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Messages - Zakhad

#181
Quote from: Griffith on August 21, 2016, 02:18:07 AM
Using GitHub release, turned off Prepare Carefully so the spaceship crashing wont slaughter all my guys at once.. now none of them spawn haha

Are you using crash landing mod? That shouldn't be effected by prepare carefully, your dying due to ammo exploding probably. or you set to hard mode on the crash landing config where it quite literally is a crash landing 50-90% fatality you'll be lucky to have 1 person or 2 with a missing leg or arm etc.

If that's not the case you can just select arrival method in the scenario editor before you get to prepare carefully I always selected standing. unless I'm going for a theme.
#182
I'm not looking for a solution to the problem as its mod related but just trying to break it down into parts so I can report a problem with a mod properly

http://pastebin.com/Z8w1vn4J



[attachment deleted by admin - too old]
#183
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 assists/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>


http://pastebin.com/Z8w1vn4J

[attachment deleted by admin - too old]
#184
I'm having a similar issue I can't seem to lower the value it keeps going back up.

<returnTicks>169178</returnTicks> keeps resetting (saved every 10 seconds down from 1000 to 0ish then it reset to 170000

Would

<li Class="TacticalComputer.MapComponent_ColonistsOutsideMap_Anomaly">
<PawnsAtAnomaly />
<returnTicksAnomaly>96591</returnTicksAnomaly>
</li>


have anything to do with it this is directly after the pawndef's inside the event def? or is that just a cd for if you had said Taticalcomputer for the event to trigger.


Edit: I think I've narrowed it down to having a corrupt inventory item in that I'm getting a nullreference and its stuck an eternal loop because it can't create a character with an invalid item, I've posted about this is the hardcore sk section with the relevant info as best as I can figure out, since I'm using that modpack and can't figure out which is the problem the modpack or this :S
#185
The real time clock located in the main game options menu *show real time clock? i thought it was disabled by default, unless I misunderstood what you're referring too.
#186
Quote from: Owlchemist on August 19, 2016, 06:22:52 AM
4 years and you don't even have the tier 1 benches setup? Holy crap. How have you not restarted by now, lol.

You need 16 mechanisms between the machining table, assembly table, and furnace. I think each ship chunk drops... 2 or 3? There should have definitely been at least 8 ship chunks spawned with the map when you started.

The spawn rate at the start of the game is fine but as the game progresses other incidents unlock and override the falling ship debri ones, or make them much less likely to happen. If i can get a hand assembler then I'm golden as i can disassemble plenty of metal walls around the map :P

*Edit downloaded new version started again... Holy shit everything's changed lol +1 to lack of early game mechanisms needed*
#187
Anyone else think that the spare ship chunk event needs to be increased? It's been like 4 years and I've only had 3 drop in the first year, I have 6 mechanisms i need 8 to make a damn hand assembler Quite a nice.... big empty base built so far, all the components have been used on doors/beds/tables/stools because I cant do anything else apart from a logging table, I'm not really complaining I'm just wondering if anyone else think it needs to be increased, its just a wee bit boring waiting, and I'm losing limbs left right and center and no way to replace them at the moment due to lack of abilty to progress tech wise, I'm trying not to spawn them in.
#188
O.o loving the changes on the github now has prepare carefully added no more fudging it in :P
#189
I had the option to install a bionic leg as soon as I had an anesthetic medicine during last nights play through I had yesterdays github version as a reference point, only had researched medicine 1 and hospital 1 (I got a bionic leg from a ruins event) what race is the person you're trying to use it on? Because there's a new pawn race in alpha 14 hardcore sk albeit not a problem now looking at the massive github changes towards that race, might it be that you had one of the said pawns?
#190
Quote from: Owlchemist on August 17, 2016, 03:54:23 PM
Modders never get a break it seems! Just upgraded to A14, and A15 is now available for testing :O

Not much from A14 I cared to miss out on when playing on A13 in order to play modded, but A15 sounds pretty great ;)

Loving the changes to alpha 15 :P changelog for anyone interested. https://ludeon.com/blog/2016/08/features-preview-of-alpha-15/
#191
Quote from: TREH on August 17, 2016, 05:38:20 AM
Quote from: Adventurer on August 17, 2016, 02:15:28 AM
I'd really like to know why changing the core files is necessary. It really isn't legal to distribute those in the first place as they're copyrighted game assets.

