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Messages - Zakhad

#121
Quote from: sociallyawkwardsurvivor on October 08, 2016, 09:52:44 PM
just wondering.. is SK:helleffect working with release 15?

Nope, soon probably though. (< 1 month, logical guess no promises, I'm no dev.)
The alpha 14 version on the github (not hell release) looks quite close to becoming finalised soon. (Last time I said that, they did the fuel overhaul from RA; yes I know about skynet just being redone as of a few days ago) it has been developed for the past couple of months, and its reasonably stable and fleshed out. so there should be another alpha 14 stable update before they start working on alpha 15 (I am assuming I don't actually know)
#122
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by the fact you said you've added prepare carefully (Which is included in the recent versions) You're using a very outdated version.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.
#123
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.

If you're adding EDB prepare carefully your using the outdated initial release of alpha 14 hardcore sk, its been included in the github version for over a couple of months now. There was a old pathfinding bug that I think also existed as well; in area's (Which hadn't been explored~ fog of war) where hungry creatures couldn't pathfind to find food properly, and it would re check the pathfinding causing the 1 fps of death. I haven't had that in quite a awhile but I do remember having it ages ago on a older version of this mod pack. Maybe its the same issue. Make a backup of your save enable dev mode kill all the animals see if that free's up your fps then you know its a path finding issue if it is at all, then revert back and try to kill the offending animal :S.
#124
The github / forums have been quite lately, hows everyone finding the latest github from a couple of days ago or so.
#125
Quote from: Kidder on September 26, 2016, 11:59:07 AM
Hey all, first post here - thought I'd report a few bugs I've found on the latest release.

1. Raspberry plants harvest as Strawberrys.
2. Solar Panels only produce 1w power.
3. When smelting tin ore, copper alloy is produced.
4. Not sure if this is purposeful, but Wind Turbines continually produce 700w energy, regardless of weather.
5. Caveworld Flora appears to be bugged - all shrooms only grow to 5%, no further.

I'm sure I found another, but will report back if any more.

Cheers.

You're using the standard release version which is a very outdated version, they were fixed weeks ago on the github version which is updated daily/weekly.

https://github.com/skyarkhangel/Hardcore-SK is where you download that version. (Clone or download - download as zip) Commits is where you see whats changed recently, issues is where bug reporting is preferred, but its also a good place to see whether or not your issue has or hasn't already been reported.

I'm not trying to smite you or anything, what you're doing is good :) I feel like the github version is woefully unknown so I try to tell as many people as I can about it.
#126
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"
#127
Blergh why do hammer explosions almost always destroy lungs?
#128
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.

I know they changed campfires to constantly burn fuel regardless, maybe its just in the same category but obviously doesn't make sense for an oven to do so.
#129
Quote from: ThomasCro on September 19, 2016, 06:01:04 AM

Also, my simple grills are sometimes not being refueled, i dont even have the manual right click prompt to do it. Meat is just sitting there waiting to be cooked and sometimes it can pass a few days before one of the colonists refuels it. (yes, i have all the necessary settings and materials available)


I'm going out on a bit of a hunch but I'm thinking it's a path finding issue. It's trying to path to nearby available resources but for some reason it takes like 30-60 seconds before its able to detect that there are nearby resources usable as fuel. I can't really offer a permanent solution but setting a temporary hauling worker to 1 will make them go and refuel anything that needs to be refueled as that's the highest hauling priority (Refueling) before dragging corpses then items etc.

Quote from: Makko on September 18, 2016, 10:19:06 PM
Does anyone else have a bug where explosions do no damage and don't start fires?

All explosion damages? grenades, Turrets explosions etc?

Can you provide a screenshot of enabled debugging mode with the console up after you have witnessed / performed said explosion it should give out some text as to why (Usually).

What version of the mod are you running. Where did you download it from; if github what commit version number.
#130
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

Already listed on the github under issues a problem with CCL I heard, I could be wrong.
#131
Quote from: pongvin on September 15, 2016, 10:55:23 PM

Not sure if it was intended, but antibiotics work like this:

A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.

Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.

I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.

There needs to be a way to force feed someone antibiotics.
#132
Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now

Depends on the mods being updated. Anything that changes functions to the gameplay then no. If its bufixes etc then yeah. You'd have to compare your version to what you're updating too and compare the differences, or even just pick out parts of the update that you specifically need for your game to not be broken assuming the that's main cause for an update without restarting.

Quote from: Makko on September 13, 2016, 04:11:55 PM
Also is there a change log?

Github https://github.com/skyarkhangel/Hardcore-SK/commits/master
#133
Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though

What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285
#134
Quote from: Catsters on September 13, 2016, 06:02:43 AM
Im having some issues with the new fuel system. Campfires, grills and the steam generator does not get fueled :( got no issues with torches though.

I had similar problems with yesterdays github. But when I updated it to today's version it was fixed. They're overhauling the entire fuel system to incorporate RA mod's fuel system, assuming that we're talking about the same problem. I can't really give any more advise than that when you don't say what version your running.
#135
Today's new game op random item find that really doesn't break the game what so ever.

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