[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.

MightyGooga

Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)

Der Failer

Quote from: gustavoghe on December 24, 2015, 06:20:54 PM
Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)
Same here, looks like they want to break free if they are starving, even if the doors are held open.

[attachment deleted due to age]

MightyGooga

Is there something wrong with the drill? I cant place it anywhere even though i got all the materials needed. Is there a specific place where you can drill?

[Edit]

Ok, I re-read the change log and found out that the mine now has to be positioned in a especific resource field. I dont like that, due to it leading to base unsimetry and aestetic. Is there a way to disable it?

thnks

skyarkhangel

Merry Christmas to all  :)

Quote from: Der Failer on December 24, 2015, 07:29:32 PM
Quote from: gustavoghe on December 24, 2015, 06:20:54 PM
Im getting a weird behavior from dogs. My huskys sometimes try to get into the base but the doors wont open for them. So they try to knock it out. Is that meant to be? It makes sense, but its annoying, a little bit.
Im using latest version :)
Same here, looks like they want to break free if they are starving, even if the doors are held open.

ohh yes, need to add condition for open or closed door  :)

Quote from: gustavoghe on December 24, 2015, 08:58:24 PM
Is there something wrong with the drill? I cant place it anywhere even though i got all the materials needed. Is there a specific place where you can drill?

[Edit]

Ok, I re-read the change log and found out that the mine now has to be positioned in a especific resource field. I dont like that, due to it leading to base unsimetry and aestetic. Is there a way to disable it?

thnks

Scan    terrain and search hidden deposits, its new part of gameplay. In next, i plan to add event for random finding new deposits of resources  ::)

Quote from: Der Failer on December 24, 2015, 11:55:06 AM
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work

It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10  :D

stranger080

Quote from: skyarkhangel on December 24, 2015, 11:07:19 PM
-snip-

Quote from: Der Failer on December 24, 2015, 11:55:06 AM
New release, new bugs. :)
I'm not quite sure what this "Plasma Sponge" is or what it is good for, but it was spawned by mixed cargo container (CrashLanding).
Tried to SetForbidden on non-Forbiddable Thing PlasmaSponge63932
Also there seems to be a problem with the "No Cleaning Please!" mod. If there is no Cleaning Area but a homezone, cleaners seem to bug out throw this error:
Bear started 10 jobs in one tick. thinkResult=(job=Clean A=RockRubble65273 sourceNode=RimWorld.JobGiver_Work) lastJobGiver=RimWorld.JobGiver_Work

It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10  :D
Well that explains it, I noticed that a few times and I was curious, also, if I update, will my save game still work?
EDIT: nevermind, read the update post again. ah well, guess its destruction time... hmm, tactical nukes or being overrun by raiders? that is the question...

Der Failer

Quote from: skyarkhangel on December 24, 2015, 11:07:19 PM
-snip-
It's a Clutter item, that i forgot to remove because of uselessness. And can randomly find this item only when enabled Crushlanding. Its strange that no one had written about it, because this forgotten item there is since A10  :D
So much for "new" bug ... :)
How ever i'm still running to to all sorts of problems. I had my victims colonists plant a few potatos and got this error on selecting them:
GetInspectString exception on Plantcocoa12330:
System.NullReferenceException: Object reference not set to an instance of an object
  at SeedsPlease.PlantWithSeeds.GetInspectString () [0x00000] in <filename unknown>:0
  at EdB.Interface.InspectPaneFiller.DrawInspectStringFor (ISelectable t, System.Single& y) [0x00000] in <filename unknown>:0

After a bit of searching in the save file and compering to to a old one (2.4b), i found what seems to be the cause:
<thing Class="SeedsPlease.PlantWithSeeds">
  <def>Plantcocoa</def>
  <id>Plantcocoa12330</id>
  <pos>(129, 0, 130)</pos>
  <health>85</health>
  <growth>0.05</growth>
  <genome IsNull="True" />
</thing>

In the old save file the genome looks like this:
<genome>
  <growSpeedMult>0.8873211</growSpeedMult>
  <harvestAmountMult>0.8409819</harvestAmountMult>
  <baseSeedChance>0.968754</baseSeedChance>
  <addSeedChance>0.6067519</addSeedChance>
  <canSurviveFrost>True</canSurviveFrost>
  <canGrowAtNight>True</canGrowAtNight>
</genome>

Inserting this genome in to the new save fixed the probem this plant (not for new ones ofc).
I play around with the xml file in the hope to find the cause of this problem, but (not really surprisingly) found nothing.
What i found though is this in the outputlog (it did not show up ingame):
ArgumentNullException: Argument cannot be null.