C'mon buddy, they're useless to anyone without a functioning build, configured in the right order, etc. This isn't exactly ripping models from one game to upload to the Steam workshop of another.

*Cough skyrim (Orginal) monster mod cough*
#192
So after 10 or so hours of playing, I died from the various cat event firing in quick succession. Some lost cats have decided to join your colony (Great more mouths to feed), a Feenix has decided to wonder into your territory 5 seconds later a Icecat has also decided to wander into your territory. The cold snap kills the pheenix, (yey free living fire) I might as well bag a living frost while I'm at it, waits for it to sleep, then surrounds it a group of heafty 40 damage clever's that the ogre's kindly donated to the colony, after bagging a living frost for the freezer and having a living fire act as free central heating I'm not really worried about the cold snap. But woe to me, 10 minutes later more cats have decided to join the colony, at the time I didn't really think about the rectification of having so many cats. It wasn't until I start getting chain berserking from starvation, I was like hang on I swear I had like 500 or so raw meat and 50 or so roasted meats just a sec ago... Nope 20 or so cats decimated my 500 or so surplus of food in the middle of winter,(Cold snap no animals on map all fled) and I was like blergh can't be bothered + new updates usually means I need to restart, was an interesting little anecdote that I thought to share. *Cat soup's anyone? I couldn't put myself to killing the poor little fuzz balls of death :P
#193
Quote from: Patitodo on August 17, 2016, 04:42:18 AM
Quote from: Zakhad on August 17, 2016, 03:55:20 AM
Quote from: Patitodo on August 17, 2016, 02:39:28 AM
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?

Prepare carefully breaks the map gen so you won't have any as far as I can tell if you're using it, but I doubt you are but just in case.

Just wait for one to fall like I did (1 whole season of raspberry's and eating corpses), or you can spawn one in if your really impatient (esc, dev mode *tool try to place near, ship chunk*)


Mmmm, ok, I didn't know that it can fall from the sky. Many thanks!!

I'm playing on extreme desert biome, so eat until I can do something new will be... funny hahaha

Again, thanks a lot to all.

Try and cultivate a hive system where you raid the insect jelly each night while you got very little to do waiting for the heavens to open up. Or you could try your lucky with an ancient danger room and hope for something that's able to be disassembled into mechanisms etc.
#194
Quote from: Adventurer on August 17, 2016, 04:05:32 AM
QuoteAlso I'm not a legal expert at all but I don't see the difference between providing modded files in folder named Core or in a folder named something else. The changes are the same it's just a matter of naming.

It is completely unnecessary. You have to include ALL the core files every time creating unnecessary bloat (if you don't, a revert could force users to verify their cache or reinstall the game). It also makes it much more difficult for new modders to convert to a new version if the current maintainer moves on.  Redistributing the assets of any copyrighted game is typically a big no-no. And it isn't really clear what the modified Core files even do, or why we need Core AND Core_SK.

There's just no good reason to do this.

I think it comes down to the modding community not being advanced enough or a need to have something equivalent to minecrafts forge due to a lack of mainstreaming, we have the community core library which is essentially a lite version of forge for compatibility. I guess it could be modified towards as a full resource api to pull from so that mods don't directly modify or touch the core folders and are able to play nice together. Honestly take what I say with a pinch of salt I really don't know enough, I'm just extrapolating.
#195
Quote from: Patitodo on August 17, 2016, 02:39:28 AM
I just tried 5 restarts as a tribe but there aren't any ship chunk. Is a broken scenario?

Prepare carefully breaks the map gen so you won't have any as far as I can tell if you're using it, but I doubt you are but just in case.

Just wait for one to fall like I did (1 whole season of raspberry's and eating corpses), or you can spawn one in if your really impatient (esc, dev mode *tool try to place near, ship chunk*)