-SK-master\mods\ to rimworld\mods\ (backup and delete core from rimworld\mods\.)

Checking fishing pole/harpoons now.

-Edit-
Fishing no longer requires a pole or harpoon, just hunting job selected and to right click and prioritize it's work.
#64
Quote from: Natas_Enasni on January 06, 2017, 05:09:40 PM
Quote from: Owlchemist on January 06, 2017, 04:55:46 PM
1. You are right about one part. The first post instructions say to put the ModsConfig.xml in here: C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config, but it actually goes here C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config. The folder was renamed in A16, I think...

As for #3, I can only suggest you deconstruct some of the ruined walls dotted throughout the map to get the materials you need to get started (you can also remove the floors as well).

I had no problems with the modconfig; the problem I have is with the folders outside of the Hardcore-SK-master\Mods folder ie Hardcore-SK-master\HighRes surfaces - Hardcore-SK-master\Research tree - Hardcore-SK-master\Temp - Hardcore-SK-master\translationa14 - Hardcore-SK-master\translation a15.   I have no idea what to do with those folders or if I need to.

As for the blocks, you should really be able to build a machine table with wood.  Or with rock chunks.  That is the way the foundation of a tech tree works.
I've never really encountered issue with mod install. I checked Hardcore-SK-master\Research tree and thought "Oh, this is a view of the research tree."
So then I moved everything in Hardcore-SK-master\mods\ into rimworld\mods\ and called it a day.
The install instructions do need updating, I will work on that shortly.

As far as the stone issue, I can't do anything directly with that now. That is a balance issue that will have to be decided on by Skyarkhangel. But it is my understanding that this is a "Hardcore" modpack which provides a bit more difficulty.

As it stands you only need to find 10 consecutive wall sections to get about 40-50 stone blocks, and then the 10 floor pieces under them for another 30 stone for the 70 stone needed for stonecutter's bench.

-edit-
Doing that again will get you the 80 for the research bench. Also if you look around for Cairns (which are added via scenario like the ship wall pieces and totem poles.), which drop about 52 blocks of stone each.
#65
Quote from: Kitsune on January 06, 2017, 03:11:45 PM
Dont know if its already known or if i'm the only with that problem. I have the little problem, it looks like only with the wooden pot for preservation, that my colonists stand in front of it and try to do something like put food in it and immediatly take it again.

I dont know how github workes so i hope no one will hit me that i put the error-thingy in here. :)


Fin started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


If i empty the preservation pot (forbid all things to store is enough) its all ok again, of course i cant use the pot anymore. :(

I get this with storage sometimes. I'll have someone move strawberries one tile over, and then back forever.
Try like Sidfu said, and if you are still getting that error we'll look into it sooner.
#66
Quote from: sidfu on January 06, 2017, 02:36:42 PM
the issue with traders is that

1. the trade post cant be built it insta destorys itself witha  error
2. every time a trader should come it throws the same error that gets thrown for us that dont get raids.

1. https://github.com/skyarkhangel/Hardcore-SK/issues/533
2. I am no longer getting TraderCaravan errors from commit: 47e618e
https://s30.postimg.org/xsyiymjr5/example.jpg

Only from some Neutral Visitors and Raids:
https://github.com/skyarkhangel/Hardcore-SK/issues/516

Also Sieges:
https://github.com/skyarkhangel/Hardcore-SK/issues/528

-edit-
These are Assembly errors I think and outside of my knowledge of modding.
#67
Quote from: BlackSmokeDMax on January 06, 2017, 02:24:45 PM
Quote from: Rhyssia on January 06, 2017, 02:22:58 PM
Quote from: BlackSmokeDMax on January 06, 2017, 02:14:57 PM
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
-snip-
-snip-
-snip-

Sorry, just edited my previous reply, when I decided to be a bit more in depth.

IIRC, it was used to combine with Herbal meds to make regular meds. Not sure if it was used for anything else as I have never really went the drug production route.

I found it! It's called for by drugs in the core files that aren't overwritten by the mod files. Which makes more sense to me now where it fits in the research tree.

-edit-
Also
@Makko
I'm not sure if I should change Trader Event %Chance.
Can you call traders from "Comms Device(?)" ?
#68
Quote from: Makko on January 06, 2017, 02:18:23 PM
I have been experiencing a high number of raids on cassandra, the difficulty easier than rough. Around 1.5 raids a week though they have been small for the most part. The AI uses their weapons pretty effectively and is capable of using sappers against mountain rock deposits in a way they don't seem to do in vanilla A16 making them very dangerous against mountain bases.

However one and a half years in I have not seen a single trader! If seeds were still limited my colony would have certainly died before the first year. If seeds get brought back in you should probably start with 200 Potato Seeds in the default scenario.

