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Messages - sidfu

#526
@samsaq-- the team that makes this pack tend to just put out 1 offical release and then rest are all dev.
        good thing to do is when u they make a version with few bugs or runs fine for u. make sure to make
        backup of that so u can go back.
      fyi prepare careful stuff overwrites senario stuff. so say senario has them come with 100 dogs and
         prepare says 2billion then they come with 2 billion. prepare careful if used will overwrite senario items
         that u droped with.

@silentlord  the xenon-ioon generater requires fuel. the fuel system was changed and u cant manuly fuel anything any more. a hauler will ake fuel to it. if a hauler isnt refueling it then take a put the hauler in combat stand him next to the generator and tthen un combat he shooudl refuel it. on the pllasma gen on it think it produces power based on temp differnce
       
#527
Quote from: samsaq on October 06, 2016, 09:07:59 PM
Quote from: Zakhad on October 06, 2016, 08:16:29 PM
Quote from: samsaq on October 06, 2016, 02:58:54 PM
So.... about the previously mentioned issue I opened the debug menu and got this message repeating hundreds of times a second, I wonder if this is causing the lag eh? How should I deal with it? looks like a bugged out raid, with the AI being unable to create the pawns to intimate it, or something like that. Here is the pic of the log, should be attached below, anyone know how to fix this?:

EDIT: Also, it doesn't seem like raids overall are broken, I can spawn regular raids and such just fine, though this raid seems to be referring to an [unknown file] several times, so something maybe be corrupted or missing.

Going by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.

This looks very much like an issue I had ages ago. It was fixed by updating the modpack to the github version which at the time was around 2 months back.

It's trying to add an items to the spawning raid's inventory which is part of combat realism that skyark at the time only initially released/ported which wasn't completely free of bugs. It was a reasonably good port considering he was taking over from the original author. But as you see this is one of these bugs that often gets overlooked.

Spawn a 100 raids and there's a good chance that you'll get a bad item compositions that wasn't updated just got overlooked.

The problem as far as I can tell that it's trying pull or reference an item that has an invalid entry. It's why you're getting null references, as it's trying to repeatedly do that action that which it cannot which is why it's causing you to loose frames (Looping bug).

The only thing that I can suggest and it's a very temporary solution at that, would be to delete the queued raid incident in the save; if you're so determined to carry on with that save. You're unlikely to get a specific fix that'll correct the entry's that's causing the issue, as I'm fairly certain its already been fixed. I haven't had that type of issue for quite a while.

So my suggested course of action would be to update your game.

Thanks for the info, but I do have 2 questions:

1. Are you talking about the 4.0 hell effect release? Had gotten what I previously thought was a dev release, as it seemed to be missing workbenches needed to advance in the game, and moved on to 4.0 hell effect on the recommendation of a friend of mine.

2. How would I delete a queued raid? Just asking as I haven't decided whether or not to continue with the save, as it is my first in this game, and I am kinda attached.

Also a note: the save is ported over from a torrented version of the game, as I previously couldn't afford to buy the game (poor high school kid here) and now is being played on my new shiny official version of Rimworld. (Tm)

go to https://github.com/skyarkhangel/Hardcore-SK.
now click on the clone or download button on right side of screen about middway. cllick on download
extract it somewhere
open the folder should have few things but u after the mods folder thats what u use.

that is always the newest expermental build. it comes with fixes for old buggs,new features and such.
#528
Quote from: saqib126 on October 06, 2016, 03:31:11 PM
Quote from: sidfu on October 03, 2016, 04:26:22 AM
Quote from: saqib126 on October 02, 2016, 03:53:29 PM
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)

thats a stock bug not from mod pack
K, thx for the info, Does anyone know how to make a pawn(or the crematory) burn the apparel along with the corpse that us being cremated? I have a annoyingly massive pile of low hp clothes next to my crematory.

if u buiild a table for making clothes u can disassemble the clothes for some mats
#529
Quote from: saqib126 on October 02, 2016, 03:53:29 PM
Sometimes, seemingly randomly, the electric power using tables forget to switch between idle and full power consumption, so sometimes i have table using less power then they should, or way to much. It seems flicking off and on the table fixes this, but is there any way to permanently fix this problem?(other than digging though hundreds of lines of code to find the wrong comma)

thats a stock bug not from mod pack

@samsaq go to your main rimworld folder and look in its data folder there should be a output log look in it and see if there any errors that keep repeating. also posst what mods u trying to add
#530
Quote from: samsaq on October 01, 2016, 05:23:04 PM
I don't know where exactly to post this, so I figured it should first go in the modpack post:

Basically, I've installed the pack, with some added mods (2-3) Like EdbPrepareCarefly and a dog said no crafting (couldn't lose my lab) I'm runing on a gtx970m 8 gigs of RAM and an i7, and yet I lag to around 4 fps on max speed and 10-15 on level 2, with only a basic power system. (1-2 windmills powering prosthetic workbench and glass working table etc) This seems to have suddenly "begun" as one night I just began lagging the out, and after that the lag has dissipated for a few hours, and then come back. Is this normal? Can I do anything about it so the game isn't unplayable for me? Any help is appreciated.

u messed up once u added mods. this already a full pack so few mods will work rigth with it. more than likely u also didnt use the modconfig that came with the pack so all your mods are outof order.
#531
for those new guys.

