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Messages - Zakhad

#166
Quote from: adecoy95 on August 27, 2016, 12:14:02 PM
so i have noticed red xs on my doors indicating some kind of forbidden state at night sometimes, but usually it goes away after a little while, now tho the doors wont open at all in the morning and my colonists are stuck, what gives?

It's because do not disturbed is now enabled by default rather than disabled in the mod list same with darkness the only thing that isn't is the zombie mod
#167
Rofl at this rumorOF event I just had a escape pod crashlanding and i get a event to go traveling off to what I'd assume his spacecraft, Intended? lol funny I'm wondering if it'll bug out because he's not able to travel due to crashing in my region.


#168
Quote from: Chiasm on August 27, 2016, 10:50:34 AM
DL'd a github version yesterday and I keep getting errors about no usable PawnGroupMakers for various faction. I assume related to raids/visits.

Downloaded mine this morning like 6-8 hours ago and I haven't had this maybe it was fixed, loads of updates coming out daily so far :S

Speaking of which another big update, 1 hour ago :/
#169
Loving the new mental breaks - abusive is quite funny just starting social fights everywhere, bit worried about cutting wrists and hiding in room one (suicide attempt) in that it might trigger people who have bad experiences with this. Tantrums are also funny, much more diverserty than just attacking on berserk. Also when did bows start shooting 2 arrows? I've never really used anything past great bows until Inoticed that scythian bows are able to nock two arrows
#170
Quote from: BlackSmokeDMax on August 27, 2016, 01:11:31 AM
Quote from: CheekiestBreekiest on August 27, 2016, 12:39:29 AM
Where exactly is reinforced concrete made now?

I have construction II and a mixer but I don't have the option to make reinforced concrete, only normal concrete. I also checked Core_SK Recipe's and can't see one for reinforced concrete.

Is there something I'm missing?

Think the same place as previous versions, at the same bench that you cut stone.

I always thought it was a bit odd being made there.
#171
Quote from: sidfu on August 25, 2016, 08:58:50 PM
on the misc incidents what part do we update to fix the pawns not able to return? is it just the .dll or shoould we updated the whole mod?

Entirely replace it. works fine. Make sure the folder name is the same (Miscellaneous_Incidents)   "_0146" delete this bit
#172
If anyone's having missing colonists on missions its to do with weapons not being able to calculate there firepower and that's essentially crashing the mod / looping the return tick timer. The temporary solution would be to manually update Misc Insicents, as the github version is "1.14.5" as of 4:10am 25/08/2016 of making this post" and the new bug fixed version is 1.14.6 which fixed my issue. No promises it'll fix yours but it is less likely to go wrong.
#173
Quote from: Haplo on August 22, 2016, 12:50:13 PM

The new error is the log I've added to maybe figure out what goes wrong in there..
The problem seems to happen in my function CalcVerbValue. In there I look for various stats to calculate a value for the firepower the pawns have with them. And with the Great Bow you have it looks like one of these stats isn't available. For now I just threw a try-catch around it all that gives me some information about the error but doesn't cause a full crash that prevents the respawning.

Thanks, I've mentioned this on the hardcore sk github so they can adapt / help the mods work together.
#174
Quote from: axeladalidez on August 22, 2016, 11:15:53 AM
The edb prepare carefully from steam works surprisingly fine without any problems.

Are you getting oil / mineral veins on the map? that's what I failed to notice when i first started with the original 4.0 alpha 14 hc sk release that and a few other things its a few posts back.
#175
The default first released version for alpha 14 of hardcore sk doesn't have prepare carefully included. The daily/weekly build on github has it, and that's changed quite a lot at least in the beginning.
#176
Quote from: noidea on August 22, 2016, 04:56:40 AM
Quote from: Zakhad on August 22, 2016, 04:02:49 AM
It's combat realism thats doing it
Yeah, I know it and dislike it very much. I think I played with a version of it or with another mod where at least energy weapons didn't need ammo. I can live with that by getting a cheap energy pistol at the start for hunting purposes while depending on turrets until I can properly arm my colonists. But heck, even turrets seem to need ammo in this mod.
Quote from: Zakhad on August 22, 2016, 04:02:49 AM
are you using loadouts btw? (Assign tab) that gets rid a lot of the tedium as they can automatically pick up the right amount of ammo
No, I'm not. I can't craft proper ammo yet, neither will be able to do for a long time and have absolutely no desire to bother with it. Even spawning ammo using the debug menu for the gazillion types of guns is bothersome, not to mentiong storing and keeping track of them.
Call me casual, but I absolutely despise mindless micro.  ;D

So what you're saying is that you really really REALLY love starcraft2? :P

Would you indulge my curiosity? What made you pickup hardcore SK modpack, as It's full of in depth micro management of many different systems; be it managing seed stockpiles, rotating animal pastures around the map, checking each building/item/weapon to see what material works best etc.

