[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.

sidfu

Quote from: Devinel on September 10, 2017, 09:41:01 AM
Quote from: Canute on September 10, 2017, 08:29:39 AM
Like sidfu mention before,
sometimes it isn't possible, because they did change too much or in a way that it can't work with an old safe anymore.

If you know what got changed, you can destroy/deconstruct them before you safe, and try it with the new version.

But i suggest to stay with the version you played.
Or start a new one with the new version, and use dev. tools to speed up your colony progress at the beginning.
But be warned, any new version allways can cause trouble/problems.
Maybe you should wait for a final A17 version (if there will be one).

Theres the fact that i will always look further for more awesome addons. Dont missunderstand me, i cant express how much i love this mod, so is there a changelog i could look up what was changed? the github hud confuses me and i kinda cant find out where the changes are loged. I am really wondering why only some mountains disappeared and others are still intact. well thx anyway


edit:

i get spammed by this at start?
Could not resolve cross-reference to Verse.BodyPartDef named RightLobeLiver

ect for a lot body parts. what does it say? wrong installation?

put the improved body mod above the expanded ddiseases

RobBrown4PM

getting these errors every tick

Quote
Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
Verse.GridsUtility:GetTemperature(IntVec3, Map)
Verse.CompHeatPusher:CompTick()
Verse.ThingWithComps:Tick()
Verse.Pawn:Tick()
SK.Feenix:Tick()
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

Quote
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.RoomQuery.RoomAt (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetRoom (IntVec3 loc, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenTemperature.PushHeat (IntVec3 c, Verse.Map map, Single energy) [0x00000] in <filename unknown>:0
  at Verse.CompHeatPusher.CompTick () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at SK.Feenix.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

It's currently making my game unplayable as it keeps pausing.

Canute

I can't say anything about the errors,
but about the auto-pause you can disable it, when you enable the develop mode, then you got some icons at the top.
The right one, the flag , when you click on it the pause on error is turned off.

RobBrown4PM

Quote from: Canute on September 11, 2017, 03:55:19 AM
I can't say anything about the errors,
but about the auto-pause you can disable it, when you enable the develop mode, then you got some icons at the top.
The right one, the flag , when you click on it the pause on error is turned off.

I didn't know about that, thank you.

golgepapaz

#6244
Playing tribals I've researched smithing to get blacksmith to work metal but I cannot see the item in the production panel.
Relevant entry in the Buildings_Production.xml goes like;

<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>


I've downloaded the zip file from the github at 02/09/2017 (DDMMYYYY) according to windows explorer.

Is this a bug or do I need to further research things?

Edit: i can place the minified form from developer menu as well.

Canute

Did you try to look at the helptab, i am pretty sure you are missing some research, and the helptab would show you it.

golgepapaz

Quote from: Canute on September 11, 2017, 12:59:20 PM
Did you try to look at the helptab, i am pretty sure you are missing some research, and the helptab would show you it.
nope it only says smithing ...
Full xml follows
<ThingDef ParentName="WorkTableFueled">
<DefName>FueledSmithy</DefName>
<label>blacksmith</label>
<Description>This blacksmithing setup has all the tools needed to build metal armor, work tools, melee weapons, advanced bows and crossbows, as well as simple ammunition such as arrows. It requires some fuel that burns at a high temperature such as coal or peat.</Description>
<graphicData>
<texPath>Things/Building/Production/NeolithicProduction/Blacksmith</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(0.3, 0.6, 0.3)</volume>
</shadowData>
</graphicData>
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>120</costStuffCount>
<CostList>
<Component>8</Component>
<Mechanism>6</Mechanism>
</CostList>
<minifiedDef>MinifiedFurniture</minifiedDef>
<statBases>
<WorkToBuild>3000</WorkToBuild>
<MaxHitPoints>250</MaxHitPoints>
<Flammability>1.0</Flammability>
<Cleanliness>-3</Cleanliness>
<Mass>1000</Mass>
</statBases>
<passability>PassThroughOnly</passability>
<Size>(3,3)</Size>
<DesignationCategory>Production</DesignationCategory>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Small_ToolCabinet</li>
<li>PodChair</li>
</linkableFacilities>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="SK.CompProperties_HeatPusherExt">
<compClass>SK.CompHeatPusherExt</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>45</heatPushMaxTemperature>
</li>
<li Class="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(217,112,33,0)</glowColor>
</li>
<li Class="SK.CompFueled_Properties">
<operatingTemp>1400</operatingTemp>
<fireDrawOffset>(0,0.1,-0.05)</fireDrawOffset>
<smokeDrawOffset>(1.0,3.0,1.0)</smokeDrawOffset>
<fuelDrawOffset>(0,0.1,-0.2)</fuelDrawOffset>
<fuelDrawScale>1.3</fuelDrawScale>
<fuelCapacity>30</fuelCapacity>
<effectOnWeather>true</effectOnWeather>
<fuelFilter>
<thingDefs>
<li>Coal</li>
<li>Peat</li>
</thingDefs>
</fuelFilter>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>Smithing</li>
</researchPrerequisites>
</ThingDef>

golgepapaz

Nah I feel dumb, it is indeed there in the production tab with under the name smithy instead of blacksmith...
I have confused it with the furnace icon..

ThomasCro

https://imgur.com/a/mZ7Ni

There is no fuel tab. How do I operate this item?

Playing the final A16 version.

BlackSmokeDMax

#6249
Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni

There is no fuel tab. How do I operate this item?

Playing the final A16 version.

Says it requires 55 watts. Hook it up to your electric grid?

edit: wait, it is connected. What exact issue are you having?

SeverinKS

Hi, how can I disable the Abomination event? Tried searching the scenario editor but can't find this event. Is it called something else?

ThomasCro

Quote from: BlackSmokeDMax on September 14, 2017, 12:04:51 AM
Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni

There is no fuel tab. How do I operate this item?

Playing the final A16 version.

Says it requires 55 watts. Hook it up to your electric grid?

edit: wait, it is connected. What exact issue are you having?

I have no idea how to operate that station.

Everything I know can be seen from the screenshot.

Knedl

Quote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni

There is no fuel tab. How do I operate this item?

Playing the final A16 version.

Well in A17 you refill the mending station with 5 mending kits and then crafters will repair weapons, clothes, etc. Not sure for A16, but try and make some mending kits first.

golgepapaz

So to craft some firearms I need to research metalworking which is just after smithing.
But every firearm needs plastic to craft and that in turn requires petrochemical plant which has
nine prerequisites . Is this working as intended? Because only way to obtain any firearms
seems to be from raids I get  time to time . I can make ammo very early but need to craft single firearm
requires to much effort IMHO.

kenmtraveller

I agree, it's pretty wierd that all the firearms require plastic.  I'm pretty sure in real life firearms , including many of the specific models used in rimworld , predate the invention of plastic.