Speaking of potatoes, they last a long time and nobody cares about eating them raw (try it in real life some time, you'll feel like going on a mental break) so there's no point in cooking meals that don't provide a lot of joy.


This seems unintentional.

Raids are generated by random event. So, not directly controllable. (With some people reporting no raids.)
May look into increasing trader random %

Quote from: BlackSmokeDMax on January 06, 2017, 02:14:57 PM
Quote from: Rhyssia on January 06, 2017, 01:42:25 PM
-snip-

Neutroamine was added back in A14 or A15 (forget which) vanilla for drug production. It was setup as something that you needed to buy from traders, couldn't produce it yourself. Not sure if it is still the same as when introduced. It's also been in a few mods as something that you can grow yourself. So, not sure if you are seeing vanilla item or something from a mod.

Thank you! It can be grown in this mod and is listed in Mods\Core_SK\ (Research is Medical agriculture II) But I'm having difficulty locating any recipes it's actually used in.

-edit- Figured out where it's called/used. All good now.
#69
Quote from: Nyxtus on January 06, 2017, 02:14:19 PM
Awesome, and super quick, thank you for everything you do, appreciate it.

No problem!  :)
(I don't do much, but thank you!)
#70
Quote from: Nyxtus on January 06, 2017, 02:07:45 PM
Great mod, but as others have said the lack of raids and other events is just killing it for me, I don't know how much I can really help, but here's one of the logs I got.

http://i.imgur.com/KY2to5X.png

Thank you, error has been reported. This error is related to Neutral Visitors.
https://github.com/skyarkhangel/Hardcore-SK/issues/516
#71
Has anyone gotten to medicine production?

Looking through the files now and it seems a little... Odd (Not sure if research descriptions are accurate for recipes.)
Anyone have feedback for that?

-edit- Found the recipes, know what I need to do now.

-edit2-
Anyone know what Neutromine is for? I can't find it used in medicines and having a hard time tracking down drug recipes now.
#72
Quote from: LoliScout on January 06, 2017, 08:56:25 AM
Quote from: Stufferino on January 06, 2017, 08:25:04 AM
How do you unlock batteries? The "Power" research says it does, but only unlocks switches and conduits. Searching through the files I can't find which research unlocks the battery.
I just came back to the game after a year so I'm a little lost

Edit: Ah, found it in the files. Have to research electronics basics (SK_ElectronicsI) to unlock it. A little confusing because of the tooltips, but I got it now.
https://github.com/skyarkhangel/Hardcore-SK/issues/510 Can confirm that's been fixed in the latest upload.

Im going to be redoing the Descriptions/English translation for Research Projects now. issue "510" just related to batteries and a little switch in prerequisites. I can't actually change the research tree without going into core_sk\assembly which I have no experience with.
#73
Quote from: superiorx on January 06, 2017, 01:50:09 AM
Quote from: Rhyssia on January 06, 2017, 01:12:30 AM
Is the stockpile set to allow fresh/rotten?
Ah! I didn't realize there was a "Fresh" option for stockpiles now. Thank you very much for your help! Sorry I didn't notice this before.
Everything is working fine now :)

No Problem, Glad it is working for you now.  :)
#74
Quote from: superiorx on January 06, 2017, 12:48:30 AM
Quote from: Rhyssia on January 05, 2017, 11:47:35 PM
The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.
So I just downloaded another copy of Hardcore SK and did a new install of Rimworld. I started a new colony in god mode. I've got some "Jerky" on the ground, but the colonists refuse to take it to my stockpile called "Jerky Stockpile", even though it's the only allowed item and it's set as "important". I tried to upload a zipped saved game file but the system says it's too large (800k).
Thank you, Rhyssia :)

Is the stockpile set to allow fresh/rotten?



I had no issues moving jerky to stockpile with jerky and fresh/rotton allowed
https://s24.postimg.org/fxbl5q56d/example2.jpg
https://s23.postimg.org/h0e3x1e3f/example3.jpg

Once Alpha 16 is stable and adjusted I will begin English Documentation.

-Edit (more)-
P.S. You can use WikiSend (google) to upload/link files <100MB
#75
Quote from: superiorx on January 05, 2017, 11:42:55 PM
Quote
-snip-
Hi Rhyssia,
Thank you for helping people correctly install this mod pack :)
Unfortunately the quoted bug is still happening to me. I tried to apply the "super dirty fix" but the problem persists, and the debug console notes that I've doubled up on entries so I'm assuming that your fix has already been applied to the latest github download.
Any info you can give would be awesome! :D

The fix is already applied in lastest github download. Removing the fix, what exactly happens? Also if you could describe issue and attach saved game it would make it easy for me to understand.