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Messages - Tivec

#1
Outdated / Re: [A12d] Colony Manager V2
April 03, 2016, 10:51:54 AM
I read in the changelog that you added a "clear area option" - I can't seem to find this anywhere. Some pointers? :)

Edit: I'm dumb, it was right under my nose there in the logging tab.
#2
Quote from: CastAway on March 28, 2016, 06:14:43 PM
Quote from: sidfu on March 28, 2016, 06:00:30 PM
Quote from: CastAway on March 28, 2016, 05:55:05 PM
Hi, is there a way to build all mod binaries myself? I would like to try the pack but running a bunch of dlls from the Internet feels bad...

can u do more than take .00000001 sec looking and think. this is the offical mod forum for the game do u honestly think after all these posts all these people useing it that u gonna gete a virius?

I would prefer not to trust anyone. Using GitHub for distributing binaries is kinda weird anyway. Why not to add the sources to the repo?

I understand your point, I would also like to see the sources for the assemblies so that I can properly report bugs (and even find the solution for them). That said, you can always run the game sandboxed if you are paranoid (Sandboxie for example).
#3
Quote from: Turner on March 27, 2016, 03:39:50 PM
Im still missing a research bench...was it renamed?

Check the misc tab. If it is not there, you have not installed the mod pack properly :)
#4
Quote from: Edgewise on March 27, 2016, 02:42:11 PM
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

Yea, it's completely not worth it unless you are mending a very hard to make or expensive item.  On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.

Did a bit of digging on the github, and it seems to be in the works: https://github.com/skyarkhangel/Hardcore-SK/issues/45
#5
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...
#6
Quote from: kj16609 on March 26, 2016, 03:13:45 PM
Quote from: Tivec on March 26, 2016, 03:06:01 PM
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack


Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
No I did not it seems to happen with ANY of my moded saves here is my output log if it helps at all (I only had WinRAR)

If you look at the start, you will see a lot of "Could not resolve cross-reference to..." messages. These mean it can't actually find certain things. I'd try installing a fresh version of Hardcore SK (clean install) and then loading up the save. It's clearly not loading something that is required.
#7
Quote from: kj16609 on March 26, 2016, 03:01:30 PM
Quote from: kj16609 on March 26, 2016, 03:05:02 AM
Hey I'm having a HUGE problem when I load a save for this mod pack I seem to get an error
and it makes my game unplayable
I took a picture of my error report here
(attached)
Could I please get some help it does it with all my saves and it realy sucks and I wana play with this mod pack


Did you add or remove any mods? This is a pretty normal thing to happen if you have changed some vital data...
#8
I posted this on the issue tracker, but I figure it might be something that could be discussed here as well.

The seeds requirement is a great thing, but *really* hard to work with unless the traders you get bring the seeds you need. That said, once you have them, there is one thing I'd like to change.

At the moment, it is not intuitive which kind of soil is needed for a specific plant. Research screen is not helpful either since it says "can be planted in soil", just not what kind. It would be a great improvement if the seed description were to include the type of soil it needs. For example:

Peach Seeds can be sown in soil to grow Peach Trees, which produces Peaches.

changed to:

Peach Seeds can be sown in rich soil to grow Peach Trees, which produces Peaches.
#9
Quote from: Grogfeld on March 24, 2016, 05:02:27 PM
Quote from: Tivec on March 24, 2016, 01:10:20 PM
I have a hydroponic basin in a room. The room is brightly lit by a sun lamp, and is heated up to 21C stable. Potato plants are growing at 170% in these basins, yet they still die off as if affected by the outside temperature (6C, but toxic fallout). Any suggestions?

Here's the room: http://i.imgur.com/Y16oHxG.png

It looks like you have no roof, strangely looking basin construction blueprints with rain, or fallout rendering on them. Probably not the case because you said that temp and light is ok but maybe check it out.  Or problems with power?

I've triggered fallout event (toxic and radiation) on my game, it's ver 2.5 Cataclysm, and basins work fine, no crop damage. Could it happen because pawns walk in and out of the building?


