[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.

Catsters

#3555
Im having some issues with the new fuel system. Campfires, grills and the steam generator does not get fueled :( got no issues with torches though.

*edit* debug log


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Zakhad

Quote from: Catsters on September 13, 2016, 06:02:43 AM
Im having some issues with the new fuel system. Campfires, grills and the steam generator does not get fueled :( got no issues with torches though.

I had similar problems with yesterdays github. But when I updated it to today's version it was fixed. They're overhauling the entire fuel system to incorporate RA mod's fuel system, assuming that we're talking about the same problem. I can't really give any more advise than that when you don't say what version your running.

Catsters

I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though

Zakhad

Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though

What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285

sidfu

Quote from: Zakhad on September 13, 2016, 06:43:48 AM
Quote from: Catsters on September 13, 2016, 06:37:28 AM
I updated it about 3 hours ago, hoping it was fixed. when it stops refueling deleting and rebuilding it seems like a temporary fix. but yeah I'll try to be more patient. I really like the idea of being able to choose what fuel to use though

What might be an idea is to enable the debug mode in options and do the said actions that's causing it, and report it on the issues of the github stating the commit version number your using. I'm going to guess its the same one being discussed here but i don't speak russian :P Suffice to say i'd assume they know about it. https://github.com/skyarkhangel/Hardcore-SK/issues/285

yeah what he said. also if u need to find the error u can find it in the main data folder for rimworld. there a file called output it will have any error that happens in it.

twisted067

Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now

Makko


twisted067

Does anyone know how to use the mending workbench? I have crafted the repair kits...now what? I cannot figure this out

sidfu

Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now

probaly not but what u do is back up your mods folder and the mod config u useing then if new one wont load your save u can eithr go back to the old mod folder or start new. remember rimworld was made for constant restarting of worlds.

Slipshodian

Quote from: twisted067 on September 13, 2016, 06:56:02 PM
Does anyone know how to use the mending workbench? I have crafted the repair kits...now what? I cannot figure this out

It automatically queues items that aren't forbidden (i think it takes them off the ground and stockpiles, but may just be stockpiles and i haven't noticed). the settings for the bench determine what they can work on, and how far off they can go to get them....you'll probably want your weapons/clothing/armor stockpiles nearby it so you can set it so they can grab from there and not run across the map (decrease it's work range), and probably need to manually tweak it if you want specific stuff fixed sooner and not waste up your repair kits.

as far as i've seen it's a pretty low priority task, so you will probably need a person not doing much of anything else to actually get around to it.

Zakhad

Quote from: twisted067 on September 13, 2016, 04:00:55 PM
Is is possible to update to the latest version of this mod and keep saves? I'm using a version thats 2 weeks old now

Depends on the mods being updated. Anything that changes functions to the gameplay then no. If its bufixes etc then yeah. You'd have to compare your version to what you're updating too and compare the differences, or even just pick out parts of the update that you specifically need for your game to not be broken assuming the that's main cause for an update without restarting.

Quote from: Makko on September 13, 2016, 04:11:55 PM
Also is there a change log?

Github https://github.com/skyarkhangel/Hardcore-SK/commits/master

aliitsk

Excellent mod. Is psychology implemented or needs to be activated separately? Does it even work?

sidfu

Quote from: aliitsk on September 14, 2016, 08:01:10 AM
Excellent mod. Is psychology implemented or needs to be activated separately? Does it even work?

its not working with base game so dont work with the mod pack. its there for testing. think they plan to have it working with the pack when they put out the alpha 15 version of mod pack

Slipshodian

Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.

pongvin

Quote from: Slipshodian on September 15, 2016, 11:12:37 AM
Are antibiotics working as they should? I have colonists with infections popping some but the status effect seems to just pop up and instantly disappear. I don't know if it's functioning correctly (and the status of it is hidden) or it the duration of it is just really really short, making it pointless.

Not sure if it was intended, but antibiotics work like this:

A pill adds 15% severity to the antiobiotics' effect (15% lasts for 3.6 in-game hours). If the effect is under 15% severity, it does nothing and it is hidden. Above 15% severity, it boosts various stats, mostly blood filtration, and the effect is shown.

Since a pill only adds 15%, the first pill you take will do absolutely nothing, and the effect will instantly disappear almost immediately as the severity goes under 15%. You gotta take more than one to benefit, as the severity stacks with itself.