[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.

Konsulus

I am looking forward to a fix.
I have no big issues with movement speed penalities but working speed penalities. There is so much work to do.
And a parka -18%, jeans -8%, some shoes -10%, helmets -20% and if you actually want some armor a tactical vest -24% does not seem right.
I have either the choice to let my people work with only halve their capacity or before every raid I have to manually make the pick up some armor and after the fight take them away again.
That is not realy my definition of fun or realism.

LordShotGun

Quote from: Masquerine on January 20, 2016, 06:06:58 PM
Quote from: LordShotGun on January 20, 2016, 06:00:05 PM
Got the one off the nexus mods. "Hardcore SK Rimworld A12d project 2.4d Syndicate" the file up at the top. So I will get the one off github and give it a shot! Thanks! I will update if it works!
Ah, it might have been an old problem then that got fixed. I'm not sure how to re-fix it in that version, but I know our current build seems to be working fine thus far. The new events are currently untested but included. If you'd like to try out this build, you can grab a copy from here: https://github.com/skyarkhangel/Hardcore-SK
The "download zip" on the right side is the download you're looking for.

If you use this version then everything should work just fine. Hopefully. If there is an issue, at least we'll know its a new thing and not something that was fixed weeks ago. : D

Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.

All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.

Masquerine

Quote from: LordShotGun on January 20, 2016, 06:47:06 PM
Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.

All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.
Took a look at first page mod list, fluffy is mentioned in Enhanced Tabs (mod). I have no idea if Sky has modified it, but you could possibly try replacing it with the original enhanced tabs or else deactivate Enhanced Tabs in the mod list and see what happens. Try to narrow this down a bit more.
I have no idea why it is doing it for you, but I think that's the right place to start. It wouldn't be the first time a part of a mod was missing and broke things. The original enhanced tabs seems to have been last modified in october. Here's the original mod, it handles the work tab: https://ludeon.com/forums/index.php?topic=15964.0

LordShotGun

Quote from: Masquerine on January 20, 2016, 07:24:08 PM
Quote from: LordShotGun on January 20, 2016, 06:47:06 PM
Dang it, it's still giving me the same error. I got the one off github, deleted my entire Ludeon Studios folder in the appdata, got a new fresh rimworld install and followed the directions. Still get an empty grey box when I click work and the same error message in the console.

All the other functions are fine as far as I can tell. I can give orders, pick up equipment, farm, hunt, and mine but I can't get the work window.
Took a look at first page mod list, fluffy is mentioned in Enhanced Tabs (mod). I have no idea if Sky has modified it, but you could possibly try replacing it with the original enhanced tabs or else deactivate Enhanced Tabs in the mod list and see what happens. Try to narrow this down a bit more.
I have no idea why it is doing it for you, but I think that's the right place to start. It wouldn't be the first time a part of a mod was missing and broke things. The original enhanced tabs seems to have been last modified in october. Here's the original mod, it handles the work tab: https://ludeon.com/forums/index.php?topic=15964.0

Well I removed the enhanced tabs, and now its telling me an almost identical error message except instead of fluffy.maintab.window_work, its is ebd.interface.maintab.window_work. Lemme try removing ebd interface and see what happens. I am currently on my work laptop so changing things is rather slow.

Edit: After removing both the enhanced tabs and ebd interface, the work tab is now working fine. So hopefully it isn't too big of a problem/fix, and I wish you the best of luck!

skullywag

Cant you just turn off edbs worktab in the interface options menu?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

LordShotGun

Quote from: skullywag on January 21, 2016, 02:55:24 AM
Cant you just turn off edbs worktab in the interface options menu?
Hmm,  I don't see that option in that menu. I can turn off and remove all the other tabs but not the work tab.

zoranjoza

Hi guys, to who I can sell human leather? I can't sell it to anyone who comes. I have  comms console too.
I'm using github version from  16-17 January.
Maybe I heard someone is talking about something new in shop something about my problem.

