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Messages - PhxCan

#1
Quote from: Tenshi~Akari on October 08, 2017, 08:26:15 AM
Quote from: PhxCan on October 07, 2017, 02:23:38 PM
...But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.

Mentions this in the changes...just be in Developer Mode when you click on the Leadership tab. You should have 3 buttons available to you, One to change the leadership type, one to change/add leaders, and one to completely purge the leadership roles in case you want to completely remove the mod.  ;)


Thank you very much :)
#2
Quote from: PhxCan on October 07, 2017, 04:00:42 PM
Quote from: PhxCan on October 05, 2017, 12:19:37 PM
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?

Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?

Ok, seems not going to get any help, but at least tell me when this nuclear stuff going to end. Its been 1,5 years in game time.

It seems like you can just deconstruct radiation filth. I found out while I was trying to contain them. If you get nuked and radioactive fallout gets you, just deconstruct them. It will make the life a lot easier.
#3
Quote from: PhxCan on October 05, 2017, 12:19:37 PM
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?

Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?

Ok, seems not going to get any help, but at least tell me when this nuclear stuff going to end. Its been 1,5 years in game time.
#4
Quote from: sidfu on October 07, 2017, 01:09:59 PM
Quote from: CruelBanana on October 07, 2017, 01:02:33 PM
For some reason I can't generate world, it just goes back to world setting. I tried all sizes, storytellers and a handful of scenarios, but nothing happens. If someone had simillar problem, or knows how to solve it I would highly appreciate it. It also might be load order, for I have no idea if there should be any particular one(exept load mod libraries before mods, of course).

keep swaping seeds some seeds when useing mods wont generate world.


on raids we have a new included raid helper but u have to config it yourself. go into the core sk/def/config. open it with any text editor and just chnage the raid delay and the min/max day things to something u want. so say u set the raid delay to 10 and the min max to 3. u should normaly get a raid evvery 7-13 day

There is no config file inside core sk/def/
#5
Not all dictators have to die to make a transition to the democracy. The guy who is the founder of my country was basically a military dictator(he was a benevolent leader so nobody calls him that), but when the wars over he made people form the first opposition party in my country. So there should be an option to pass to democracy in the game. But if you know how to change it by dev mode, I am also interested. My colony is big enough to support democracy now.
#6
Quote from: davidjruss on October 06, 2017, 05:11:12 PM
I am having problems with the Work Tab - if I expand the tab to encompass all the settings , the columns are all squashed up in one long table , column headings overlapping each other making them impossible to read. The work table looks nothing like the 2 tier table shown on page 2 of the hardcore sdk guide. Anyone know what I am doing wrong ?

DavidR

Ps - I cannot also find the horizontal scroll bar mentioned in the guide.

Yeah, since you have mentioned, I also have this thing. Plus drugged rib problem I mentioned earlier of course.
#7
Hello, I have a small problem. It seems like I cannot install drugged ribs to colonists, but other ribs work fine. Any ideas?

Also, somebody nuked me in the game, and now deadly radiation everywhere. Is there a way to clean it? Like Russians did in Chernobyl? They buried some villages which were too radioactive, maybe something like that?
#8
Hello, great mod.
I need help though. I cannot install drugged ribs to colonists, but other ribs work fine. I use A 17 hardcore sk. Does anyoe know how to solve this?
#9
Quote from: orcinator on March 06, 2017, 12:36:05 AM


Now you're just talking nonsense.
[/quote]

I just checked, both parapets and embrasures are passable in latest version. But even if they weren't, at least for embrasures you have to research them first. So until then you are vulnerable to melee attackers. And for your nonsense claim, this is a colony simulation game. If you cannot tell difference between a simulation game and arcade game that is not my problem.
#10
Quote from: orcinator on March 04, 2017, 06:12:55 PM
Noticed parapets (and embrasures) were made impassible in the more recent version I'm trying.

Not really a fan of this since it makes defending against melee even attackers easier than before.


