[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.

Masquerine

Quote from: pongvin on January 15, 2016, 03:01:54 PM
Great job guys, feedback as of github version january 14.
-snip-
The advanced bionics workbench bugs out sometimes when upgrading a bionic part. What I saw was when I click the unfinished part on the bench, about 50% of the time it says "Unfinished insert a random construction material here advanced bionic...", but the other times, it says "Unfinished Hyperweave advanced bionic...". When a pawn is trying to make a bionic part that doesn't say "hyperweave", but let's say, reinforced concrete, it can't finish it and will stand there with "work left:0". The only way to continue is to disassemble the part and start again, hopefully next time it will be a "hyperweave" part.
I took a look at it and the first thing I noticed is that the recipes allow non-smeltable weapons for some reason. I'm not sure how to remove that, but poking around to see. That probably has something to do with the issue. I can't seem to find anything. :/ Try again tomorrow I suppose.

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Darian4

I'm probably missing something obvious but where is the sonar module? In this thread it's said at least a couple of times it's in the electronics table but I don't see it.

See my screenshot, I can build a sonar but not its module in the electronics table.


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Batpeter

That's weird i have it right here: [screenshot]
I presume you have researched Mining I. Maybe try reinstalling all mods. What i do is make a copy of the whole Rimworld folder and reinstall the mods there. If anything goes wrong you can always go back to your old copy. If that doesn't help you can try reinstalling the ModsConfig.xml file in your Personal Folder. Be warned this all could mess with your savegame. If you really want the module without danger you can spawn it with the developer menu.

edit: i also have unlocked Crafting II, Power II and Construction II, maybe you need one of those. Enable the developer mode in the options menu and then you willl be able to instantly finish research, for testing purposes ;) Behind the newly appeared 'view settings' button on the top-right you can enable Fast Research to quickly finish your current research.

Unrelated, as you can see my trees are green in snow. They are slowly turning leafless again. Maybe because i was reinstalling the mod pack and modsconfig.xml.

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Darian4

Thank you for your reply but I already have unlocked those technologies and I already did a couple of reinstalls. I also think I miss other things as well, construction II didn't give me industrial heater or cooler despite the description.

Batpeter

Yeah you should have the industrial heater then. Have you copied ModConfig.xml to the right folder? C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
You need to re-enable optional mods when you do this.

Masquerine

Quote from: Darian4 on January 16, 2016, 08:27:07 AM
Thank you for your reply but I already have unlocked those technologies and I already did a couple of reinstalls. I also think I miss other things as well, construction II didn't give me industrial heater or cooler despite the description.
Looks like to be able to craft the mobile mineral sonar, you need to research Power I, Construction I, Crafting I and Mining. This unlocks the bill on the electronics table to make the sonar. Once you have the item crafted, you need to install it with architect>misc>mobile mineral sonar. This is how it works as of Jan 16 github build. It may need different research for Syndicate D, as I think the change to "mining" research may have been recent.

Also to note that research descriptions may be inaccurate. It'll be getting an overhaul soon.
Still trying to figure out that trader bug, but here's another thought. Maybe they are unable to trade because the trader can't speak? I remember a notice like that for one of my pawns who was missing a jaw. Maybe that same restriction applies to them. Hundreds of dead and dying traders has shown me nothing thus far.

Darian4

@ Batpeter

Yes, I did it wrong one time and no mod was activated so I'm sure the config file is where it should be.

I also tried 2 versions of the mod pack, the one linked at the beginning of this thread at first and currently I'm using the github version of several days ago. Same thing.

@Masquerine

I currently have all those four technologies unlocked (and more since I have Power III, construction II and Crafting II, plus Mining of course).

pongvin

Quote from: Darian4 on January 16, 2016, 03:17:57 AM
I'm probably missing something obvious but where is the sonar module? In this thread it's said at least a couple of times it's in the electronics table but I don't see it.

See my screenshot, I can build a sonar but not its module in the electronics table.

Try looking up the recipe in the bench. It's found at mods/Core_SK/Defs/ThingDefs/Building_Production. Maybe the recipe is missing from there. I attached a screenshot of how it's supposed to be. Since you are missing some other things too, you might need to update the modpack to a fresher version though. Be careful cause that may cause you to be unable to load your previous saves.

Quote from: Masquerine on January 15, 2016, 08:29:57 PM
I took a look at it and the first thing I noticed is that the recipes allow non-smeltable weapons for some reason. I'm not sure how to remove that, but poking around to see. That probably has something to do with the issue. I can't seem to find anything. :/ Try again tomorrow I suppose.

A temporary solution was to remove the string  "<unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>" from the abstract settings in the recipes. This way the ingredients don't pop into a single object to be worked on, rather they stay separate until it's complete.

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Darian4

@pongvin
My Building_Production file has the exact same lines.

Ivanzyfer

Sonar module require research "Mobile mineral sonar: enhanced scan".

zoranjoza

How to turn off Vulcan winter ? And if I turn it off will it come later again? I don't won't to shut it down forever it would be cheating. 

pongvin

Quote from: zoranjoza on January 16, 2016, 11:23:00 AM
How to turn off Vulcan winter ? And if I turn it off will it come later again? I don't won't to shut it down forever it would be cheating.

game options > enable developer mode > open debug actions menu @ topright corner -> end map condition -> volcanic winter

this way you only end that instance, it can come back later.

Darian4


zoranjoza

Anyone can help me? What cause this problem?
I played on one computer and i used save file to play on another pc.
But on 1st pc i have use 1 or 2 folder ONLY and Items_Meals_SK to little modify syndiace version from 31.dec.
On second pc i did everything as on first but dont know which folder in need to overwrite?
Can u guess by picture?

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zoranjoza

When will new version of Hardcore SK global project Syndicate come?