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Messages - Zakhad

#196
Quote from: eskoONE on August 16, 2016, 11:23:44 PM
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?

Edit: I get another bug for raid not being able to spawn.

http://imgur.com/ypJeDnf

i do have the same issue. are we the only ones who do have this issue?

What version are you running on I've not had it with the github version.
#197
Quote from: Gurrnt on August 16, 2016, 05:13:34 PM
Anyone got an idea why my colonists won't clean? I got their clean priority to 1 but nobody seems to be cleaning anything, the place is filthy bringing their moods down.

The cleaning zone is back you have to zone an area for cleaning.
#198
Quote from: StormySunrise on August 16, 2016, 03:00:54 PM
Anyone know how to fix these errors?
I get them while trying to do quickstart and loading a save file
http://puu.sh/qDBxS/2886b0cca8.png
http://puu.sh/qDBx1/9a351c8f38.png

The 2nd image I think was fixed in Yesterdays github under "Updated Brighten from A12, Orassians and other reworks." and onwards I can't say for sure but I did notice a lot of researchdef changes. What version are you running?

https://github.com/skyarkhangel/Hardcore-SK/commits/master

Anyone else having weird blinking userinterface every now and again? (I was running default alpha 14 build yesterday, I'm now running the latest github from "Merge branch 'master' of https://github.com/skyarkhangel/Hardcore-SK" onwards
#199
Quote from: Finassar on August 16, 2016, 03:30:23 AM
yeah, one of "fluffies" mods, fluffies tabs I think

Quote from: Adventurer on August 16, 2016, 04:51:37 AM

That mod received a fan update, available here: https://ludeon.com/forums/index.php?topic=19764.45

I recommend the 'On' version. It only defaults to On for things where the constructor matters, mind you.

I may have manually downloaded and added both O.o both are much needed ease of life staples

Edit: Was the worktab stripped down for just the basic features in hardcore sk? like organising an entire collum.
#200
Outdated / Re: [A14] Enlighten
August 15, 2016, 08:24:51 PM
I actually thought it was native to Rimworld lol.
#201
Anyone else having problems with hospitality with today's release of hardcore sk. I'm getting a path finding? spam bug with hospitality.

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#202
Lol yeah I'm just messing around I'm not expecting a full playthrough. Like my post a few sections above I'm reporting bugs etc. Trying to help out where I can. Like when a factionLord dies there's a good chance combat realism will bugout / 1fps on death trying to spam create an invalid selection of items for him in my case it was a invalid backpack id.
#203
Quote from: Orion on August 15, 2016, 05:40:56 PM
Quote from: Zakhad on August 15, 2016, 05:15:30 PM
Create leaderFactionLord Null reference? I'm not sure if this is hospitality's fault I'm just asking for a bit of help is the errorlog pointing towards a factionleader "diying?" and a replacement is trying to be made with invalid equipment in this case a backpack?
Looks like you're using Combat Realism... it changes so much stuff, I don't even know where to begin fixing it (again). Both mods definitely don't work well together (again).

That's fine, I'm testing hardcore SK mod pack and trying to help nail down whats causing this or that problem I appreciate the insight. I figured it had to be something to do with loadout's or something I completely forgot about CR changes loadouts.
#204
Quote from: Szara on August 15, 2016, 05:55:23 PM
Without Prepare Carefully there is no holdup at map generation, it just takes a minute. Though the starting gear for the lost tribe seems to be a little bit wrong, non-stuffed versions of the pila and shortbows which causes an error and gets them set to the default wood logs.

Did you do anything else to the loaded mods or mod order for Prepare Carefully, Zakhad?

No I Just used prepare carefully to make 5 characters exactly more or less how I like and start the map no items no nothing, its at the bottom of my load order if that helps. There could be problems with the items as your describing that might be why it wasn't released with this version.

Quote from: Owlchemist on August 15, 2016, 05:57:35 PM
Surprised this hasn't been mentioned yet, but I started playing just now and upon looking around the map to begin planning, I noticed there was no mineral or oil deposits. That would be a bit of a game breaker, especially the oil part D:

I was using prepare carefully though, not sure if that messed with the map generator...

