[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

Mehicus

I'm not sure if anyone else has posted this but I noticed that you can't put regular vents (example steel vent, active vent, duct outlet, smart duct outlet, duct intake, that cooler that goes on the wall or the heater that goes on the wall) on any type of conduit wall (example steel conduit wall) as well as smoothed wall (example granite smoothed wall). I also had an issue with a colonist getting stuck smoothing a wall. I believe it was a 10 tick error. Thank you.

TheGentlmen


TheGentlmen

#1007


Edit: its now saying 30m left... so expect it in an hour or so...
Edit: Set it on ultrafast, now it'll take 10m
Edit: It says itll take 15m...
Edit: Handbrake was wierd... it sped the footage by like 10x then chopped off the end... leaveing 2 minutes straight of pitch black... redoing... gimme 30m

TheGentlmen

Fixed handbrake adding the pitch black...

I kinda like it at 2x speed, so I'ma keep it like dat... UPLOADING NOW!!!!


TheGentlmen

EE can't fiqure out how to make steel parts: https://youtu.be/DJEpeIqMFCo?t=18m16s

EE can't read descriptions cuase it clearly says 30 metallic thingys... NOT 20.

Sky, you must implement a special note that pops up and says this:
"If you are EE please read discriptions -Gentz"

Plz... Plz... Please... PRETTY PLEASE WITH A CHERRY ON TOP?

dafsr2

Can't create a new world with combat realism selected. Am I doing something wrong? I put the modconfig file in the right place and moved the other one out.

TheGentlmen

Quote from: dafsr2 on September 26, 2015, 09:44:15 PM
Can't create a new world with combat realism selected. Am I doing something wrong? I put the modconfig file in the right place and moved the other one out.

I don't run HCSK, but doesn't CR come enabled by deufult?

I've tested that mah method that I showed in the viidoe works so I don't know what's going on.

Outlog? Did the debug console say anything even?

dafsr2

I hope it comes autoenabled because CR is an awesome mod. Here's what output log said:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Mod selection did not change.  Skipping mod reload.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception filling window for RimWorld.Page_CreateWorldParams: System.ArgumentNullException: Argument cannot be null.

Parameter name: type

  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Boolean newborn, Int32 tries) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.GenerateFactionsIntoCurrentWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0

  at Verse.DialogUtility.DoNextBackButtons (Rect innerRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

TheGentlmen

Quote from: dafsr2 on September 26, 2015, 09:50:59 PM
I hope it comes autoenabled because CR is an awesome mod. Here's what output log said:

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Mod selection did not change.  Skipping mod reload.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception filling window for RimWorld.Page_CreateWorldParams: System.ArgumentNullException: Argument cannot be null.

Parameter name: type

  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0

  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0

  at RimWorld.PawnWeaponGenerator.TryGenerateWeaponFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef kindDef, RimWorld.Faction faction, Boolean newborn, Int32 tries) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x00000] in <filename unknown>:0

  at RimWorld.FactionGenerator.GenerateFactionsIntoCurrentWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Planet.WorldGenerator.GenerateWorld () [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.GenerateAndReview () [0x00000] in <filename unknown>:0

  at Verse.DialogUtility.DoNextBackButtons (Rect innerRect, System.String nextLabel, System.Action nextAct, System.Action backAct) [0x00000] in <filename unknown>:0

  at RimWorld.Page_CreateWorldParams.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Window+<WindowOnGUI>c__AnonStorey1C3.<>m__EE (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Hrm... can I get your mod-order? Also, insure that your running V2.2

dafsr2

Okay, for some reason v2.2 was only partially installed? I'm missing half the new mods added in the patch for some reason lol. I'm going to go see a movie so when I get back I'll mess around with it and see if I fixed it, if not I'll post the mod order.

TheGentlmen

Quote from: dafsr2 on September 26, 2015, 10:07:14 PM
Okay, for some reason v2.2 was only partially installed? I'm missing half the new mods added in the patch for some reason lol. I'm going to go see a movie so when I get back I'll mess around with it and see if I fixed it, if not I'll post the mod order.
Hehe... GL


skyarkhangel

You doing something wrong... in your log can't understand where problem.

Patitodo

Sky, we will expect some update soon? I really want to start a new colony but it must last long time so...