I think it might have been because of a poison ship I had missed in the region. None the less, my colony ended fairly quickly after fixing the issue when one of my starving troopers decided to go berserk. In the oil room. Let's just say it was painful.
#10
I have a hydroponic basin in a room. The room is brightly lit by a sun lamp, and is heated up to 21C stable. Potato plants are growing at 170% in these basins, yet they still die off as if affected by the outside temperature (6C, but toxic fallout). Any suggestions?

Here's the room: http://i.imgur.com/Y16oHxG.png
#11
Stories / Tribesman
January 07, 2016, 12:20:30 AM


Amazing, Coffey's really crafty when it comes to building. He built a small shed, and even shaped a saw so Kay could make planks for construction - that bionic hand sure is handy. Jup got a desk so she could use that amazing mind of hers to figure out how to make some new equipment and tools. The group is really settling in for real!

The town is still missing a storage shed, but Coffey said he'd work on that next. And it's about time, all stuff needs to get under a roof, things were starting to deteriorate from damage. After that, A desk is needed for Corwin to oversee the settlement, which has been given the apt name of "Askella Colony". Not very glorious, but the place can always be renamed.

---



On the fourth day since landing Yul came running after spotting a stranger coming from the north, and the everyone immediately grabbed their weapons. While rushing to the positions, Yul said that the stranger was definitely local, tribal at nature, and wearing a large wooden mask. He had a weapon over his shoulder, it looked roughly like a rugged harpoon, but Yul didn't get close enough to see for sure. Everyone was on high alert as he approached.



"Come no closer!" The stranger stopped at Corwin's words, tilting his head. He didn't seem to be hostile, but we were not going to risk anything. He took a few steps closer, and showed his empty hands - weapon still slung over his shoulder. A few tense moments passed until Corwin decided that to let him approach. Everyone lowered their weapons, and most went back to their duties.



Corwin spent the next couple of hours trying to communicate with the man. He did manage to introduce himself, and got the response: "Val." So that supposedly the name of the man. He kept repeating "Tasca" and "Emba'i'sada" in a weird tongue, and at the evening debrief around the grill, Corwin said that that was probably the name of the tribe - Emba'i'sada Tasca - and that everyone needed to keep their eyes open for others.

As the tribesman left, he got attacked by a squirrel. Of all things, a squirrel? Something is wrong with this planet, when squirrels attack.
#12
Stories / April 1st, 5500 - Landfall
January 06, 2016, 03:27:56 PM
The klaxon alarms blared loudly as Corwin was rudely awoken and ejected from his cryptosleep casket. "The gravity generators in the ship must be malfunctioning," he thought as he struggled his way to the now upside down command console. He was, after all, the captain of the ship and was going to see it reach its destination. Three buttons pressed and the shield over the observation windows opened to show a burning ship. Jets of air escaped as parts of it decompressed wildly. He quickly flipped through the screens. Location: Askella, populated rimworld planet. Date: April 1st, 5500.

"What a joke, we're four years late to the wrong planet!" He switched to the emergency screen. Ship population: 5. Pods ready. He hit the button for the four pods still remaining. No time to calculate a landing site. "I just hope the population is friendly and can take us in..." There was a loud crack, a creak and a sudden silence. He threw himself into the escape pod and joined the four others on their journey through the atmosphere. As it spun, he saw the state of the ship. "Five people. We went from fourty-five thousand to five." The ship imploded, then violently exploded as it sent out a cascade of debris across the system.

---



"Stand down!" Corwin pointed his assault rifle at each person in turn. Nobody stood down. Apparently, these were all rookies who had never been through cryptosleep. The effects on people waking up could be severe, and these were thrown out of a burning ship and awoken in all but a controlled environment. Marvellous situation. Confusion and sometimes hallucinations were not uncommon in this situation.

"Why should I?" a man with a large moustache (even bigger than his own, Corwin noted) said and pointed the barrel straight at Corwin.

"I feel sick... I.. " said a young woman in a pink duster coat before doubling over and emptying out the contents of her stomach on the ground.

"Just great. Cryptosleep disrupted and no med bay." The woman speaking had a scar across her eye, and her right hand had been replaced with a bionic. She held her weapon like one who knew what battle's about.

