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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2037806 times)

nchlsf

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6045 on: July 15, 2017, 01:24:10 AM »

Hi, thanks for the earlier help, took the advice to mine deposits, but im facing a bit of a bug when it comes to raids, sometimes there is a raid indicator but no raid appears and i get this bug:


Faction The Black Aardvark Senra of def Feral has no usable PawnGroupMakers for parms tile=161816, inhabitants=False, points=3000, faction=The Black Aardvark Senra, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttackSappers, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__AA1()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This only happens for some factions, any idea what is causing it?
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Canute

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6046 on: July 15, 2017, 02:41:09 AM »

Hey guys was wondering if anyone had any insight on mods in the pack not loading? Let me know if I need to post more information. Thanks
You can disable all other mods beside Core and Core_SK.
But you will miss alot of the features.
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pongvin

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6047 on: July 15, 2017, 09:13:05 AM »

Has anyone been able to make compost in the A17 version?

Started a new colony a few days back with a fresh install and the rotted mush, which I think is supposed to break down to compost, does not.
Rotted meat decomposes to the mush though, and I have not yet found any other possibility to make compost.

mix raw meat/rotted meat/burn barrel/fecal matter with rotted vegetables to make compost at the butcher table. insert compost into the barrel to create fertilizer.
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PhenotypeX

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6048 on: July 15, 2017, 11:41:36 AM »

Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.
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BlackSmokeDMax

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6049 on: July 15, 2017, 01:55:48 PM »

Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.

Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.

Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)

Slipshodian

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6050 on: July 15, 2017, 03:10:06 PM »

Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.

Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.

Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)

to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).
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PhenotypeX

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6051 on: July 15, 2017, 03:40:48 PM »

Can anyone explain why my pawns won't cook roasted meat in this screenshot? https://imgur.com/a/zuv8M

I select someone with cooking work enabled, right click on the grill and it says "need materials", but the meat is right next to the grill.

Did you make sure that meat isn't "insect meat"? I see that is not allowed in the bill.

Other than that, any chance you have that pawn restricted to a zone that does not contain the meat? (it is really close, but I know I have forgotten to expand zones in the past)

to add to this, make sure the meat isn't being used (i.e. someone/animal is trying to eat it, use it, or move it), since it won't count towards being available during that time. I get that all the time if i have scarce food supplies, but things are being moved about, especially when someone moves the only stack of meals but someone wants to eat at the same time (this is the same for meat if someone across the map wants to haul it, the chefs can't use it until it's been moved).

It's definitely prime meat. I let a full day go past and nobody came to pick up the meat, so I don't think it was being reserved.

I have a fireplace as well as a grill, and I wonder if it is a bug related to refueling the fireplace. I've noticed that pawns who refuel the fireplaces sometimes start cooking there, even when they aren't assigned to cooking.  I disabled all cooking tasks on the fireplace, and since then I've not had any problems with the grill.
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PhenotypeX

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6052 on: July 15, 2017, 05:50:16 PM »

On a separate note: does anyone else think abominations seem completely unbalanced in the early game?
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Nightfurry0

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6053 on: July 15, 2017, 07:15:39 PM »

are there any known bugs with he zombieland mod?
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joeloverbeck

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6054 on: July 15, 2017, 08:42:28 PM »

My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?
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EpicFox

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6055 on: July 15, 2017, 09:58:22 PM »

My solar generators worked for a few days and then stopped. They never produce an output, even during the day and when there isn't an eclipse. There's no roof over them. I wonder if some event deactivated them but due to some bug the game never activated them back. Has this happened to anyone else?

Have you tried anything to see if it starts working again? eg. turn power off/on.
If that fix it, try replacing it. If it's still not working it might be a fault in the settings.
If it does work after replacing, keep an eye on it to see if at some point it happens again and try figuring out what's the cause of it happening.
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Devinel

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6056 on: July 16, 2017, 12:01:59 AM »

just had a bug:

one pawn just decided to give a tresaure to the others and it showed me the treasure will be a gun. then it was "leg gun" so she spawned a leg. kinda funny
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Zakhad

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6057 on: July 16, 2017, 12:38:24 AM »

Hey, firstly alpha 17 is pretty awesome, thanks to all involved transiting the mod from alpha 16 to alpha 17 :)

My question is: Does anyone know if this is an alpha 17 or is it a new feature of hardcore sk - Whether pawns "give up" and just die?

I've had a couple of cases of this now. One was where a pawn died of "blood loss" at only minor level because he wasn't fed in a timely manner (He went to malnutrition minor and I was watching to make sure he got patched up)

The other time is when I had a pawn die of hypothermia at shivering 10% after being knocked down in a firefight about 1 minute seconds after the fact he was bleeding out but only had minor blood loss, it's like the game is randomly picking eventually fatal affliction they have and rolling a dice to see if they give up and die, perhaps its to do with mood as well but i haven't checked them but surely mood can't be taken into account if they're unconscious :S

Anyways, if you do know anything I would be most grateful.