Parameter name: source
  at System.Linq.Check.SourceAndSelector (System.Object source, System.Object selector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Select[StatModifier,StatDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.HelpController.HelpForBuildable (Verse.BuildableDef buildableDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.HelpController.ResolveThingDefList (System.Collections.Generic.List`1 thingDefs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.HelpController.ResolveApparel () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.HelpController.Initialize () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.ModController.Start () [0x00000] in <filename unknown>:0
Although i'm not sure if this is related to this plants problem.
I had this problem with plants in 2.4b as well, but after reinstalling the games as well as the modpack i got it working then. I've tried this now as well but ran in to problem again.

I've attached a test world/save and the outputlog.

[attachment deleted due to age]

Riun

I may be blind, but I cannot find how to make Silicon - can anybody point it out to me?

Also: Great update, enjoying it a lot :)

Masquerine

Quote from: Riun on December 25, 2015, 01:53:38 PM
I may be blind, but I cannot find how to make Silicon - can anybody point it out to me?

Also: Great update, enjoying it a lot :)

Architect>Hi-tech>Electric Smelter, then Add bill>Make silicon. Uses 50 sand to produce 5 silicon. Needs a power source to operate.

Riun

Thanks!

Also something i noticed after the update, colonists cannot shoot through sandbags anymore. Makes them pretty pointless and any sort of defensive setup very hard!

twisted067

Is it possible to add RT storage to this mod? I havent fully explored this mod yet but I haven't seen any ways to store many things in a small space like RT storage. Is there something like this in here?

MightyGooga

My growing field, allows me to select pumpkin, and i have pimpkin seeds, and the field is set to allow plowing. I have growers, but the wont plant pumpkins. Got to have pumpkins.

Ilso had the same "bug" with colonist unable to shoot past stone chunks, sand bags and etc.

Masquerine

Quote from: twisted067 on December 25, 2015, 06:02:40 PM
Is it possible to add RT storage to this mod? I havent fully explored this mod yet but I haven't seen any ways to store many things in a small space like RT storage. Is there something like this in here?

There are actually a few items to store things, depending on what/how you want to store. For general mass storage you can use a nano storage. I'm not sure how much capacity it has but it can hold a variety of item types all at once. I'll attach a picture. Cee-oh was still moving items into it when I took the picture.

Other storage units are the locker, cabinet and clothing locker. These can be assigned ownership to a colonist who can then store a complete set of clothing in them. You can easily swap entire sets of clothing as needed, without having to manually pick up all the items one by one.

The equipment rack, fabric hamper, apparel cabinet and medicine cabinet look like they hold 2 items and it says that the durability of the items won't deteriorate, even when outside. There are a few more that hold specific sets of items as well.

Quote from: gustavoghe on December 25, 2015, 06:28:31 PM
My growing field, allows me to select pumpkin, and i have pimpkin seeds, and the field is set to allow plowing. I have growers, but the wont plant pumpkins. Got to have pumpkins.

Pumpkins need at least fertilized soil to grow. Normal soil won't cut it. I placed Rich soil and Tilled soil and they immediately planted pumpkins. In the growing zone menu there is an "i" icon for information. It'll tell you the requirements there. I'll attach a picture to show.


Have to wait for Sky for the sandbags. I'm not sure where to look for that.

[attachment deleted due to age]

MightyGooga

Goodstuff!

Is a pitty with the sandbag bug. But hey, We will get there right?

This may sound like a noob question, and maybe it is, but is there a way to see a message log that im unaware of?

Masquerine

Quote from: gustavoghe on December 25, 2015, 08:34:14 PM
Goodstuff!

Is a pitty with the sandbag bug. But hey, We will get there right?

This may sound like a noob question, and maybe it is, but is there a way to see a message log that im unaware of?

Yes there is. Go to Menu>Game Options. Click on Development mode. This will give you 8 little white icons near the top right of your screen. In order from left to right, these are Debug log, Package editor, Debug visuals, Debug action menu, Debug logging menu, Inspector, God mode and Pause when error is logged (toggle). The debug log will show you the error log, like the picture I'm going to attach of one I just encountered.


The shelf from Architect>Accessories>Shelf, which requires it to be beside a wall has an error with it. When you click on the shelf after it is placed, the game goes crazy colors until you click off of it. Attached picture shows the error.

[attachment deleted due to age]

Stufferino

Hey. Just popping in to say I love this mod pack, and good job on it!
To everyone about the cover issue, I found this and after a bunch of tinkering figured it out; in the Core_SK defs folder, in Races_Humanlike.xml, for some reason humans' <baseBodySize> was set to 0.61 (or something). I noticed this because when I checked the to-hit chance against a colonist, the body size factor was around 60% weirdly.

The reason you can't shoot over sandbags is because sandbags have a fill of 0.70, meaning it's bigger than a human.
Make it back into "<baseBodySize>1</baseBodySize>" (Mods\Core_SK\Defs\ThingDefs\Races_Humanlike.xml) and this will fix the problem.

Edit: This also applies to Novas and Narns, so change them all if you so desire.