Also incendiary weapons of all kinds  don't seem to work


edit: version should be hcsk 0.16.1393
rev 1812


edit2: seems like this applies to all explosions, using the debug menu to spawn explosions did nothing. The shrapnel from frag grenades seems to work though.

error message is

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Embrasures are meant to be impassable in reality.
https://commons.wikimedia.org/wiki/File:Pillbox_embrasure_with_shutter.JPG
Also melee attackers are least of the problems, when terminators or guys with shielded power armors come you wish for even more powerful defenses, rather than passable ones. In last version I was attacked by 50 terminators, and I barely killed 10 of them. And my base had multiple defensive perimeters. The mod needs more defense if you ask me, like base shields and base powered energy weapons. Energy weapon turrets with ammo is a bad idea, again in reality this weapons work with only supplied power from the structure they ar attached to. No ammo needed.
https://www.youtube.com/watch?v=D0DbgNju2wE

If you kill realism in a game for the sake of making it enjoyable, it becomes an arcade game. And arcade games are not known as replayable games.
#11
Quote from: PhxCan on February 28, 2017, 02:30:07 AM
Quote from: Rhyssia on February 27, 2017, 04:00:26 PM
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

Verb problem with Combat Realism? Why, and how do I fix this?

Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.

This can be fixed by editing save, it says there are multiple verbs with same number extension.

Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM

-snip-
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
-snip

**** Crash! ****

If anyone wonders, I deleted the whole thing and reinstalled. It did the same thing after playing for several hours. The same log, same error.

This last error is a problem with memory leak, expected to be fixed with A17

Thank you!! Can you please also tell me what to change in the saves? Or if there is a similar case or guide telling me what to do, a link to it would be totally fine.

Ok, I checked the save, but there were no verbs with same IDs.

<li Class="Combat_Realism.Verb_ShootCR">
<loadID>11</loadID>

I checked every single verb about Combat Realism. I found some null targeting parameters but erasing them or appointing a target didn't do anything.

I checked combat realism page,  in 13. version some people say they have the same problem but they got no replies. So this is not something new.

Also before this I erased the game and reinstalled it, and reinstalled the mod as instructed. But still, after some playtime Got the same error. So this problem is unlikely my doing.
#12
Quote from: Canute on February 28, 2017, 03:39:32 PM
Quote from: PhxCan on February 28, 2017, 02:40:16 PM
An interesting side note about darkness mod in hardcore, it works even if you dont enable it as a mod. I didn't enable it but I still got darkness event. So enabling it while it is still working might be the cause of the problem of that lag spike.
Darkness event and darkness mod are 2 different things.
Darkness mod "Makes nights darker and creepier".

My bad, I thought they are related.
#13
Quote from: Xandrox on February 28, 2017, 02:11:29 PM
Hi there!

first of all thank you for the great work with the Hardcore Mod Pack, I really enjoy playing Rimworld with it.

Now to my Issue:

I´ve also started to encounter the "Lag Spike even whilst Paused" Issue. This started to appear after I enabled the "Darkness&Patch" Mod which was disabled by default. In my games before  I enabled the patch I did not encounter the lag spikes. (same Hardcore SK download)

An interesting side note about darkness mod in hardcore, it works even if you dont enable it as a mod. I didn't enable it but I still got darkness event. So enabling it while it is still working might be the cause of the problem of that lag spike.
#14
Quote from: Rhyssia on February 27, 2017, 04:00:26 PM
Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
-snip-
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

Verb problem with Combat Realism? Why, and how do I fix this?

Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.

This can be fixed by editing save, it says there are multiple verbs with same number extension.

Quote from: PhxCan on February 27, 2017, 10:00:58 AM
Quote from: PhxCan on February 23, 2017, 02:07:53 PM

-snip-
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview
-snip

**** Crash! ****

If anyone wonders, I deleted the whole thing and reinstalled. It did the same thing after playing for several hours. The same log, same error.

This last error is a problem with memory leak, expected to be fixed with A17

Thank you!! Can you please also tell me what to change in the saves? Or if there is a similar case or guide telling me what to do, a link to it would be totally fine.
#15
Quote from: PhxCan on February 23, 2017, 02:07:53 PM
Hello, I have a problem with saves.

