Poll
Question:
Base relocating
Option 1: No base relocating
votes: 6
Option 2: only 1 tile away and not during major incidents
votes: 2
Option 3: don't care (actually this could win the game if you just move around so this option can't win)
votes: 0
Hello guys so we
(discord guys) made a challenge for Hardcore SK modpack , Stalion aka The13thRonin is the one who suggested it so he gets the final say.
Mods :
- Hardcore SK pack :GitHub (https://github.com/skyarkhangel/Hardcore-SK/tree/master)
- Every optional mod from HCSK execept Pawns Are capable
- Wild Cultivation
- Editable Backstories
- Stack Merger
--Optional Mods below :
--For QoL mods , don't abuse it ,also here's a list of QoL that are ok to use i guess :
- SS damage indiacators
- Better pawn control
- Save Storage and Outfits settings
- Colonist bar kf
- Notification Archiver
- Moody
- Work Tab
- Moar Jobs
- WM Smarter food selection
- Rimsearch
- More Planning
Rules below :
- Winner :Longest lasting colony
- Scenario :Classic
- Storyteller : Project Zero
- Difficulty : Rough
- Permadeath On
- No prepare carefully
- Any starting Location
- Difficulty : Rough
- 25 rerolls per colonist
- Map size :any between 250*250 and 350*350
- You lose if there are no more colonists in your starting base
- You can't relocate your base for any reason , you can however have caravans for trading/mining/whatever
Update :
- Stallion : still alive day 46+ , some screenshots : here (https://drive.google.com/open?id=0B-aQaWHyR-RwWDhHRDFiOUg0STA)
- HMK(HellsMasterKight) survived 12 days, but he got rainforest because he used random location so
KUDOS for him also he recorded the gameplay : here (https://www.youtube.com/watch?v=CnN7085jRfo&index=1&list=PLrft2342AmNnmOdbi9f0vNDdgJurJpqiI) - Stefann17(me) survived 26 days , i recorded my gameplay : here (https://www.youtube.com/watch?v=Y6QDvJbIu9A&list=PLrN2j0pWxF8SCcbdqj60UKiY3FYQEOyK0)
- Therandus : status alive day 14+, some screenshots : here (https://drive.google.com/open?id=0B-aQaWHyR-RwN1RZZ0N6U0doN2s)
- VinnyWinny :still alive day 8+, some screenshots : here (https://drive.google.com/drive/folders/0B-aQaWHyR-Rwd3dIempCVjBpaVk?usp=sharing)
ill assume by 'only 1 tile away and not during major incidents' you meant at the start and only do it once^ :P
yeah basicaly
Shouldn't any UI mod be allowed so long as it doesn't afford abilities or resources not accessible to the player in vanilla? In that vein things like wildlife tab/hunting alert should be fine, and arguably even "hand me that brick" since its effects can be duplicated with micromanagement.
In contrast stuff like prepare carefully allows you to make pawns that can't normally be generated, and stuff like "tilled soil" or embrasures from other mods can be gamebreaking and are certainly not available options in vanilla, so are good examples of stuff that is reasonably disallowed.
i think that hand me that brick is kind of included in the modpack though
Quote from: stefann17 on August 17, 2017, 01:35:44 PM
i think that hand me that brick is kind of included in the modpack though
Fair enough, where I am right now I can't check too easily. Still, I think the delineation should be clear per OP: if it gives resources or abilities you can't access in vanilla then it's out.
I would like to point out that the mods were already agreed on.
Permadeath, Project Zero on Rough, 25 rerolls per colonist, no prepare carefully... Only default mods + Wild Cultivation + Editable Backstories + Stack Merger. Longest lasting colony also agreed on.
I'm not sure I'd participate regardless, but if stuff like hunting alert + wildlife tab are not allowed and it's permadeath then there's no chance. Pure UI mods that don't alter game's cost/features being banned isn't reasonable IMO.
I'm Stallion on the Discord. I'll be posting the first update tonight. Stefan maybe you could link to all story/screenshot posts in the original post if you get time?
Thanks for putting up the post man.
Hi all :) o7
Time to beat is 12 days :) I managed to get to 12th aprmay 5500