[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.

MightyGooga

Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.

Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.

The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.

I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?

Masquerine

Quote from: gustavoghe on January 13, 2016, 02:09:44 PM
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.

Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.

The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.

I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Research tree has not been addressed yet, but is in progress. There is a guy reviewing how the current tech tree flows and is creating a picture to show it all. He'll then go through every single research description and detail everything they unlock and more. It'll take a lot of time but in the end it'll be very detailed.

Orders for collection are low priority "mining" tasks I believe. Set them to be miners and as long as there are no rocks to mine, they should start gathering instead. Tested it, confirmed.

Crematorium produces ash from items/corpses/ect, just like the fire pit.

Unrelated, mech siegers failed to set up their siege weapons with a spammy error log. Picture attached. Pirates seem to be sieging correctly.

[attachment deleted due to age]

Batpeter

Quote from: Masquerine on January 13, 2016, 02:36:59 PM
Quote from: gustavoghe on January 13, 2016, 02:09:44 PM
Quote from: Batpeter on January 13, 2016, 02:04:35 PM
Why is there a research project Medical Agriculture I when Medicine I does the same thing and more, according to the descriptions.

Also, how do you collect clay and rubble? I designated an area but the colonists are not doing anything with it.

The Techtree is not completed yet. There are a lot of descriptions that need to be reviewed as well. For now, just go with the flow.

I have a question regarding Crematoriums. Do they produce ASH like the fire pit? They should right?
Research tree has not been addressed yet, but is in progress. There is a guy reviewing how the current tech tree flows and is creating a picture to show it all. He'll then go through every single research description and detail everything they unlock and more. It'll take a lot of time but in the end it'll be very detailed.

Orders for collection are low priority "mining" tasks I believe. Set them to be miners and as long as there are no rocks to mine, they should start gathering instead. Tested it, confirmed.
Thanks, and the tech tree really needs some detailed descriptions. Good to hear it's being worked on!

edit: i also had a similar error as with your mammoth, when these Antis spawned:

[attachment deleted due to age]

zoranjoza

How to open this thing like 2 posts upper?  It's like console in counter strike 1.6 ~?
Coz I have few sec freezes every 20-30sec...

Masquerine

Quote from: zoranjoza on January 13, 2016, 03:09:19 PM
How to open this thing like 2 posts upper?  It's like console in counter strike 1.6 ~?
Coz I have few sec freezes every 20-30sec...
The debug log console like my pictures? You have to turn on "development mode" in menu>game options. Then return to your game screen and hit your `/~ key (left of "1" key), or click the leftmost white icon in the top right of your screen. That will bring up the debug log. It shows useful things like errors and warnings. It can help to narrow down why things might be broken. Sky can make more sense of it than I currently can for most things.

The thermoelectric generator is an interesting idea. I was having fun attempting to create a massive difference in temperature to test what it peaks for on power output. First test got about 1600c difference, which is about 16.2k W produced at 600% efficiency. Fun toy.

zoranjoza

Here is a debug console.
also when i press that thing that will pause game when error happens, it pause every 2 sec on speed II .


[attachment deleted due to age]

Griffith

Got this mod working perfectly, found it extremely difficult to wrap my head around things. But making solid progress, traders are being wonderful and having the supplys I need to progress. 2 Questions though! 1; How do I plant trees? 2; How do I get a mineral sonar scanner? Thanks fellas!

Ankarius

You can plant trees in growing zones but you need agriculture research for them to appear. And for mineral sonar, first you need appropriate research, then you have to build electronics table and craft mineral sonar module and then you can build sonar in MISC.

Also about the sonar, not sure if it's bugged or intended but if you leave it scan for long enough it will scan whole map even though it's radius is very small, it will just scan outside of the radius.

Druknar

My butcher table seems to dont work whith fish, i have fish corpses on in the butcher table and my colonist do the work but i get nothing after doing the work, i mean hte work is done fish disapear but i dont get any King of meat or similar.

pd: excuse my poor english

Parole

Quote from: Masquerine on January 13, 2016, 01:21:58 PM
Quote from: Parole on January 13, 2016, 05:17:19 AM
Well, I have finally encountered trader with tradepost with which I can't trade. His faction is "Shemston". I have 100 reputation points with them(they are friendly). As I said loooooong time before it happens very rare so I suppose that problem, probably, connected with the type of trader.

P.S. Yes I have tradebeacons. I can trade with almost everyone.
P.S.2. I'm using official release not the github one.

upd.

Same for trader from Ollym Nik. 79 rep.
This is good info, but there's one thing I need you to do to confirm what faction name they actually are, as shemston and ollym nik are random names on worldgen it seems. Turn on dev mode in the menu>game options. Back in your game screen you'll have white icons at the top right. Click on the 4th one from the left, the "debug actions menu". Click on "raid..." at the left side. You'll see a list of all the factions there, their in game name and actual filedef names. Tell me which ones match up with shemston and ollym nik.