Masquerine

Quote from: zoranjoza on January 21, 2016, 09:57:52 AM
Hi guys, to who I can sell human leather? I can't sell it to anyone who comes. I have  comms console too.
I'm using github version from  16-17 January.
Maybe I heard someone is talking about something new in shop something about my problem.
Someone mentioned the "tailor" trader being removed, the one that only traded in textiles. I don't think textiles was re-added to any existing traders yet. Can fix.

Almost done fixing the mess of naming on turrets and their ammo. They will all make much more sense soon, instead of things like "artillery shell" being used by "mortar" and not "artillery". That sort of thing. Unified names so you know exactly what turret uses what ammo. Descriptions and labels adjusted accordingly. I'm keeping the "bar/alloy" confusion in mind when adjusting things so it'll be simple to understand.

LordShotGun

Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months.  ;D

Masquerine

Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months.  ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<

LordShotGun

Quote from: Masquerine on January 21, 2016, 11:02:51 AM
Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months.  ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<
Hmm, well I tried a few different old versions off of the nexus and they all give me the same error so it is probably on my end. I just have no idea why!

zoranjoza

So what should I do with all these leathers? 
Does human leather furniture add some negative effects to colonist? 

LordShotGun

Quote from: LordShotGun on January 21, 2016, 11:15:21 AM
Quote from: Masquerine on January 21, 2016, 11:02:51 AM
Quote from: LordShotGun on January 21, 2016, 10:55:47 AM
Any idea what's going on with my issue? Am I an isolated case or can you reproduce my problem? I would almost blame this on a rimworld version mismatch but its not like we have had a new version in several months.  ;D
I have been unable to reproduce the issue. I constantly have the github copy updated because I contribute to it, and I have failed to encounter the error each time I copy it over to a testing copy of RimWorld (I go through test copies often with delete/reinstall). Sky might be able to understand the error more than I can. All I know is about what you know, and I can't seem to figure out why it is popping up for you and not for me. >.<
Hmm, well I tried a few different old versions off of the nexus and they all give me the same error so it is probably on my end. I just have no idea why!
I figured it out! Turns out it actually WAS a version mismatch. I had version 906 which I THOUGHT was the newest one according to the rimworld wiki but I double checked my email and found version 914! I installed the github version and it all works perfectly now! Thanks for the help!

Masquerine

Quote from: zoranjoza on January 21, 2016, 11:15:47 AM
So what should I do with all these leathers? 
Does human leather furniture add some negative effects to colonist?
Human-type leathers seem to give a negative to beauty when made into furniture, which makes sense. It is a bit unnerving to sit on a chair made from the skin of a fellow human. You could probably use the leather for clothing and sell that instead, as human-type leathers are more valuable than say, cloth. You probably have an abundance of the stuff anyway.

skyarkhangel

Quote from: Konsulus on January 20, 2016, 06:08:55 PM
Hi all.
I have a lot of fun with this great mod. Sometimes I have the urge to rip out my hair because its so hard but that is great in its own way ;) .
Like when the Mechanoids turn up and again and again totally overwhelm my defense.
Anyway I managed to come fairly fare in the game but now I have a problem with the hyperloom. It has a lot of nice looking recipes but when I give the order to craft soem of them nothing happens. If I try to force a pawn to work at the hyperloom by right clicking it no text telling me that materials are missing or the skill is to low appears. Same reaction as if the workstation had no crafting order or as if I was clicking an empty space.
I could realy need some new armor for the next Mechanoid attack....

Other question about apparell in general: Why have so many clothes high penalitys to working speed? I have never considered the possibility that beeing naked allows you to work double the normal speed. My colonist are not very happy about the new dress code in my colony so some clothes that are not as cumbersome as spacesuits would be great ;)

Anyway thx very much for this great mod :D

Soon fix, for hyper loom. thank you.