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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1859765 times)

zipqun

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5265 on: February 17, 2017, 02:47:49 PM »

Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec,  and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i  pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods  an its not working ;c any suggestion ?
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lordmatiz

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5266 on: February 17, 2017, 02:49:28 PM »

Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )

There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?



After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.
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Caldar

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5267 on: February 17, 2017, 03:19:43 PM »

Is there now an other way to check the stats for apparel? In the craftingwindow the "i" only shows the armor, isulations etc. but not the additional stats like "Global working speed" and co.

That game doesn't show any stats if they're at 100%, so that's what they are (aka unmodified).

I mean something other. For example the "leather gloves". They give you a bonus for working, construktion and melting speed, you see the bonus if you have a already crafted paar. Its unter "Offset when equipped". But in the crafting window in the tailer bench there is no "Offset when equipped", you dont see which boni you get from the this apperel.
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Zakhad

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5268 on: February 17, 2017, 07:04:49 PM »

Hi all, I have again little problem, when i playing at beggining its ok, but after 3-4 h i have some kind of "spikes" every 3-4 sec,  and its nor errors cuz i check it many times i open the tab and check there is any red sentence and there isn't + when even i  pause the game i have those spikes cuz i see it when i move the screen around, anyone had that problem ? i think i have it every time ;c i reinstalled rimoward + repaste the mods  an its not working ;c any suggestion ?

You're getting lag spikes while paused...? Hummm that's strange, you're absolutely certain of this? - Does this only happens with this modpack? Because it could be a hardware fault or a bad installation of rimworld or even bad drivers, the list can go on, the game should never lag when paused.

Because it sounds more like a incident or path finding bug, it could be that old animated graphic from cave's mod but I'm fairly certain no 1 is running that, but that caused a lot of issues for people

To test whether or not it's a path finding bug. Make a backup of your save, use debug mode and kill all animals on map. if that doesn't fix it, kill your colonists, and see if that fixes it.
Lastly I tend to save the game with no units on the map and then I check for queued events or incidents in the save file, which could be attempting to trigger but gets stuck, after deleting them if any, reload that save with no units and see if the lag disappears.
If it is the event/incidents bug try to figure out what one it is, and report it on the github, also stating what version you are running, and or if you are github version to the best of your knowledge what commit your running with along with a date. 

i.e - when you click on the commits section on the hardcore sk github you'll see a few digits on the right hand side of the commit, click on that and paste the commit value e.g. commit 24e09222c935b5625cd4bc3c9492f169ac00814a - by doing this you're telling us what version you are running, and or whether or not it's been fixed in a later version, because a lot of people don't like to update there client mid play through due to save compatibility.

The above mentioned help will only work if its lagging while the game is not paused,
« Last Edit: February 17, 2017, 07:09:51 PM by Zakhad »
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Zakhad

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5269 on: February 17, 2017, 07:07:51 PM »

Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )

There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?



After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.

You should have 2, I had 2 and i was barely past the first tier of research (neolithic tier - the stuff you can research before getting "technology" researched.) Granted I am playing as tribal so it might have been overlooked in other starting tech periods.

Make a backup of your save and debug unlock all research just to see whether or not you have it, because I did have 2, one that can be placed on mud and one that can't be.
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mora145

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5270 on: February 17, 2017, 07:29:29 PM »

Who knows why errors come out like these?

The language I have default is Spanish

Code: [Select]
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()


[attachment deleted by admin due to age]
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Owlchemist

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5271 on: February 17, 2017, 07:59:53 PM »

Who knows why errors come out like these?

The language I have default is Spanish

Code: [Select]
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.

mora145

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5272 on: February 17, 2017, 08:41:47 PM »

Who knows why errors come out like these?

The language I have default is Spanish

Code: [Select]
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.

Thx.
But could you tell me what that mistake is?
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Owlchemist

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5273 on: February 17, 2017, 09:50:21 PM »

Who knows why errors come out like these?

The language I have default is Spanish

Code: [Select]
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.

Thx.
But could you tell me what that mistake is?

Those leathers that it's trying to specify a language translation for don't exist in HCSK.

mora145

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5274 on: February 17, 2017, 10:14:41 PM »

Who knows why errors come out like these?

The language I have default is Spanish

Code: [Select]
Def-linked translation error: Found no Verse.ThingDef named Cassowary_Leather to match Cassowary_Leather.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData()
Verse.PlayDataLoader:<DoPlayLoad>m__6F7()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

These can be ignored. They're just warnings, not full blown errors. It's on the to-do list to fix.

Thx.
But could you tell me what that mistake is?

Those leathers that it's trying to specify a language translation for don't exist in HCSK.

Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.
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Owlchemist

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5275 on: February 17, 2017, 11:41:03 PM »

Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.

Eventually, we would need to have a new Spanish-SK language set, like Russian has.

mora145

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5276 on: February 17, 2017, 11:53:25 PM »

Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.

Eventually, we would need to have a new Spanish-SK language set, like Russian has.

I'm doing all the translation, including the "Defs" of all mods and Core SK.
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mora145

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Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
« Reply #5277 on: February 18, 2017, 12:05:21 AM »

Thanks again. I am translating the MOD Pack into Spanish. That is why my doubt.

Eventually, we would need to have a new Spanish-SK language set, like Russian has.

I'm doing all the translation, including the "Defs" of all mods and Core SK.

One of the parts that I have already finished

[attachment deleted by admin due to age]
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killermen962

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Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
« Reply #5278 on: February 18, 2017, 06:29:52 AM »

So I was playing classic scenario and I got the darkness hell-spawn thing event, does it end?

Also, I have to admit I am having a hard time with this modpack with all the new recipes/components required and extra steps to do things that you could do in vanilla pretty fast/easily. But one thing that keeps annoying me is malaria, I'm assuming mosquitos are realistic and are actually spreading it because every time I see a herd of animals with mosquitos, days later they are all dead from malaria, the sickness is running rampant through my colony and I would like to know if there is any form of deterrent to keep mosquitos away or kill them other than forcing colonists to kill them, because sometimes I send them out to say grab something and they get malaria while out there.  :'(
« Last Edit: February 18, 2017, 11:32:49 AM by killermen962 »
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Canute

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Re: [A16] [MODPACK] Hardcore SK global project v5: Jewel
« Reply #5279 on: February 18, 2017, 06:47:03 AM »

- Fuel smithy, the unfinished object get put in the middle at the smithy, since the object is impassable the crafter can't reach it anymore.
Seting it to passthrough solve the problem, but changing the drop/workspot would be better.

- engl. translation for "anybody" at the crafter selection is wrong/corrupt.
- engl. translation for "paused" at crafting bill is wrong/corrupt.

- sawmill "chop wood kindling" -> chop firewood

- *sigh* i know there was a A15 stonecutting mod and at A16 you don't need them anymore. So why it is still not possible Craft until x  for stone blocks ? :-(
Yes i know i can handle it over the manager.

- Suggestion for the research window. It would be helpful if the research projects would be row sorted by the needed research table. So you can easyly see what kind of research you can do with research and hightech without multi.
I think the window is fixed anyway, so you just need to move a few projects to the right. Maybe a 4 coloured background for each research station.


« Last Edit: February 18, 2017, 10:08:58 AM by Canute »
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