Ludeon Forums

Ludeon Forums

  • June 04, 2020, 07:17:05 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Poll

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.

Pages: 1 ... 344 345 [346] 347 348 ... 457

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1938538 times)

Smexy_Vampire

  • Colonist
  • ***
  • Posts: 259
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5175 on: February 08, 2017, 09:16:08 AM »

the micromangey of the ammo and ammo types also some weapons are way more powerfull and use less ammo.

i am mainly interested in the new factions , apparel and the cool med mods along with the power.

i allso dont know witch items are linked into the assembly or i would pull the def's apart to make my own stuff to play with.
Logged

BlackSmokeDMax

  • Planetologist
  • ****
  • Posts: 1732
  • Don't Have To Live Like A...
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5176 on: February 08, 2017, 11:32:41 AM »

hay i was playing with this modpack thismorning and theres some cool stuff in the mod pack. i would like to ask if its posable to pull some of them out into moduals so you can pick and choose witch ones to be active . i most loved the superior crafting stuff like the vat and some of the other crafting things . allso the factions and the clothings. i just rilly dislike cobat realisum and some other nit pics makes it hard to play on a laptop

Per Sky (modpack creator) you have to have at least: Core, Combat Realism, and CoreSK. Everything else you can yank but not these three, they are tied tightly together.

M00nStalker

  • Drifter
  • **
  • Posts: 28
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5177 on: February 08, 2017, 11:48:18 AM »

I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?
It seems that once drilled an oil well runs out (in something like 60 days), no matter if you pump up oil or not.

It is however easily fixable, no need to manipulate the save file. Simply turn on dev mode, look for "Tool: Try place near thing" and do a search for "fissure". Click the button that lights up and click the ground. Either directly under the oil well where the previous fissure was or somewhere else and build a new one.
« Last Edit: February 08, 2017, 12:21:29 PM by M00nStalker »
Logged

Smexy_Vampire

  • Colonist
  • ***
  • Posts: 259
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5178 on: February 08, 2017, 01:34:51 PM »

Per Sky (modpack creator) you have to have at least: Core, Combat Realism, and CoreSK. Everything else you can yank but not these three, they are tied tightly together.

sadly some of the stuff i want are in the coreSK. ie organ vat and modular tiered hydroponics. posably her skynet factions 
Logged

Kirinya

  • Muffalo
  • *
  • Posts: 17
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5179 on: February 08, 2017, 02:22:37 PM »

I installed an oil extractor after drilling into the deposit, and tried it for a while, getting around 200 of crude oil out before I turned it off. I had to set up the whole chemical industry. I got tangled with other stuff, as it often happens in this game, and by the time I was building the refinery, a message told that the oil deposit was depleted. As mentioned, I only used it for a while, but I assume that the internal code mistakenly took it as operating constantly. I'm guessing this is a mistake. Is there a way of making the deposit operable again manipulating the save file?

At least in A14 (I just started with A16 and am still far away from building the first oil extractor), the drilled fissure drains after a certain time, independent from how long the oil extractor was working or not, but you can always raze the oil extractor and re-drill the hole, then rebuild the oil extractor.

I guess you could see it as, after a while dirt starts to get in the pipes until they clog. In my opinion, it also is a nice balancing factor for the early mid-game when you normally do not have enough power to run the oil extractor all the time - so you will not get as much oil out of your resources as in the later game.
Logged

Gaest

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5180 on: February 08, 2017, 04:04:18 PM »

I'm getting a weird problem with the power switches. If I build one in a game then save and quit, I will never be able to load that game again. Ever. It will glitch out and won't load. There's no problem while the game is running, it's just that it'll never load back up if I quit.

Anyone else have this problem? Anyone built any working power switches and find they can still save, quit and reload that game?

Can confirm: the basic power switch is currently broken. It works in the game, but inevitably leads to crash on reload.

I can't figure out what is the precise problem with the switch, yet here the workaround to restore broken saves while maintaining the power switch functionality:

1.Locate and open file %Rimworld folder%\Mods\Core_SK\Defs\ThingDefs_Buildings\Buildings_Power_SK.xml
2.Find the string <thingClass>SK.Building_PowerSwitchMod</thingClass>. This is the 4th string in the data structure describing "Power switch" entity.
3.Replace "SK.Building_PowerSwitchMod" with "Building_PowerSwitch". That way the game will use the unmodded power switch object.
4.Open your save file.
5.Locate all strings "<thing Class="SK.Building_PowerSwitchMod">" and replace them with "<thing Class="Building_PowerSwitch">".
Logged

Oragepoilu

  • Colonist
  • ***
  • Posts: 209
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5181 on: February 08, 2017, 05:57:47 PM »

I did the nuclear fallout event recently (including wasteland randomly spam here and here, no crop, instant kill outside, etc) and find it "challenging" in his own way.

However, zeon (another event) is straight up invincible, is it by purpose ?