"Look, we're all disoriented, this was not how it was supposed to go." Corwin held up one hand while slowly putting the gun on the ground. "Let's just see what we can do to fix the situation, alright?"

The man with the moustache shook his head as if trying to clear his mind, and opened his mouth to speak.

"I am not doing anything until I have some coffey," came the voice of the fifth man, a slightly overweight man with a fedora. There was something peculiar about the way he said "coffee", but Corwin gave it no more thought.

A laugh came from the woman with the scar. "Well, that's something I can stand behind. We could all use a cup now."

Slowly, everyone lowered their weapons. The poor young girl was retching next to her rifle, and the woman with the scar quickly went there to give her some aid.

"Alright. This is what we do..." And he began doing what he had always done. He took command.

---

About an hour later, they were gathered. The young girl introduced herself as "Jup", and then walked away to stand a bit away from the others as they planned.

They would set up a small camp and go looking around the nearby area for resources. Trees were to be felled, a temporary log shelter was to be built, and some source of food would be needed.

It turned out Coffey (the others had started calling him that) had a knack for building things, and he soon took charge on the small shelter. Just big enough for them to have a roof above their head over night. Kay, the scarred woman, introduced herself as a doctor, but refused to say why she had a bionic hand.

At the mention of food, Yul, the man with the moustache (Corwin was still quite jealous at that) promised to see what he could do. "Don't forget coffee," Coffey said. "I have some beans. Can you plant them?" The two trailed off, talking to each other.

What a ragtag group, but Corwin assessed the situation to be viable for now. Survival rate, improbable, but at least it's something.
#13
Stories / The Saga of Askella Colony
January 06, 2016, 03:27:00 PM
I am reserving this as a the header post to a write-along I'm doing with the current colony. I will be introducing the story in the next post.

Founding the settlement:

Please feel free to leave a comment and some feedback. I do this for fun, not for profit, and English is not my main language. There may be spelling errors, grammatical oddities, and other things. Be gentle ;)
#14
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 06, 2016, 01:37:11 PM
Ehm, I think something is seriously wrong with research. I built a research bench, but this is what I see when I open up the research screen: http://i.imgur.com/FgJAYdd.png

Error from log:
Exception filling window for CommunityCoreLibrary.MainTabWindow_Research: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.MainTabWindow_Research+<>c.<RefreshSource>b__29_10 (CommunityCoreLibrary.HelpDef rpd) [0x00000] in <filename unknown>:0
  at System.Linq.SortSequenceContext`2[CommunityCoreLibrary.HelpDef,System.String].Initialize (CommunityCoreLibrary.HelpDef[] elements) [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1[CommunityCoreLibrary.HelpDef].PerformSort () [0x00000] in <filename unknown>:0
  at System.Linq.QuickSort`1+<Sort>c__Iterator21[CommunityCoreLibrary.HelpDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[CommunityCoreLibrary.HelpDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[CommunityCoreLibrary.HelpDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateReverseIterator>c__IteratorF`1[CommunityCoreLibrary.HelpDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Count[HelpDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MainTabWindow_Research.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Edit: Sorted out with a restart of RimWorld. Very strange.
#15
Outdated / Re: [A12d] Colony Manager V2
January 06, 2016, 06:54:14 AM
Quote from: Fluffy (l2032) on January 06, 2016, 06:50:50 AM
Quote from: Tivec on January 06, 2016, 05:47:23 AM
I finally built my first AI Manager, and I must say it's really something I recommend everyone working toward. It's great! Thanks for an awesome mod, Rimworld will never be the same without it :)

Edit: One thing I just thought of. The power management part, would it be possible to assign some logic here? If power drops below X, assign power switches Y to be flicked off?
Thanks, glad you like it!

As for the power management tab; yeah, it's been on my to-do list. I was thinking about designating buildings as high/medium/low priority where they could be turned off if the power got too low. Main problem so far for me is that I haven't thought of a way to work it into the UI nicely. I have some ideas, but that would require a significant refactor of the underlying code, and to be honest I was a bit burned out with the manager - the codebase is getting quite large.

All understandable! Still a great mod, take your time and don't burn out ;)