[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.

Geroj

Quote from: Lerin on June 23, 2017, 06:24:33 AM
i didnt notice problem, T800 or T1000 always ask me join to colony before skynet raid .

Aha, got it. Yep I got no event just one T800 attacked me very early


SpaceBear

First time player of this mod and absolutely loving it so thanks very much.

Think I'm experiencing a butchering bug/cooking bug. Butchered a couple of mares just fine then went to butcher the stallions and I just get the need materials pop up. Checked settings and it all seems to be in order and I can butcher vanilla animals (tried Ibex so far).

Tried fishing and pawn grilled the first fish but now won't grill anymore same need materials popup?

Or am I being blind to the obvious?


Ramibuk

Hi, I think there is a problem with fine meal. I need only one meat and one basic food to make it. It says it require 0.3 "ingredients", I think it should be 0.3 "nutrition".

Canute

Quote from: SpaceBear on June 23, 2017, 11:20:03 AM
Think I'm experiencing a butchering bug/cooking bug. Butchered a couple of mares just fine then went to butcher the stallions and I just get the need materials pop up. Checked settings and it all seems to be in order and I can butcher vanilla animals (tried Ibex so far).

Tried fishing and pawn grilled the first fish but now won't grill anymore same need materials popup?

sidfu (from the mod dev team wrote:
Quotemeals now use nutrition for food ammount instead of a specifiic number. it might be high or low currently it will be adjusted as we do a balance pass

You should try to update the mod, if you didn't do this the last days.
Maybe that solve the problem.


Xbalanque

So, i was with 4 colonists for about a long time... suddenly a event about someone asking for help appeared and with him, a fucking raid with 6-7 guys full loaded, that's normal? How i'm supposed to deal with that?

Hargut

i use randy random and its so seldom there are events x(  Iam 2 years ingame and have only 4 colonists (started with 3). I had 3 raids only yet and 1 insect scout, 2 hives and 2 manpacks.

Canute

Welcome at hardcore mode !
After 2 years, most storyteller get out their heavy weapons, until then you should be a bit prepared.
If you got luck and you got your own terminator, they shouldn't be a big problem, just use your terminator as meat shield.
If you still can't handle it, try to load a safegame before, and reduce the difficult of the storyteller, then less raider spawn.

Hargut

#5722
sadly i get this error now - its the second time. I had my game which i played 2 days becuz of the same error.   And now it ahppens again. I cant load the save, it just give me this error x((( Really nothing happened before i saved mhhh
QuoteException from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

MightyGooga

#5723
Guys, sorry to insist again. I have been looking for a way to edit mineral deposits (Delete them from a save game) all over the place, reddit and all. I know in the past I did the same search, and foun a way to do it, by means of editing some file that contained the data for those deposits. But I cant find it anymore. It is drinving me crazy.

I know you cant delete them from the DEV MODE menu. Please someone help here.

I cant figure it out what mod is placing those mineral nodes. Is core based?

Maroxad

#5724
You can use an XML editor to edit your save file and delete the lines of code, that the game loads the mineral deposit from.

That is what I do when the game wont let me delete something glitchy via dev mode. Just make sure to make an extra copy first.

sidfu

Quote from: Hargut on June 23, 2017, 01:30:44 PM
sadly i get this error now - its the second time. I had my game which i played 2 days becuz of the same error.   And now it ahppens again. I cant load the save, it just give me this error x((( Really nothing happened before i saved mhhh
QuoteException from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

first attmpe to fix that was did today. sadly its not retroacive so u might not beable to load that save

worldspawn

It may already be in the thread but I searched and can't find it. When I start a new game, 2 of my 3 colonists are blue and have randomized equipment/skills that aren't respecting what I selected in prepare carefully. Anyway I can resolve that?

blaktek

#5727
I stumbled upon a quirk, I think :

My research toon suddenly stopped researching. No way to left click the bench, no way to make another toon research either.

Using the notification log, the last tech unlocked was "Dining room furniture III".
Thing is, the #III tech doesn't exist in the tech tree, I have instead two successive techs called  "Dining room furniture II" ; each unlocking the proper gizmoes. The second of the duplicate names is between #II and #IV and unlocks what #III is supposed to.

To get to the point : is a labeling error in the tree able to bork the entire research protocol ?


Edit : Yup. There's a quirk there.
The research is unable to proceed to "Dining room furniture IV". Actually the protocol is frozen if that tech is selected.

I'll keep it for last.

Lerin

Can't load save :/

Some Errors:

Couldn't load child backstory with identifier Skynet_off_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(HashSet`1&, Boolean, String, LookMode)
RimWorld.Planet.WorldPawns:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


----------------


Couldn't load adult backstory with identifier Skynet_off_Caring_Animals_Artistic_Crafting_Cooking_Cleaning_PlantWork_Mining. Giving random.
Verse.Log:Error(String)
RimWorld.Pawn_StoryTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Pawn_StoryTracker&, String, Object[])
Verse.Pawn:ExposeData()
Skynet.SkynetInfiltrator:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(HashSet`1&, Boolean, String, LookMode)
RimWorld.Planet.WorldPawns:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(WorldPawns&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()



--------


Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Plant.MakeLeafless (bool) <0x00050>
at RimWorld.Plant.CheckTemperatureMakeLeafless () <0x00046>
at RimWorld.Plant.PostMapInit () <0x00019>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1>
at Verse.Map.FinalizeLoading () <0x00440>
at Verse.Game.LoadGame () <0x002ec>
at Verse.SavedGameLoader.LoadGameFromSaveFile (string) <0x00178>
at Verse.Root_Play.<Start>m__84F () <0x00016>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()




My save is lost ?

MightyGooga

#5729
How to edit Mineral Deposits (#mineraldeposits , #mineralnodes, #deposit of minerals)

So after a long, and tiresome search, I found out how to edit mineral deposits. I decided to post here, so to share with anyone looking for the same thing.

All you have to do is to edit the .rws save file, and look for (Deposit of Minerals, Deposit of Rare Minerals and Oil field) in the file. Delete them and then it will be gone from your map. Hope this helps.

The save file is in the ludeon folder on %appdata%

EDIT:

Ok, dont do any of this. I just checked and it ruined my save.