(for people that have yet to get it, think about a mech slow but perma near invincible shield + long range weaponry + retaliate storm + summon melee mech + very hight health regen )

The message for this event hint to flee, but I find it really lame to be forced to lose a full map just because of one event, especially since it take quite a long time to make it trough regular event and grow a colony.
Logged

caiowb

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5182 on: February 09, 2017, 03:23:22 AM »

I'm here just to tell that ZEON EVENT is way too OP.
It appeared to me while we didn't even had kevlars and decent weapons, even using terminator to lure him until his ammo was depleted and then hitting him with all the colonists weapons didn't yield nothing, as his regen would just ignore the guns damage.
Logged

Pirate

  • Muffalo
  • *
  • Posts: 9
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5183 on: February 09, 2017, 05:56:10 AM »

My game stopped working. When I load the game I can interact with it, only thing I notice not working is the colonist bar. And as soon as I unpause the game it stops responding.

Last major thing I built before this save was a cleaner bot.

Log attached.

[attachment deleted by admin due to age]
Logged

Karim666

  • Muffalo
  • *
  • Posts: 8
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5184 on: February 09, 2017, 06:42:36 AM »

Hey Guys and Girls , after a terminator prototype join my colony colonistBar just started showing this error and after a while the UI disappeared and it would only come back if the terminator died or have been removed, and One other thing I'm getting an error that the terminator is not deep-saved and it would cause an error while loading the game which it don't
 
  • The ColonistBar Error is:
Object reference not set to an instance of an object
  at ColonistBarKF.PSI.PSI.DrawColonistIcons (Verse.Pawn colonist, Boolean psi, Single rectAlpha, Rect rect) [0x00000] in <filename unknown>:0
  at ColonistBarKF.ColonistBar_KF.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

  • The terminator error is:
Object with load ID Thing_Human8799 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading.
Verse.Log:Warning(String)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear()
Verse.Scribe:FinalizeWriting()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.<DoFileInteraction>c__AnonStorey381:<>m__4B2()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()


[attachment deleted by admin due to age]
« Last Edit: February 09, 2017, 06:45:08 AM by Karim666 »
Logged

xodu

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5185 on: February 09, 2017, 08:04:03 AM »

Is there a way to remove a faction from spawning in the game?
Logged

Soulcube

  • Muffalo
  • *
  • Posts: 14
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5186 on: February 09, 2017, 08:08:21 AM »

Hey i like the new meat-"system", no more cans to compare thousends of different kinds of meat, but the new leather system isnt my favourit. U win raom in ur stock but lose so many furs. Or did i oversee something? (played for two hours to test it)
Logged

Jahsus

  • Muffalo
  • *
  • Posts: 10
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5187 on: February 09, 2017, 09:52:16 AM »

I cannot find the multianalyzer. It dosent show anywhere in the research tree or construction options. I have researched EVERYTHING apart from the options that need the multianalyser.
Logged

Oragepoilu

  • Colonist
  • ***
  • Posts: 209
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5188 on: February 09, 2017, 10:04:34 AM »

@jah

research ergonomic III, the analizer will be with the other research building once it's done
Logged

gachatar

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5189 on: February 09, 2017, 10:32:18 AM »

UPDATE: While this bug definitely exists, it's possible that it wasn't the (only) one that corrupted my save game. After not doing the operation minutes later I still got a corrupted save game, which was most likely caused by a Green Dragon spawning, walking around while unconscious (really) and then throwing hundreds of null reference errors to the console. Destroying it with the dev tool seems to have fixed it corrupting the save.


Bug report: cure gunshot wound / scratch / bruise will cause save game corruption if you save immediately after the operation. It seems the pain source is gone but the pain debuff itself will take a few ingame hours to disappear, and during that time it will have a null reference to the pain source and kill your save games and you get a map load error. If you wait until the patient comes out of anesthesia it seems you're safe.


Could not resolve reference to object with loadID Thing_Human2199263 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.HediffSet.PartOrAnyAncestorHasDirectlyAddedParts (Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at Verse.Hediff_Injury.get_PainOffset () [0x00000] in <filename unknown>:0
  at Skynet._HediffSet._CalculatePain (Verse.HediffSet _this) [0x00000] in <filename unknown>:0
  at Verse.HediffSet.get_PainTotal () [0x00000] in <filename unknown>:0
  at Verse.PawnCapacityUtility.CapacityEfficiencyOffsetFromPain (Verse.HediffSet hediffs, Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacityUtility.CalculateEfficiency (Verse.HediffSet diffSet, Verse.PawnCapacityDef capacity) [0x00000] in <filename unknown>:0
  at Verse.PawnCapacitiesHandler.Notify_CapacityEfficienciesDirty () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.DirtyCache () [0x00000] in <filename unknown>:0
  at Verse.HediffSet.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.CrossRefResolver.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadGame () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.Root_Play.<Start>m__736 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0
 
« Last Edit: February 09, 2017, 11:55:52 AM by gachatar »
Logged
Pages: 1 ... 344 345 [346] 347 348 ... 457