My version of hardcore SK is commit 473eef60fbc163f4f440adf2d9809774371c386a Merge pull request #1060 from FaHT1k/master, a day or so old.
« Last Edit: July 16, 2017, 12:40:25 AM by Zakhad »
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notfood

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6058 on: July 16, 2017, 02:00:45 AM »

That's a vanilla feature introduced in A17. If critical body part goes to 0% pawn dies. Malnutrition going up will weaken their system.
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EpicFox

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6059 on: July 16, 2017, 05:12:09 AM »

I noticed a decent drop in my fps after almost 5 years. The cause is an advanced mineral miner.
Once I place it on a deposit my fps drops to 30-40.
Turning power off doesn't change this.
Only after removing it completely my fps jumps straight back to 60.
When it's minified I get the "System.NullReferenceException: Object reference not set to an instance of an object" error log.
When it's installed and I click it I get the "gave an inspect string over six lines" error log.

   <ThingDef ParentName="BuildingBase">
      <defName>RareExtractor</defName>
      <label>advanced mine extractor</label>
      <description>The advanced mine extractor digs deep into the ground to extract rare metal ores. Must be placed on a Deposits of Rare Minerals. Requires power.</description>
      <thingClass>SK.Building_RareExtractor</thingClass>
      <graphicData>
         <texPath>Things/Building/Production/AdvancedExtractor/adv_mining_off</texPath>
         <graphicClass>Graphic_Single</graphicClass>
         <drawSize>(5,5)</drawSize>
         <shadowData>
            <volume>(3.5, 2, 3.5)</volume>
            <offset>(0,0,-0.1)</offset>
         </shadowData>
      </graphicData>
      <rotatable>true</rotatable>
      <altitudeLayer>Building</altitudeLayer>
      <Passability>Impassable</Passability>
      <fillPercent>1</fillPercent>
      <hasInteractionCell>True</hasInteractionCell>
      <interactionCellOffset>(1,0,-3)</interactionCellOffset>
      <statBases>
         <WorkToBuild>18500</WorkToBuild>
         <MaxHitPoints>300</MaxHitPoints>
         <Flammability>1.0</Flammability>
         <Beauty>-60</Beauty>
         <Cleanliness>-15</Cleanliness>
      </statBases>
      <tickerType>Normal</tickerType>
      <comps>
         <li Class="CompProperties_Power">
            <compClass>CompPowerTrader</compClass>
            <basePowerConsumption>2000</basePowerConsumption>
         </li>
         <li Class="SK.CompProperties_RestrictedPlacement">
            <compClass>SK.CompRestrictedPlacement</compClass>
            <RestrictedThing>
               <li>RareMineralDeposits</li>
            </RestrictedThing>
         </li>
         <li Class="CompProperties_Glower">
            <glowRadius>5</glowRadius>
            <glowColor>(255,0,0,0)</glowColor>
         </li>
         <li Class="CompProperties_HeatPusher">
            <compClass>CompHeatPusherPowered</compClass>
            <heatPerSecond>60</heatPerSecond>
            <heatPushMaxTemperature>1500</heatPushMaxTemperature>
         </li>
         <li Class="CompProperties_LifespanDebrisRare">
            <lifespanTicks>2500000</lifespanTicks>
         </li>
         <li Class="CompProperties_Flickable"/>
      </comps>
      <size>(5,5)</size>
      <stuffCategories>
         <li>Metallic</li>
      </stuffCategories>
      <costStuffCount>160</costStuffCount>
      <costList>
         <ReinforcedConcrete>50</ReinforcedConcrete>
         <Component>15</Component>
         <Mechanism>10</Mechanism>
         <Electronics>4</Electronics>
      </costList>
      <placeWorkers>
         <li>SK.PlaceWorker_OnlyOnThing</li>
      </placeWorkers>
      <building>
         <deconstructible>true</deconstructible>
      </building>
      <killedLeavings>
         <ChunkSlagSteel>6</ChunkSlagSteel>
      </killedLeavings>
      <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
      <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
      <DesignationCategory>Production</DesignationCategory>
      <castEdgeShadows>false</castEdgeShadows>
      <researchPrerequisites>
         <li>GroundPenetratingScanner</li>
      </researchPrerequisites>
   </ThingDef>

EDIT: I added the minifieddef myself and also removed it to see if this was causing the fps drop but no change.
« Last Edit: July 16, 2017, 05:15:57 AM by EpicFox »
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