I am 2 or 3 hours in the game, no other mods than Hardcore. I didn't build much, barely have a battery and basic powerplant. I saved the game, exited (no crashes) And when I am back, it didnt open any saves.

here is a part of the log, this repeats again and again.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Verse.CompEquippable.get_PrimaryVerb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.get_verb () [0x00000] in <filename unknown>:0
  at Combat_Realism.CompFireModes.InitAvailableFireModes () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

Verb problem with Combat Realism? Why, and how do I fix this?

Edit: Tried to fix it by running the game in administrator mode, now it crashes when I open save or new game.


[ ALLOC_DEFAULT ] used: 1979592191B | peak: 0B | reserved: 1990715815B
[ ALLOC_TEMP_JOB ] used: 0B | peak: 0B | reserved: 2097152B
[ ALLOC_GFX ] used: 249806320B | peak: 0B | reserved: 294295976B
[ ALLOC_CACHEOBJECTS ] used: 1048B | peak: 0B | reserved: 2097152B
[ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_PROFILER ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_THREAD ] used: 30721B | peak: 0B | reserved: 3211264B
Could not allocate memory: System out of memory!
Trying to allocate: 441663540B with 16 alignment. MemoryLabel: TempOverflow
Allocation happend at: Line:75 in
Memory overview

========== OUTPUTING STACK TRACE ==================

0x015D0EE1 (RimWorldWin) RegisterModule_TextRendering
0x015D4084 (RimWorldWin) RegisterModule_TextRendering
0x015D5CDC (RimWorldWin) RegisterModule_TextRendering
0x015DD3FE (RimWorldWin) RegisterModule_TextRendering
0x015E2CA9 (RimWorldWin) RegisterModule_TextRendering
0x015E304B (RimWorldWin) RegisterModule_TextRendering
0x015CC24A (RimWorldWin) RegisterModule_Terrain
0x0162DF74 (RimWorldWin) RectT<float>::SetTop
0x01628E6F (RimWorldWin) RectT<float>::Contains
0x01629EA1 (RimWorldWin) RectT<float>::Contains
0x0162F8B3 (RimWorldWin) RectT<float>::SetTop
0x0520CE0B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GUIStyle:Internal_CalcHeight (intptr,UnityEngine.GUIContent,single)
0x0520CDC1 (Mono JIT Code) UnityEngine.GUIStyle:CalcHeight (UnityEngine.GUIContent,single)
0x0520CB6B (Mono JIT Code) Verse.Text:CalcHeight (string,single)
0x12DFEC31 (Mono JIT Code) Verse.EditWindow_Log:DoMessagesListing (UnityEngine.Rect)
0x12DFE169 (Mono JIT Code) Verse.EditWindow_Log:DoWindowContents (UnityEngine.Rect)
0x12DFD0EE (Mono JIT Code) Verse.Window/<WindowOnGUI>c__AnonStorey292:<>m__1A0 (int)
0x12DFC170 (Mono JIT Code) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
0x12DFC257 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_int_object_int_single_single_object (object,intptr,intptr,intptr)
0x100F1440 (mono) mono_set_defaults
0x1005D7EE (mono) mono_runtime_invoke
0x0123D2DE (RimWorldWin) scripting_gchandle_get_target
0x012C200A (RimWorldWin) ScriptingArguments::AddString
0x0162C217 (RimWorldWin) RectT<float>::SetTop
0x0162D6F8 (RimWorldWin) RectT<float>::SetTop
0x01623C13 (RimWorldWin) RegisterModule_IMGUI
0x0162419D (RimWorldWin) RegisterModule_IMGUI
0x0129A129 (RimWorldWin) RectT<int>::Contains
0x0129A3ED (RimWorldWin) RectT<int>::Contains
0x01330EAB (RimWorldWin) Append
0x0133360E (RimWorldWin) PlayerWinMain
0x0172C8D8 (RimWorldWin) RectT<int>::GetBottom
0x0175BD88 (RimWorldWin) RectT<int>::GetBottom
0x74EE338A (kernel32) BaseThreadInitThunk
0x77599902 (ntdll) RtlInitializeExceptionChain

========== END OF STACKTRACE ===========

**** Crash! ****

If anyone wonders, I deleted the whole thing and reinstalled. It did the same thing after playing for several hours. The same log, same error.