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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1782650 times)

Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #690 on: August 15, 2015, 02:50:23 PM »

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #691 on: August 15, 2015, 02:53:33 PM »

Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).

« Last Edit: August 15, 2015, 02:56:57 PM by Canute »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #692 on: August 15, 2015, 03:54:47 PM »

Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).



And if your really having problems after reinstalling just use the installer
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donoya

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #693 on: August 15, 2015, 05:25:11 PM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #694 on: August 15, 2015, 07:28:03 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
« Last Edit: August 15, 2015, 08:04:59 PM by XanWasting »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #695 on: August 15, 2015, 08:38:39 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.

OK here's a fix for the cotton/devilstrand: http://www.mediafire.com/download/jyaog7uc5vncv08/HGM+Patch.rar

Also I believe Skyangel is working on a powered stone cutting table in the future.
« Last Edit: August 15, 2015, 09:00:07 PM by The13thRonin »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #696 on: August 16, 2015, 02:31:05 AM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
I had this problem as well if you make glass in the glassworks table it gives you glass frames
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #697 on: August 16, 2015, 02:40:01 AM »

I think it's just called create glass frame at the glassworks.
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #698 on: August 16, 2015, 02:44:07 AM »

well unless thats updated its called create glass
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #699 on: August 16, 2015, 03:17:50 AM »

i now have the problem of my save not working and i haven't updated or changed the modpack
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #700 on: August 16, 2015, 05:26:34 AM »

nvm fixed it
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #701 on: August 16, 2015, 05:57:59 AM »

try to re-switch language before load, if problems with load savegames.
if not helped: check rimworld log in RimWorld877Win_Data\output_log.txt

The13thRonin, already fixed in 1.12
« Last Edit: August 16, 2015, 06:01:04 AM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #702 on: August 16, 2015, 09:43:54 AM »

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #703 on: August 16, 2015, 09:09:57 PM »

Well, i'll just believe that you want to hear about all bugs and whatnot, so.
grass is dying out. when i tried placing it in dev mode it returned error stating that povertygrassplant verse is not found among defs or something like that.
and thanks for that fix, ronin, it really made big difference.
« Last Edit: August 16, 2015, 10:20:43 PM by XanWasting »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #704 on: August 17, 2015, 12:48:19 AM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.

thank you. Found bug with clone-recipe for "old" glass in Recipes_Production_SK.xml

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?

Yep. Fixing found bugs. And full reworked most of all power plants. New restrictions.. I coded a new placeworker which restrict in 1.12 construction mines, geothermal plant, plasma georeactor closer than 20 squares to each other. Plasma generator now works as component to geoplasma generator and can only build with near it... Removed silver and gold parts for buildings... Walls, doors also will not offer to make them from gold and silver. Only some furniture can be build from this materials.. And some other things.
« Last Edit: August 17, 2015, 01:06:02 AM by skyarkhangel »
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