[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.

zmadz

coal should be easily extracted or mined since it not a rare mineral, for me i want to be able to click on certain stuff and select refuel since that will override the pain and struggle to fuel a generator so i can get some work done. I have some questions about mods in use.
1. I can't seem to find fluffy break options to setup maintenance on lower then 90% repairs any chance of adding ccl mod options or enabling it somehow so we can influence it ?
2. Can skynet terminators be disassembled to get some rare parts ? Same principal as alien mechanoids but maybe different bill on special table.
3. I know you guys worked really hard to update some of the mods which are long forgotten and i wouldn't be able to find out about them if it wasn't for this modpack, but how about sharing them updates so they can be played even without this modpack ?
I know i am asking a lot and I am sorry if I offended you writing this but i just love your work and @ same time hate some of it, like the difficulty this modpack come with. Thx in advance and keep up the good work. Gzz on 500k, you deserve much more  =]

dr3am3r5

Quote from: sidfu on October 14, 2016, 09:45:26 AM

correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.

i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.
Agreed. The fuel system really adds a new level of depth in the game. Hopefully the team are working on it.
Most of these buildings also accept wood,  charcoal, peat and kindling. I'mnot sure if draft/undraft will work with these materials.
And yes I agree that we should be able to force refuel these buildings with pawns.

And also, thanks for all the hardwork guys.

skyarkhangel

Quote from: dr3am3r5 on October 13, 2016, 03:25:57 PM
As much as I love this mod I have a severe problem. There is no generic or refrigerated hopper. I looked everywhere, researched everything, it's not in misc, and not in production. Hence my steam generator doesn't get refilled, neither does the coal generator. Pawns do not refill steam or coal generator, nor do they refill the coal burner. Furnace isn't working as well. I cant smelt anything even if I have tons of coal and ores. This is really a game breaking problem. I tried reinstalling, the game, and hardcore sk did all the things as described. It just doesn't work. I'm using a14 1249 rev955 and latest hardcore sk from github. Kindly help.
Thanks and regards

Check in accessories. There are special subcategory for food containers.
Yes, i know about manual refueling. I haven't been able to realize it for this time. May be in future. Colonist with haul job refuel this buildings. You can use advanced work settings to increase the priority. So.. problem with refuel occurs when you haven't enough colonists with haul job + a lot of other hauling job exist.

dr3am3r5

Quote from: skyarkhangel on October 14, 2016, 07:04:03 PM
Check in accessories. There are special subcategory for food containers.
Yes, i know about manual refueling. I haven't been able to realize it for this time. May be in future. Colonist with haul job refuel this buildings. You can use advanced work settings to increase the priority. So.. problem with refuel occurs when you haven't enough colonists with haul job + a lot of other hauling job exist.
Yes I know about food containers, I was talking about the generic hopper for generators. They're nowhere to be found.
Yes you're right,  it is probably due to extra haul jobs. I'll test that. I'm having too much electricity outage these days.

dr3am3r5

And there's a kind of lol problem with crash landing + prepare carefully. Wheneber i make custom pawns and start a game the ship wreckage falls smack on the heads of my pawns and BAAM! 2 Dead! With one lying in shock. :p its funny and sad at the same time.

skyarkhangel

Quote from: dr3am3r5 on October 15, 2016, 12:10:17 AM
And there's a kind of lol problem with crash landing + prepare carefully. Wheneber i make custom pawns and start a game the ship wreckage falls smack on the heads of my pawns and BAAM! 2 Dead! With one lying in shock. :p its funny and sad at the same time.

They are simply not compatible. Prepare Carefully summon ammo in the place, where ship crashlanded. And then boom boom.. and no problems all  dead.

Razorfiend

I was getting a severe bug which destroyed performance, it had to do with

<IncidentDef>
    <defName>RaidEnemy</defName>
    <label>enemy raid</label>
    <workerClass>SK.Events.IncidentWorker_RaidEnemyFix</workerClass>
    <baseChance>9</baseChance>
    <category>ThreatBig</category>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>

in the Core_SK Incidents_ThreatsBig.xml file (it took me a while to figure that out.) for some reason there was an issue defining factions and it was looping every tick, it happened in all my games when the first raid is set to arrive and it is strange because if I play on 1x or 2x they are fine, but 3x actually slows the game down far below 1x speed. For reference I have every mod in the modpack enabled in default order, and all the extras enabled too except for the darkness mod (which is really buggy.) I'm also using the latest version of the modpack (updated October 14th 2016).

I fixed it by replacing SK.Events.IncidentWorker_RaidEnemyFix with IncidentWorker_RaidEnemy in the .xml file, however I'm not sure what consequences this will have for actual modpack content, I'm guessing it'll be pretty bad although I've still been getting raided a lot (sometimes 2 raids at once).

Does anyone know how to fix this properly so I can replace my patchwork fix?

Jorundr

I downloaded the latest github version (experimental I guess? It's got more stuff compared to Hell Effect), ran into a performance bug that seems to reliably occur every time I reload my save, slows performance massively.

I'll attach my save file. It should start 6th of summer and then suffer a performance hit at ~12-14h.

It appears to be the same issue reported by Razorfiend.