1. stable is the last offical release. on git its on the releases tab.
2.useing the master instead of the stable u get to play with ll the fixes,new stuff and tweaks, but it can have new bugs and versions can not be save game compatiable.
3. when new version of master comes out on git always backup whatever build u using that worked good. that way if their a bug in new build u can always revert.
4. in the main rimworld data folder there is a output log it will have every error u get so u dont need to SS the error just copy paste it. its also better to post the error over on git than here.
#532
Quote from: olizit on September 26, 2016, 04:03:59 PM
Do you recommand to clone master or stable branch ?

the master is the the most updated one. if u get it from git get from the main page and select download master. thats the most uptodate one.
#533
Quote from: Zakhad on September 21, 2016, 08:54:11 PM
Instead of blight destroying crops how about it turns everything into seeds of the plants that it effects. I'm basing this on blight being balanced for vanilla and didn't take into consideration that you didn't need seeds. In hardcore sk you use seeds. If you lose your crops due to a rng, there is no coming back from it; Of course you can "stockpile seeds" but when you have like a trader in the early game who happens to have a legendary 1 potato seed for sale you really don't want to lose that 1 planted seed that got to 60% due to bad rng.

I suppose what I'm getting at is blight is a vanilla mechanic and doesn't necessarily work very well with hardcore sk. There are many different solutions, like crops taking damage every 5 seconds or so until you "mend" them or something to prevent them from dying etc, something that isn't they just "die"

blightt shouls be below 60% groth 10% chance of a seed. above 60% then u get a 40% chance
#534
Quote from: Makko on September 21, 2016, 12:45:34 AM
Don't be sorry, even sarcastically :P


I wasn't asking them to fix it for me, I was asking if anyone else had had the issue.

I was curious if it was an old problem lots of people had, or just some freak bug I managed to find in an old version.

If  they don't know what it is or have never heard of it, it might still be in the game with some really specific requirements to trigger it.

Edit: Oh wait, when I said "I wanted to see if I could keep going" I mean I had already been playing with the bug anyways, not "I want you to fix it for me so I can keep playing" haha

If you took it that way no wonder you're telling me to f off hahahahahaha

what u could do is copy your mod files and config/saves out and try with new version and when u feel like playing wiwth old swap it back out onlly takes a min to do.
#535
Quote from: Makko on September 20, 2016, 08:13:42 PM
This is for an older version, it doesn't seem to be happening to other people, but I wasn't sure which is why I asked.

Updating to a new version would probably fix it, but I have 50 hours in my colony and since the game is still playable if I don't use certain weapons I wanted to see if I could keep going )))

sorry to say most dont want to offer help to fix when its allready fixed cause u dont want to update.
#536
Quote from: ThomasCro on September 20, 2016, 03:59:52 AM
My stove has the "Current status: working" even when it's not being used. It burned up almost all the fuel overnight.

Latest github.

put it as a issue on git. they working on the fuel system right now so there bound to be quirks
#537
Quote from: Skrimp on September 17, 2016, 11:28:32 PM
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955

thats been like that for a few versions now. its not game breaking so hopely they workon a15 before worrying about that. since it doesnt leave a error in log maybe once they go a15 it be fixed.
#538
@x3nit before salting plz provide usable info on the bug.

1. instead of screen shot go into the main rimworld folder.
2.go into the RimWorldWin_Data.
3.open the output_log.text
4. now look for the error.
5. copy the error.
6. go to git version  and submit the issue.
remember if u useing the git version to play its the most to date but also mosts unstable as it receives daly updates and isnt alwas save game compatable between saves.

@twisted did u check in the fluffy break downs as thats what adds the repair stuff i think.
#539
Quote from: ThomasCro on September 17, 2016, 04:40:47 AM
The wind turbine says it is blocked by a power conduit. That seems silly. Does it affect performance?

wind turbines always been a bit funny its always best to attach them from side so they dont bug.

for wind turbines best thing to do is attach them froom one side and cement their area. every so often they can bug and even grass can block tthem or blades stop moveing.

i found by attaching the power from side and cementing their area i never have problems with them.
#540
Quote from: twisted067 on September 16, 2016, 07:43:39 PM
How safe would it be to disable Mountain Temp mod mid-game?

probaly safe but would leave some dataa in your save. if moountains to cold u can set a min temp in the options/mod ingame. it has 3 settings seasonial, yearly and then u can set the min temp your self.