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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1808829 times)

Canute

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6510 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
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BlackSmokeDMax

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6511 on: December 22, 2017, 12:33:04 PM »

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

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6512 on: December 30, 2017, 04:48:25 AM »

Hello all!
Master branch updated to beta 18.
« Last Edit: December 30, 2017, 04:50:57 AM by skyarkhangel »
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Shad

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6513 on: December 30, 2017, 07:09:20 AM »

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

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6514 on: December 30, 2017, 07:46:10 AM »

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. ^-^
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bobobos

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6515 on: December 30, 2017, 12:03:08 PM »

crashlanding seems incompatible whit this version is weird...
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notfood

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6516 on: December 31, 2017, 03:08:58 AM »

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
Code: [Select]
<?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.
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bobobos

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6517 on: January 01, 2018, 06:29:20 AM »

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()
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Mlaszlo5

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6518 on: January 01, 2018, 08:54:37 AM »

Thank's the update. :)
Did you delete the Industrial Rollers from mod pack?
https://ludeon.com/forums/index.php?topic=26967.0
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Thelostmerc

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6519 on: January 01, 2018, 01:16:53 PM »

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
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skyarkhangel

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6520 on: January 02, 2018, 04:52:35 AM »

Thank's the update. :)
Did you delete the Industrial Rollers from mod pack?
https://ludeon.com/forums/index.php?topic=26967.0

yup. will be added later.
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Aslowturtleayylmao

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6521 on: January 03, 2018, 12:48:42 AM »

thanks for this work my dude
without mod packs like this my depression would be harder to handle
especially since vanilla rimworld is bad/boring and needs mods to make it playable/unlock its true fun/potential.
I call it the Elder Scrolls Effect. happens to tons of games sadly...

here is hoping Tynan maybe adds some key features or improved mod support (yeah i know its already really good but maybe some more mod list options like sorting, instant add to bottom or top, saving loading mod lists, that would be nice)
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Mistrornge

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6522 on: January 03, 2018, 12:44:17 PM »

Crash consistently before planetfall.  I can see the map I am to play on but as soon as I remove popups it crashes to desktop. 
Downloaded the files today.  Have Core, Hugslib, and the rest of the mods alphabetically.  I placed the xml in the proper location. 
Everything else seems to work. 
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iUnchain3d

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6523 on: January 04, 2018, 07:35:34 AM »

When I start a new colony, make factions aren't loading in. Any idea why?
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Arkaile

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6524 on: January 04, 2018, 04:20:45 PM »

Crash consistently before planetfall.  I can see the map I am to play on but as soon as I remove popups it crashes to desktop. 
Downloaded the files today.  Have Core, Hugslib, and the rest of the mods alphabetically.  I placed the xml in the proper location. 
Everything else seems to work.

This was been happening to me as well until I tried a smaller map size. It's not really to my liking, but at least it lets the game run with this mod pack. Give it a shot if it doesn't bother you.
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