Save: https://mega.nz/#!7t42WSqa!AV-utQMOrYjaAgVzM4_ujx8_UKuJQqPfzdOMewctcpk

Razorfiend

#3668
Yup, that is exactly the same error that I had. You can fix it by switching up the line I mentioned in the .xml file but I still haven't figured out exactly how it impacts gameplay. I've played for several hours with the line changed and everything seems to be working fine as far as I can tell.

During the course of my game I found another performance destroying bug, although this one doesn't throw out any errors so I have no idea what is going on. If you have the zombie mod enabled after some time performance on 3x and 2x slows to a crawl, the only way to fix it is to enable dev mode and then end map condition --> zombie virus active. I tried pretty much everything else, unloading assets, killing all the zombies (and everything) on the map etc, the only way to fix it is to disable the condition. If you re-enable the condition later on via the dev menu the lag unfortunately comes back.

Jorundr

I've tried using your fix on my save and unfortunately, I continue to get the error - even after going back several days and moving forward.

I'm not sure if this is because the game has already decided that far (at least 3 days) in advance to trigger the event using the broken incident event or not - at the very least it's still calling the broken event rather than your fixed version; did you restart completely new games after using your fix, or have you loaded previous saves and continued them without issue?

Additionally, I get the following error when I try to manually execute the enemy raid incident. This doesn't happen every time - presumably only when trying to call the faction that isn't being properly created or whatever it is.

Razorfiend

#3670
I did end up restarting a completely new game although not because of the error (my colonists ended up in a depression death spiral and I got overrun).

My fix worked for the game where the error showed up initially but I had to apply the fix before I encountered the error (loaded a save before the error occurred, I had one which was about 5 minutes away from it happening.) It is very easy to tell whether or not you have a good save because if you look at the in-game debug log during the error it is continuously counting errors (goes up to the millions+ if you leave it for long enough.) Once the error actually happens you are pretty much stuck with it as far as I can tell, I wasn't able to find any way to actually fix it at that point.

One other thing to note is you have to restart the game completely for the changes in the .xml file to actually take effect, you can't just quit to the main menu and re-load your save. Also make sure you are changing the right .xml file, it is Incidents_ThreatsBig.xml in the ...\Mods\Core_sk\Defs\IncidentDefs folder. If you've done it right the first two definitions in that file should be

<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <IncidentDef>
    <defName>RaidEnemy</defName>
    <label>enemy raid</label>
    <workerClass>IncidentWorker_RaidEnemy</workerClass>
    <baseChance>9</baseChance>
    <category>ThreatBig</category>
    <pointsScaleable>true</pointsScaleable>
  </IncidentDef>
 
   <IncidentDef>
   <defName>RaidEnemyDesperate</defName>
   <label>enemy raid</label>
   <workerClass>IncidentWorker_RaidEnemy</workerClass>
   <baseChance>0</baseChance>
   <category>ThreatBig</category>
   <pointsScaleable>true</pointsScaleable>
   </IncidentDef>

The second one is probably pointless since it is set to 0 chance, but that is the default as per this mod so I left it alone.

With regards to the second error, there are quite a few errors which happen like that. For example you will occasionally get an error where a raid is supposed to occur, but doesn't because there is no quantity of raid units that can be sent that matches the required raid size. For example, early on if the game wants to send a 35 point raid at you and picks a faction where the smallest unit is worth more than 35 points, it still tries, but the raid just doesn't come and there is a one time error.
The other error occurs when there are no units defined for a faction, it happens sometimes, for two reasons as far as I can tell, one reason is that there are really no pawns defined, the other is that they are there but can't just be sent via the regular raid spawner. An example of the second type is the abomination, if you try and send them manually it will spit out an error , however they spawn naturally via the drop pod event so they are clearly defined somewhere.

Jorundr

No dice, continues to happen even with my earliest possible save and restarting the game to make sure the .xml file was properly loaded.

Each of the events I get - even if I try switching storytellers and difficulty - is the same every time I reload and play through the following 3-4 days. I get a wanderer event, and then the raid event that breaks.

The only other thing I can think of is that Crash Landing - which I'm running alongside the modpack - is somehow interfering.

Razorfiend

Hm... sorry to hear it didn't work for you. I stopped using the crash landing start because it doesn't work alongside the prepare carefully mod, my settlers ended up dead every time. It was funny as hell the first 20 times but after that it got old and I gave up trying. I hadn't figured out how to use the dev commands properly at that point and there are probably clever ways around the insta death but I'm already invested in my current colony.

The one time the settlers actually came out of the crashed ship part (after killing the 3 spawned by prepare carefully) the game ended up having a catastrophic error, since it duplicates the settlers spawned by the prepare carefully mod and the game REALLY doesn't like that (it basically makes it so that the save files are not loadable at all although as long as you don't quit you can continue to play.)

Jorundr

I use both, and they work together so long as you don't use the "hard" crash landing scenario.

The easy version has your colonists touch down like normal, and then triggers all the falling debris.

Razorfiend

Ohh, yeah I only play on max difficulty, it never even occurred to me that the difficulty may have been the cause. If that is the case it makes the initial outcome even more hilarious because it almost suggests that it is intentionally that way for an additional challenge (albeit an impossible one).