[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.

DDRMANIAC007


sidfu

Quote from: DDRMANIAC007 on September 16, 2016, 12:50:47 AM
I've run into a game breaking bug:

http://images.akamai.steamusercontent.com/ugc/261595957456188698/B3BE241CC5EF1D53D57BE6BCC885E5DDD8FAA694/

My pawns just say they are standing and refuse to do anything unless manually ordered to.

1 make sure pawn can gete to where the roof needss to be
2. if u updated form git u need to delte all the old files first or u can wind up with extra files sometimes
3. try making a new game alot of time if they update a core part on git it makes it save game incompatible

Slipshodian

Quote from: pongvin on September 15, 2016, 10:55:23 PM
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.
ah, thank you, that seems to work, though it is a 'little' silly because you gotta force em to take multiple. It's also hilarious when you give someone a bunch since they start having headaches and the like.

Zakhad

Quote from: pongvin on September 15, 2016, 10:55:23 PM

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.

I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.

There needs to be a way to force feed someone antibiotics.

sidfu

Quote from: Zakhad on September 16, 2016, 11:38:36 AM
Quote from: pongvin on September 15, 2016, 10:55:23 PM

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.

I didn't really understand it myself either so this helps, I did figure that I needed more than 1 but i wasn't sure i only had 3 when I last used them, and wanted to save them for an emergency.

There needs to be a way to force feed someone antibiotics.

yeah there needs to be a way. right now i just pick them up drop them next to the bed then have them eaet them but annoying haveing to foce them thou and effect is way to short imo

twisted067

How safe would it be to disable Mountain Temp mod mid-game?

sidfu

Quote from: twisted067 on September 16, 2016, 07:43:39 PM
How safe would it be to disable Mountain Temp mod mid-game?

probaly safe but would leave some dataa in your save. if moountains to cold u can set a min temp in the options/mod ingame. it has 3 settings seasonial, yearly and then u can set the min temp your self.

ThomasCro

The wind turbine says it is blocked by a power conduit. That seems silly. Does it affect performance?

sidfu

Quote from: ThomasCro on September 17, 2016, 04:40:47 AM
The wind turbine says it is blocked by a power conduit. That seems silly. Does it affect performance?

wind turbines always been a bit funny its always best to attach them from side so they dont bug.

for wind turbines best thing to do is attach them froom one side and cement their area. every so often they can bug and even grass can block tthem or blades stop moveing.

i found by attaching the power from side and cementing their area i never have problems with them.

x3nit

I can't take this kind of bug anymore, i have this on every game i made,  it's ruining my experience of this modpack.
It's there since the a13 version, how is it not fix yet ?

https://postimg.org/image/m526l9wdl/

twisted067

Is there a way to set global maintenance level? Each colonists goes to maintain stuff at 90%, anyway to change the %? I'd rather they go maintain around 60%

sidfu

@x3nit before salting plz provide usable info on the bug.

1. instead of screen shot go into the main rimworld folder.
2.go into the RimWorldWin_Data.
3.open the output_log.text
4. now look for the error.
5. copy the error.
6. go to git version  and submit the issue.
remember if u useing the git version to play its the most to date but also mosts unstable as it receives daly updates and isnt alwas save game compatable between saves.

@twisted did u check in the fluffy break downs as thats what adds the repair stuff i think.

Skrimp

Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955

sidfu

Quote from: Skrimp on September 17, 2016, 11:28:32 PM
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955

thats been like that for a few versions now. its not game breaking so hopely they workon a15 before worrying about that. since it doesnt leave a error in log maybe once they go a15 it be fixed.

Zakhad

Quote from: Skrimp on September 17, 2016, 11:28:32 PM
Is anyone else encountering a bug where once you load your game the manual priorities button is no longer ticked and the automatic addition of home zones is re-ticked? It's quite annoying that every load I have to remember to re-tick the priorities button so they all don't become doctors and butcher each other lol... I'm using ver: 0.14.1249 rev955

Already listed on the github under issues a problem with CCL I heard, I could be wrong.