[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.

Lonfield

Great!, Thanks, i'm anyway getting my A16 game started for Xmass

BlackSmokeDMax

Quote from: Lonfield on December 18, 2017, 07:36:20 AM
Great!, Thanks, i'm anyway getting my A16 game started for Xmass

Just an FYI, I received a notification via discord this morning that the team has an experimental release for B18 on the development branch on github. So work is definitely proceeding! Not sure if you'll want to try this as there are usually some fairly major flaws this early in the process and the updates will be fairly often as well. You'll likely end up starting over repeatedly.

sidfu

we still need people to play expermental build to help fix bugs. everyone is welcome to trying it. if u got a bug try if u can post it in the bug reports section of discord so we can get to itt faster and also have direct contact with u for specifics of the bug so we can fix faster

ThomasCro

What is the name of the mod that lets you set the minimal stock before they start crafting again at the workbench?


BlackSmokeDMax

Quote from: Canute on December 22, 2017, 11:30:07 AM
Rimworld,
thats part of the vanilla feature at B18 now.
For A17 maybe
https://github.com/Falconne/ImprovedWorkbenches/releases/tag/v17.10

And for older versions there was "Crafting Hysteresis" (original, I think) then "Enhanced Crafting" (2nd one to come out), this was followed up by a new author taking over Enhanced Crafting and then Better Workbench Management (that is the one Canute quote, it has a different title and folder name due to Steam Workshop story/reason)

skyarkhangel

#6411
Hello all!
Master branch updated to beta 18.

Shad

Awesome! Just need to finish my current game to update to that.

Kitsune

yay! But a bit little yay, fluffy's colony manger is not there yet or i'm wrong? :'( If so i wait a bit longer. ^-^

bobobos

crashlanding seems incompatible whit this version is weird...

notfood

Crashlanding mod needs a simple change to Defs/PawnKindDefs/PawnKinds_Prisoner_CrashLand.xml. It's actually a weird interaction of CombatRealism+Core_SK.

Either replace it or put it on a new mod under CrashLanding
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <PawnKindDef>
    <defName>CrashLand_Prisoner</defName>
    <label>prisoner</label>
    <race>Human</race>
    <combatPower>25</combatPower>
    <defaultFactionType>Pirate</defaultFactionType>
    <baseRecruitDifficulty>0.50</baseRecruitDifficulty>
    <backstoryCategory>Raider</backstoryCategory>
    <backstoryCryptosleepCommonality>0.1</backstoryCryptosleepCommonality>
    <chemicalAddictionChance>0.08</chemicalAddictionChance>
    <maxGenerationAge>50</maxGenerationAge>
    <gearHealthRange>
      <min>0.5</min>
      <max>0.9</max>
    </gearHealthRange>
    <itemQuality>Normal</itemQuality>
    <apparelTags>
      <li>Prisoner</li>
    </apparelTags>
    <apparelAllowHeadwearChance>0</apparelAllowHeadwearChance>
    <apparelMoney>
      <min>0</min>
      <max>2400</max>
    </apparelMoney>
    <apparelIgnoreSeasons>true</apparelIgnoreSeasons>
    <forceNormalGearQuality>true</forceNormalGearQuality>
    <weaponMoney>
      <min>0</min>
      <max>300</max>
    </weaponMoney>
    <weaponTags>
      <li>SimpleGun</li>
      <li>NonNeolithicOnlySimpleMelee</li>
    </weaponTags>
    <techHediffsMoney>
      <min>0</min>
      <max>35</max>
    </techHediffsMoney>
    <techHediffsTags>weaponMoney
      <li>Poor</li>
    </techHediffsTags>
    <techHediffsChance>0.1</techHediffsChance>
  </PawnKindDef>

</Defs>


The issue is the weaponMoney and apparelMoney. If it can't be fulfilled CE throws a very obscure error. It's a bug in current CE.

bobobos

i found something weird whith the guns
Exception ticking Bullet_BoltActionRifle136266: System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.ArmorUtilityCE.GetPenetrationValue (Verse.DamageInfo) <0x002cf>
at CombatExtended.ArmorUtilityCE.GetAfterArmorDamage (Verse.DamageInfo,Verse.Pawn,Verse.BodyPartRecord,bool&) <0x00254>
at CombatExtended.Harmony.Harmony_DamageWorker_AddInjury_ApplyDamageToPart.ArmorReroute (Verse.Pawn,Verse.DamageInfo&) <0x0006b>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult&) <0x000a6>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x00505>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000ae>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00275>
at RimWorld.Bullet.Impact (Verse.Thing) <0x00245>
at Verse.Projectile.CheckForFreeIntercept (Verse.IntVec3) <0x003c9>
at Verse.Projectile.CheckForFreeInterceptBetween (UnityEngine.Vector3,UnityEngine.Vector3) <0x0028c>
at Verse.Projectile.Tick () <0x001c9>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Mlaszlo5


Thelostmerc

Is anyone having issues with their world not generating. only using sk and it wont let me generate a world no matter what i do. heres my log https://docs.google.com/document/d/e/2PACX-1vQQlw_L4DorYGeGSEJC7ICF8X0UaqY7mfzvPGxy79Aa4_X8xXEF8BAiYtyvDi3MhejyE1IiIDeqqrRB/pub

skyarkhangel