Ludeon Forums

Ludeon Forums

  • December 10, 2019, 11:42:53 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - skyarkhangel

Pages: 1 2 [3] 4 5 ... 44
31
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 09:43:44 PM »
Ok. Error said that:
Pawn Joe has relation "Spouse" with null pawn after loading.
Pawn Martin has relation "Parent" with null pawn after loading.
Find relations for this pawns, you need to find this "null" pawn or ID with not exist pawn.

32
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 09:36:06 PM »
is this pawn Henderson exist? Or a one of pawns that missed?
Seems its a pawndata for existing pawn.

33
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 09:20:42 PM »
Can be fixed. Problem with pawn that not exist in game, but his ID saved in relations and some other savegame parts. Seems need to check "Thing_Human544597" and "Thing_Human1864556". Bugs with Fluffy_tabs etc its  a consequence of this error. Open savegame and start to work. You need to find this pawns and check for exist, if not, delete or modify data related to this pawns. Do not forget to backup.

How do I even open the save file? Will notepad++ work? Once I get into the save file how will I know how much of a code line to delete, will it be spaced down? (Maybe a picture would help if you can provide one at all?)

I'm not completely useless at this stuff I just need a bit of guidance~

yep, notepad++
All data in XML format, for correct fix, do not break the structure.

34
Mods / Re: Heavily modded save not loading after character death.
« on: May 09, 2017, 09:04:44 PM »
Can be fixed. Problem with pawn that not exist in game, but his ID saved in relation for other pawns and some other savegame parts. Seems need to check "Thing_Human544597" and "Thing_Human1864556". Bugs with Fluffy_tabs etc its  a consequence of this error. Open savegame and start to work. You need to find this pawns and check for exist, if not, delete or modify data related to this pawns. Do not forget to backup.
How this bug may appear? When you save the game, and in that moment you have a game errors, you have the chance with bad save.

35
Mods / Re: [Request]Randomized results for recipes
« on: May 03, 2017, 08:28:40 PM »
I implemented this for HardcoreSK's quarry. Digging has a chance to get something random, valuable or just rocks. The chances are read from xml. With Skyarkangel's permission I could share the code.

Ok

36
Outdated / Re: [A16]RuntimeGC In-Game Cleaner
« on: April 28, 2017, 11:22:42 AM »
Very interesting and at the same time sad when modders make mods TO FIX CRITICAL GAME BUGS and when developer is engaged in something else. Soon 5 month without update :(
P.S. "Thank you" for players who voted to add new content for A17.

37
Combat Realism closed bcs planned to reborn as Combat Extended by his creator, not me.

38
Coords (x,y), where
x -width
y - height

if size not specified, then game set (1,1). It does not matter how many pixels your texture is, you can set 900x900 pi texture in 1 cell, with size(1,1). But for optimization purposes, do not do this. Take into account that 64 pi enough for one cell.
if drawsize not specified, then drawsize = size.
Drawsize get size. If drawsize differ from size, then try to stretch texture.
So, size its a base tex. size. Drawsize need only use to stretch texture.

For example. Size (1,1), drawsize (1,2). Textute will be stretched in height in 2 times.

40
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 09, 2017, 11:27:56 PM »
Big graphic update: Environment 2.0 Released!
https://www.youtube.com/watch?v=OuqJeYi0GJM

41
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 09, 2017, 03:10:50 AM »
Soon big graphic update!

42
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 08, 2017, 06:31:03 PM »
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).

Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Help would be loved :*


Update to new version. Got on an update with an error.
will this make my current save file unplayable?

I hope nope, not too much changes.

43
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 08, 2017, 05:58:42 PM »
I've found a pretty bad bug i think.
i get this error now for all my craters, and because it spams the log out it lowers my fps significantly(and i have a beast of a rig too).

Tried to destroy non-destroyable thing Crater1127889
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
SK.CompFade:TickDown(Int32)
SK.CompFade:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Help would be loved :*


Update to new version. Got on an update with an error.

44
Outdated / Re: [A16] Realistic Starvation
« on: April 05, 2017, 07:32:43 PM »
In Rimworld, starvation system combines different needs. If human can survive 3-5 weeks or more without food, but without water for no more than three-five days. So to be more precise, the colonists in Rimwold die of dehydration.

45
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
« on: April 04, 2017, 06:07:35 PM »
I absolutely love this pack, but have been trying for the past couple of days to make Better Terrain work completely with the pack as I enjoy how natural that mod makes the world look. Has anyone made a custom patch for themselves or know of one to make BT compatible?

I am thinking to start coop with Better Terrain author mod and our team already working on new Enviroment 2.0 retextures. In future i hope better terrain would work in the project, please be patient!

Pages: 1 2 [3] 4 5 ... 44