[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.

BandOfDog

Quote from: caesius on July 12, 2016, 07:48:17 PM
Quote from: skyarkhangel on July 12, 2016, 06:20:47 PM
Quote from: BandOfDog on July 12, 2016, 05:38:40 PM
Did the raids not happening bug ever get fixed? That for me was the biggest one and the reason I stopped playing. As its kind of pointless playing without raids.

You can continue, yep, there are some bugs (in A13 changed pawngenerator) with generating raid in earlier game, when your colony have low value.

well...my colony have 50000 silver + other stuffs (building, items...) but raid happens very rarely. im using touturer storyteller(which is the most raid happening storyteller i think) and tough level.... is this normal?

+ geothermal heater has a problem. if player install it, it collapse by itself, saying 'a support was removed!'.

So it didn't really get fixed then huh? :(

LadyFeen

So I just picked up v3.0 and I'm having a lot of trouble with a stack of cross referencing errors. Basically the game can't find a whole bunch of the worktables such as the sawmill and so on and I really can't figure out what's causing it. Any suggestions?

theaetetus

Quote from: LadyFeen on July 14, 2016, 02:25:16 AM
So I just picked up v3.0 and I'm having a lot of trouble with a stack of cross referencing errors. Basically the game can't find a whole bunch of the worktables such as the sawmill and so on and I really can't figure out what's causing it. Any suggestions?

Can you post some logs? Not much can be done without more info.

LadyFeen

Of course! I have a screenshot of the log in game here and a sample from the output log :)

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill

Sorry if things are a bit wonky, I only have my phone's 4G at the moment.

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hunterkiller725


notfood

Quote from: LadyFeen on July 14, 2016, 04:36:32 AM
Of course! I have a screenshot of the log in game here and a sample from the output log :)

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill

Sorry if things are a bit wonky, I only have my phone's 4G at the moment.

This error happened because bad xml formatting, a missing closing tag is rendering the whole file unreadable by the program, redownload the pack from github.

LadyFeen

Quote from: notfood on July 14, 2016, 08:12:54 AM
Quote from: LadyFeen on July 14, 2016, 04:36:32 AM
Of course! I have a screenshot of the log in game here and a sample from the output log :)

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Could not resolve cross-reference to Verse.ThingDef named TableGrill

Sorry if things are a bit wonky, I only have my phone's 4G at the moment.

This error happened because bad xml formatting, a missing closing tag is rendering the whole file unreadable by the program, redownload the pack from github.

Thank you, I'll do that now

blub01

I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

Zakhad

I haven't played in like 3 weeks, has the research tech tree been done? that was my way of defining that the mod is up to date :P

BlackSmokeDMax

Quote from: blub01 on July 15, 2016, 06:24:58 AM
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.

Hey this game does have Dwarf Fortress as an inspiration, and that is exactly how updates and mods end up working over there as well, very fitting!!

skyarkhangel

Quote from: blub01 on July 15, 2016, 06:24:58 AM
I just wanted to tell you how f*cking ironic it is that this modpack updates to A13 on the day A14 comes out.

You can always play with test build from github. It was quite rare, when test build were not playable due to errors. It was available for 1.5 months.
We know that many players use github version and try check before update.

Quote from: Zakhad on July 15, 2016, 07:38:07 AM
I haven't played in like 3 weeks, has the research tech tree been done? that was my way of defining that the mod is up to date :P

Nope, Fluffy will update for the A14.

BlackSmokeDMax

@ skyarkhangel

Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?

skyarkhangel

Quote from: BlackSmokeDMax on July 15, 2016, 08:20:46 AM
@ skyarkhangel

Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?

We will try to transfer all of A13 in A14. So, found bugs in A13 will be transferred too :)

BlackSmokeDMax

Quote from: skyarkhangel on July 15, 2016, 08:25:07 AM
Quote from: BlackSmokeDMax on July 15, 2016, 08:20:46 AM
@ skyarkhangel

Are you guys completely on to A14 build now? Or will you still update any glaring/major things found in the 3.0 (A13) version?

We will try to transfer all of A13 in A14. So, found bugs in A13 will be transferred too :)

Cool, keep up the great work!

Zakhad

@Skyarkhangel When your doing updates on the github could I ask that you mark when/where the transition from alpha 13 to alpha 14 takes place. It's just so we don't get people trying to run alpha 13 on a alpha 14 modpack that previously happened with alpha 12/13