[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.

Jakey52

Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L

Fafn1r

Latest test release. Utility walls' description says that they are conduits, but they aren't. They don't require wires any more - is this by design?

Edgewise

Quote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L

Possibly an area restriction or something else?  If not, sounds like a corrupted file or conflict.

Jakey52

Quote from: Edgewise on March 26, 2016, 08:24:11 PM
Quote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L


Possibly an area restriction or something else?  If not, sounds like a corrupted file or conflict.
definitely no area restriction, fresh install of both the pack and rimworld, interesting thing ive found is when set to non manual priority (the one with just ticks not 1-4 numbering) they seem to work fine? which is rather irritating

Update: after i bumped mining up in the priority tree (priority details tab) my colonists seem to do it without issue and now seem to be doing other jobs normally too? rather odd

Turner

Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.

Mrshilka

Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.

Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.

Turner

Quote from: Mrshilka on March 26, 2016, 09:24:24 PM
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.

Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.

I tried to reinstall it and everything but nothing would let it reload the mods in the order so I have to get it from someone else to try to fix it and yes I did clean install both the mod and rimworld to try to fix it so this is my last shot.

Edgewise

Quote from: Turner on March 26, 2016, 09:36:19 PM
Quote from: Mrshilka on March 26, 2016, 09:24:24 PM
Quote from: Turner on March 26, 2016, 09:21:24 PM
Could someone please tell me what order the mods for this are supposed to be in? I have looked all over for it and found nothing. I know what mods are in the pack but I need the load order it is supposed to be in so I can try to resolve this issue.

Install the mods config file as explained int he install instructions to have the modpack loaded int he correct order.

I tried to reinstall it and everything but nothing would let it reload the mods in the order so I have to get it from someone else to try to fix it and yes I did clean install both the mod and rimworld to try to fix it so this is my last shot.

I think you are misunderstanding.   The modsconfig file will load them in the right order for you.   Right click the windows icon in the lower left, scroll up to 'run' type in '%APPDATA%\..\LocalLow ->' and hit enter.  It should open up the file folder something like this:

C:\Users\(your name here)\AppData\LocalLow 

Then navigate the directory tree a couple folders deeper to:

C:\Users\(your name here)\AppData\LocalLow\Ludeon Studios\RimWorld\Config

Delete everything here and put the modsconfig file from the mod pack into this folder.  This file will now tell your mods which order to load.

Jakey52

Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P

Turner

I got it to work finally but I had to do the correct order manually now I got one more problem...Im using the newest version of this mod pack and I need to know is it normal to have no research station? even when I bring up the research it causes a error and the debug log to show up....I do not feel that is normal....

Edgewise

Quote from: Jakey52 on March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony :P

It's not in the main folder because most ppl don't use it, but it works fine.  It was kinda neat, except you start with tons of resources you normally wouldn't, very ez mode.  And sometimes things happen right at the start, like a chunk of ship hits a mechanoid inhabited building and scythers run out and kill you 3 minutes into the first day.

Note to self: A wise man does not smelt the fire extinguisher.

Fafn1r

Is there a way to manually debug and end the faction war event? I had insectoids spawn during that and after killing them it didn't end. Playing my current colony became horribly boring with no events happening, other than visitors.

EDIT: It seems to be working normally now. I guess it wasn't really a bug, just a random chance to not have any raids in 2 months. With Cassandra.

Tivec

Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

Edgewise

Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

Yea, it's completely not worth it unless you are mending a very hard to make or expensive item.  On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.

Tivec

Quote from: Edgewise on March 27, 2016, 02:42:11 PM
Quote from: Tivec on March 27, 2016, 02:30:09 PM
Is it possible to configure/modify the speed of mending? Right now it's so slow it would be faster to just build a new item...

Yea, it's completely not worth it unless you are mending a very hard to make or expensive item.  On the other hand, if you have a colonist who is super-specialized at say... killing things, giving them this task when there is nothing to kill to keep them busy is ok.

Did a bit of digging on the github, and it seems to be in the works: https://github.com/skyarkhangel/Hardcore-SK/issues/45