For me it's just down to how in depth a lot of the systems that normal Rimworld takes for granted I prefer hardcore sk's approach to making it more believable, not necessarily more realistic.
#177
Quote from: noidea on August 22, 2016, 03:40:31 AM
How do I disable ammo management? The tedious micro makes it unplayable.

It's combat realism thats doing it, are you using loadouts btw? (Assign tab) that gets rid a lot of the tedium as they can automatically pick up the right amount of ammo
#178
Anyone having problems with Misc incidents with people lost on a ruins of event, go over and manually update to Misc. Incidents - V0.14.6 I've been bug reporting with Haplo and we're able to fix as far as I could tell, as my people were able to come back.as you'll see over on his forums.
#179
Quote from: Haplo on August 21, 2016, 03:59:27 PM
Quote from: Zakhad on August 21, 2016, 05:24:09 AM
...

Thanks for that. I also don't know what exactly causes the error to spawn, but I think I have a solution for what your log file shows..
I'll update the incidents to 0.14.6 soon. The new patch should catch the error and hopefully your pawns will return this way. Can you please try it and tell me?

First of all thank you. I had already abandoned carrying on with that save but I did keep the save encase this little bug reporting endeavour bared any fruit, in this case it did! I replaced the mod loaded up the old save just before they're due to return and they returned. Hopefully this helps other people out. Is there any chance you could explain a little bit of what you think happened and or what you did to fix it? This is just so I have a little bit better of an understanding of what went wrong.

http://pastebin.com/04kAJbsg new pastebin for the output log


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#180
http://pastebin.com/Z8w1vn4J

Quote from what I wrote in the hardcore sk forum section, i didn't want to double post not sure if it was considered spam-like

Quote from: Zakhad on August 20, 2016, 11:32:57 PM
Enlightened was causing the gui to flicker and was removed on yesterdays github i think

Enjoying the last couple of days worth of changes on the github, with the RA assets/changes to hardcore sk from yesterday. The primitive play style is great from an immersion sense, its feasible to survive for a while without ship chunks. It make for a nice sense of progression to what you'd normally start as default to on alpha 13

My only pet peeve right now is with Misc incidents and permanently losing people due to the trigger for them to return not happening (been over to his mod forum and similar people are having this issue)

Yes I have tried editing the code with various combinations the only thing I haven't tried is deleting it but then i'd lose my people :S

<li Class="Incidents.MapComponent_ColonistsOutsideMap_RumorOf">
<Active>True</Active> (Have tried False/Null
<ExitMapCell>(0, 0, 5)</ExitMapCell>
<returnTicks>0</returnTicks> (Tried various numbers from 0-1100)
<autoDeactivateTicks>0</autoDeactivateTicks> (This keeps defaulting back up to 12000 each time i change it)
<PawnsOutOfMap>


Edit - Okay I have noticed that this consistently (Image below) appears each time the event for them to return triggers so its an invalid item spawn and its stuck in an eternal loop but this could just be 1 item out of 50 items after say if this item gets fixed.

The only melee weapons they have are two pawns with pickaxes in there inventory (gun in mainhand) can someone verify that the pickaxes are not corrupt?

Pickaxe 1
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
</verbs>


Pickaxe 2
<li Class="Infusion.ThingWithInfusions">
<def>TFJ_Tool_Mining_Pickaxe</def>
<id>TFJ_Tool_Mining_Pickaxe226783</id>
<pos>(274, 0, 254)</pos>
<health>80</health>
<stackCount>1</stackCount>
<stuff>Bronze</stuff>
<verbTracker>
<verbs>
<li Class="Verb_MeleeAttack">
<loadID>4426573</loadID>
</li>
                                                                                                 </verbs>




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