Then we can get to the bottom of this maybe, or at least have a better idea of which factions are having issues at least and go from there.

Quote from: zoranjoza on January 13, 2016, 06:39:35 AM
Does this mod have colony manager? How to open it?
Colony manager (manager desk/manager skill) was removed due to bugs awhile ago. I have no idea what the bugs were, I just remember Sky having mentioned that. I have no idea if it is intended to be fixed and re-implemented or not. Would have to inquire Sky about it.


Unrelated, I think a mammoth was throwing out an error on this embark. He seemed to be the only hostile thing moving. Picture attached.

Well, I start to think that ALL factions have this problem because after some time playing I experienced this problem with ALL friendly factions(all who can send traders to me).
One more clue, it looks like they are unable to trade if they had a fight before setting tradepost, at least my last broken trader and one before him had it.

Masquerine

Quote from: Druknar on January 14, 2016, 04:25:37 AM
My butcher table seems to dont work whith fish, i have fish corpses on in the butcher table and my colonist do the work but i get nothing after doing the work, i mean hte work is done fish disapear but i dont get any King of meat or similar.

pd: excuse my poor english
This is a bug. Part of the butcher recipe was in the wrong place by the looks of it. Ivan seems to be attempting to fix it already.

Quote from: Parole on January 13, 2016, 05:17:19 AM
Well, I start to think that ALL factions have this problem because after some time playing I experienced this problem with ALL friendly factions(all who can send traders to me).
One more clue, it looks like they are unable to trade if they had a fight before setting tradepost, at least my last broken trader and one before him had it.
That might be it then. Normally when traders get into fights and survive, there will be a little notice message that says "trader defended successfully" and then they'll carry on what they were doing before. It might be failing the check or else taking too long to pop, resulting in traders being untradable. This I can test and look for. I'll see what I can do to figure it out now. If a trader dies then the message is something like "a trader died, they blame you".
So far I've noticed the "trader defended successfully" only seems to happen once. If it completes and they immediately get injured, it just repeats the success message and they carry on moving correctly. If the trader pawn gets downed, dies or flees, the trading post deconstructs. Guard pawns can die and the trader will still operate correctly. Still trying to make it break.
One thought that might prolong the "defend phase" could be something with recurring damage, like one of them being on fire. Maybe that could cause it to break? One way to find out.

There is a bit of an issue with growing zones currently, in that you can't place them on anything below 1 (100%) fertility. This renders poor soil, dusty soil and marginal soil zones useless for growing, even though they would support some types of plants. Looking into it.

Quote from: Ankarius on January 14, 2016, 04:11:23 AM
Also about the sonar, not sure if it's bugged or intended but if you leave it scan for long enough it will scan whole map even though it's radius is very small, it will just scan outside of the radius.
I noticed this before but I also wasn't sure if it was intended or not. Have to get Sky to confirm and then adjust the description of the item/building accordingly.

pongvin

Conveyor belts, especially loaders, selectors and mergers bug out the game when loaded from a savegame. They work without issue if you build them in a single session, but if you load the game with a number of active belts already in place, it produces an insane lag. Right now if you destroy all loaders, selectors and mergers and then rebuild them, the lag stops and the game continues fine.

Error log is attached.

[attachment deleted due to age]

zoranjoza

Hi, I have some freezes for a 5-20s. It's random, sometimes every few minutes And sometimes every 10-30sec. I have notice this. I have on one side of screen rimworld and on other side task manager. Usually rimworld uses 60-80% of processor. But when it freeze it only use 8-13%.

pongvin

Great job guys, feedback as of github version january 14.

All plants are planted correctly, generators produce heat, crafting requirements have been balanced quite well (and 0.7 growth seems enough), resource stack sizes have been updated and are significantly more convenient now. Traders were also updated and their functionality is miles ahead than what it was.

There's only a couple more things I found:

With the removal of the tailor merchant (a sensible thing, it wasn't really useful) now you can't sell leathers to anyone.

The advanced mine extractor now produces titanium alloy instead of ilmenite ore.

The advanced bionics workbench bugs out sometimes when upgrading a bionic part. What I saw was when I click the unfinished part on the bench, about 50% of the time it says "Unfinished insert a random construction material here advanced bionic...", but the other times, it says "Unfinished Hyperweave advanced bionic...". When a pawn is trying to make a bionic part that doesn't say "hyperweave", but let's say, reinforced concrete, it can't finish it and will stand there with "work left:0". The only way to continue is to disassemble the part and start again, hopefully next time it will be a "hyperweave" part.

zoranjoza

Hi guys, can u help me I'm playing official version from 31dec. I have from Nov 1st to now Mart 6th an VOLCANIC WINTER... I can't survive 😔