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

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

Previous topic - Next topic

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.

zipqun

i have question, why raids and atacks are so rarely ? i playing about 2 h and i didnt have any atack ~~

Nemesis688

Is anyone else able to install natural arms? According to the recipe def I have everything I need but it doesn't appear on the operation tabs.

TheBigFriendlyGiant

I found out that the load time problem aint a load time problem

When I click on the continue button the load freezes on 'loading...' (It does not reach loading world ec.)



I have attachted some natural arms.

Canute

Quote from: zipqun on February 23, 2017, 02:52:26 AM
i have question, why raids and atacks are so rarely ? i playing about 2 h and i didnt have any atack ~~
It depend on the storyteller. Try to switch the storyteller to a "tougher" one.
But even with them it can be that the storyteller think you got some hard non-raid events so he/she gain you some rest.
You can change the storyteller at the option without consequence.


Another thing, why does all the handheld shields got a "aiming time" modifier. You can't shoot anyway or at last i didn't manage it yet.

PhxCan

#5224
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! ****

Kenji

Will the team be adding the newest naval turret from Turret Collection mods? I really want to use that triple barrel bad-assery but at the same time can't let go of HCSK.

Also, my favorite rifle has to be Tavor TAR-21, but I believe that's not the name of the rifle (M41A Pulse Rifle) that the Colonial Marines in Aliens use, unless we're talking about a different marine corps here. Or does this line more or less belongs in the Combat Realism section of the forum?

Schio

I'm in my third ingame year now and i still have not gotten a single raid. I'm playing on Cassandra Medium. Always getting this error:

Faction Tontthberium of def Outlander has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=42, faction=Tontthberium, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Justicer3792

There seems to be a difference in install instructions from the download file's readme and the forum.
The forum states:  3. Copy other mods into Rimworld Mods directory.
Readme states: Open up the downloaded Hardcore sk project .zip file. Extract everything in there to your *gamefolder* Mods folder.
The especially confusing part for me is the destination for the files.

BlackSmokeDMax

Quote from: Justicer3792 on February 24, 2017, 03:02:59 AM
There seems to be a difference in install instructions from the download file's readme and the forum.
The forum states:  3. Copy other mods into Rimworld Mods directory.
Readme states: Open up the downloaded Hardcore sk project .zip file. Extract everything in there to your *gamefolder* Mods folder.
The especially confusing part for me is the destination for the files.
Think the directions still refer to release download versions. The clone copies from github have extra stuff in them. You need to copy all the folders from the mod folder in the zip file to your Rimworld mods folder. On my iPad now, I'll come back and make a more clear post later if you need it.

Canute

Yep, github don't got a release zip, they just got a working area.
The HCSK team should realy made a stable release for all these lazy gamers.

Download a clone from github.
Delete all folder/files inside rimworld/mods except "Core".
Extract all and copy the mods to Rimworld main folder, overwrite existing files.
Copy modconfig.xml to the config folder.

Pupun2542

I think this is a bug
Faction Union of Eaussia of def NovaAlliance has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=80, faction=Union of Eaussia, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
Hospitality.IncidentWorker_VisitorGroup:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

full log here
https://gist.github.com/HugsLibRecordKeeper/7720a47049a717c032da8a8a5cacc083

Man_Jones

Quote from: Haktes on February 21, 2017, 09:26:01 AM
Quote from: Man_Jones on February 20, 2017, 08:20:44 PM
Is there anyway I can get the combat realism mod to work by itself? I would look else where but unfortunately this is the only place it is being supported that I could find.

Thx i had to wipe reinstall and try latest again, now it works :)
What did my thing have to do with your thing?


Canute

Quote from: PhxCan on February 24, 2017, 03:12:19 PM
Bump?
If you want a quick answer, try the discord channel (1. post).

- Terraforing pump, didn't work anymore when you reposition it.

- M56 Smart gun, isn't a resumeable recipe, crafter need to craft it at once. Not sure about other recipes from Adv. weapon crafting yet.

tospeed

Can I use it with [Better terrain] mode?
https://ludeon.com/forums/index.php?topic=30203.0 <--better terrain
I like the texture and environment layout of this mode
It seems that Bush and some fruits are not created when you use this mode together.