UPDATE: upon a bit of testing, it appears manually installing prepare carefully breaks the map generation in this regard. Back to waiting for me!

UPDATE 2: If you don't want to wait, you might be able to use prepare carefully to generate your colonists, then copy their XML from the save, then restart the game without Prepare Carefully, save it, and paste in the replacement colonists. Untested idea!

I didn't even pay attention to that, yeah there's no oil or minerals, probably other things as well, oh well testing is testing I'm happy to play with w/e I can :)

#205
Quote from: Szara on August 15, 2016, 05:20:18 PM
Quote from: Zakhad on August 15, 2016, 02:54:41 PM
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.

Mechanisms, components, electronics components can be found in the ship chunks.


So far I've not had any problems running prepare carefully but then again I'm just starting with 5 naked people they have stats configured/traits chosen but that's it.



When trying to use Prepare Carefully, and just that on top of the standard load order, my game decides to take forever at Generating Map. Not sure if it just wants to take over half an hour to generate the map for some reason or what, but I've been giving up after about 20 minutes.

Generating maps do take a bit longer but not 20 minutes, mine takes about 2-4 minutes raid-0 no ssd

Bug report 1 - To any of the dev's sky etc glow stone lamps don't actually require glow stone in order to be assembled but when dissembled I get 10 glow stone :s

Bug report 2 - Growth of Fungus/Mushrooms have "INT" at the end so 5% growthInt

Bug report 3 - The Hand smelting furnace (which looks awesome btw) has a broken interaction spot depending on how you align/place it down on the map if for example from the south and interacting from the north its 2 spots away, rather than 1 from each other direction.

Bug report 4 The hand smelting furnace bill description of tin/copper as individual items are not alloys

Bug report 5 Research tech requirement for Glassworking II is wrong. At the moment its set to Technology instead of Glassworking I, as I can research either one. Also Animal Husbandry II description ???
#206
Create leaderFactionLord Null reference? I'm not sure if this is hospitality's fault I'm just asking for a bit of help is the errorlog pointing towards a factionleader "diying?" and a replacement is trying to be made with invalid equipment in this case a backpack?



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#207
Quote from: Zakhad on August 15, 2016, 04:30:25 PM
Getting a NullreferenceException pointing towards Hospitality anyone know?

Edit: I think a factionlord died and a new one is trying to be created but it's giving it an invalid item

It's cripping like the old pathfinding bug where it constantly trys to pathfind causing 1 fps of death.
#208
Getting a NullreferenceException pointing towards Hospitality anyone know?

It's cripping like the old pathfinding bug where it constantly trys to pathfind causing 1 fps of death.

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#209
Quote from: Autismo on August 15, 2016, 02:53:57 PM
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.
Any ETA? Few hours? Few days? A week or two?

Great work, by the way.

Just install it manually download add into folder and enable - I can't make any promises it won't mess anything up but its working fine for me, as always backup saves.

Edit - that sounds like it would be great, the whole farming/agriculture does seem a bit bland for hardcore SK based on previous versions I haven't seen the changes in 14 so.

Quote from: Autismo on August 15, 2016, 02:53:57 PM

I've got a suggestion that may have been recommended before. Another mod pack, Mod Variety Pack, has a feature where you're required to till your soil in order to grow crops. Higher-tier crops would require you to water and eventually fertilize your soil. It took a while to prepare soil for planting, which made farms a more significant piece of infrastructure. You couldn't just plop down a growing zone anywhere. It's a pretty "hardcore" system, and I think it would be a lot of fun in this pack, especially with seeds being required in SK.
#210
Quote from: skyarkhangel on August 15, 2016, 02:43:20 PM
Yep, currenty without Prepare Carefully, we have not worked full compatibility. Add this, as soon as possible.

Mechanisms, components, electronics components can be found in the ship chunks.

So far I've not had any problems running prepare carefully but then again I'm just starting with 5 naked people they have stats configured/traits chosen but that's it.

I did take a bit of a guess on that one, I have none spawned on the map with me so I had just assumed it was the same old in that it just gives components/ore, ty for clearing that up :). I'll just have to wait for the event to spawn one until then its corpses/raspberries for everyone.