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RimWorld => Mods => Releases => Topic started by: skyarkhangel on May 10, 2015, 11:40:32 PM

Title: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
Post by: skyarkhangel on May 10, 2015, 11:40:32 PM
(http://s008.radikal.ru/i304/1512/b8/e77f133acb4e.gif)

At first would like to thank the creator of the game and all modders whose mods i used.

The idea to create this project, appeared after using other modpacks, in which I didn't like a game balance. Some of its mods greatly simplify the gameplay, making it soon not interesting.
The main idea of the Rimworld to overcome difficulties that you'll encounter when landing on the planet... The more problems you will have, the more interesting it will be your story... You have a goal, a heavy goal - to survive. It make Rimworld worth replaying again and again...


Main focus based on the growing complexity of the gameplay. Trying to achieve greater..Maximally immerse the player into gameplay and stay there for a long time. More than 100 research are waiting. When you start playing, you immediately understand everything... Campfire welcomes you.

Join us! Our discord channel:  https://discord.gg/FMPRSKr



Hardcore SK  can be loaded with only 4 activated mods after CORE (minimal comfortable start), in the following order:
Core, Hugslib, AlienRaces, Combat Extended, Core_SK, ResearchPal

All other mods may be removed, but some of them require other, like Misc. mods require Misc. core.
It makes easy to update project and improved opportunities for players to switch off available mods.


User guide for correct install.
1. Delete or transfer to another place all mods in Rimworld mods folder, except main "Core".
2. Go to: 
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
For Linux users:
/home/your user name/.config/unity3d/Ludeon Studios/RimWorld/Config
For Mac users:
/Users/your user name/Library/Application Support/RimWorld/Config
Delete all the files that exist in that folder.
And copy new "ModsConfig.xml", which at the root of the archive modpack.
3. Copy other mods into Rimworld Mods directory.
4. Check mods in the game. Play!

Our team:
Co-ordinator - Rhyssia
Artists - Abhay, Qwe, EtherDreamer, Arai, Owlchemist
Coders - NotFood, FelGoblin
XMLs modders - Sidfu, Owlchemist, Freijie
Guide Writers - Murdantiks, Adenia, Soyaman
Translators - Rey, Ivanzyfer, FaHT1k, mora145, totobrother

Special Thanks to:
SpoonShortage, Mrofa, Fluffy, Zhentar, Brrainz, Dubwise, Erdelf, Fotos, Greeny, Hunt3rKill3r, Lambert2191, Vursteen, Tuvia, Dunkhan, jnkyacc,  Jalordon, Varmonger, funs777, olizit, Quelling, pongvin, zachary-foster, funs777, lex1975, evgeny-k, Moon.
And to anyone else we might have missed!

PATREON
If you would like to show your support for the original work and content provided by the SK Project Team you can find our Patreon at the following LINK (https://www.patreon.com/skyarkhangel). We would like to stress that this Patreon is only for our efforts and contributions and is no way affiliated with the Mods or Mod Authors used in our pack. We thank you for your consideration in supporting our work.

PERMISSIONS
Any use of the code or textures in this pack requires the permission of the respective mod creators. Project contains SK team works, before using any of submitted сontent, please request and I'll tell you the author of the mod or any other content.

With best regards,
Skyarkhangel.




Download latest version on Github! (https://github.com/skyarkhangel/Hardcore-SK)
Here you can find always the latest version. Currently: 7.0, Code name: Sunrise for 1.0.



Download all versions from Nexusmods (http://www.nexusmods.com/rimworld/mods/87/)


Previous versions:

Hardcore SK A17 v.6: Endevour Final Release (21.12.17)

(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://github.com/skyarkhangel/Hardcore-SK/archive/6.0.zip)

Hardcore SK A16 v.5.1: Jewel Final Release (07.06.17)

(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://github.com/skyarkhangel/Hardcore-SK/archive/5.1.zip)


Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 11, 2015, 07:22:03 AM


Mod consists:
Core_SK - this is the main project core, which consists of:
- SK Mods (A lot of new features, textures and retextures specially for Hardcore SK.) by SK team
- Jabbamonkey's Graphic Overhaul (https://steamcommunity.com/sharedfiles/filedetails/?id=1606246248) (Graphic replacements for many items in RimWorld.) by Jabbamonkey
- Floor Lights (https://ludeon.com/forums/index.php?topic=9103.0) (Adds Lights lamps that are integraded into the ground.) by Temeez
- Better Tribals (https://ludeon.com/forums/index.php?topic=14958.0) (adds new hats.) by The13thRonin
- Animu Hair (https://ludeon.com/forums/index.php?topic=6585.0) (Adds new hair animestyle) by Shinzy
- MoreFloors (https://ludeon.com/forums/index.php?topic=4373.0) from T's Mods (Adds overhauled stone and wooden floor textures) by Telkir
- USCM (https://ludeon.com/forums/index.php?topic=15117.0) (Introduces new weapons and armors.) by Hiztaar
- Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) (Adds various fruits, vegetables, and plants.) by dismar
- Neuffs Texture Pack (https://ludeon.com/forums/index.php?topic=14806.0) (Adds new textures) by neuffs
- Rimbeast (https://ludeon.com/forums/index.php?topic=16037.0) (Adds new faction and raptor) by rooki1
- Cats! (https://ludeon.com/forums/index.php?topic=15457.0) (Adds some domestic cats.) by Fluffy
- High Caliber (https://ludeon.com/forums/index.php?topic=16864.0) (Adds some new amazing weapons.) by eatKenny
- AllowTool (https://ludeon.com/forums/index.php?topic=17218.0) (Now you can claim all those raid goodies with one swipe of your mouse.) by UnlimitedHugs
- BlastDoors (https://ludeon.com/forums/index.php?topic=12243.0) (Adds Fallout style blast door.) by beany_for_ever
- TTM Custom Events (https://ludeon.com/forums/index.php?topic=3859.0) (Reworked & updated from A7.) by Minami26
- RIM WARS (https://ludeon.com/forums/index.php?topic=17104.0) (Adds phase set) by damibonf
- Advanced Power Armor (https://ludeon.com/forums/index.php?topic=16838.0) (Adds retexture for PA from Fallout series.) by van_tarkin
- VeinMiner (https://ludeon.com/forums/index.php?topic=9616.0) (Nice helper to mine veins) by JuliaEllie
- New animals (https://ludeon.com/forums/index.php?topic=2390.210)  by A Friend
- Ish's Medieval Mods (https://ludeon.com/forums/index.php?topic=14006.0) (Added some medieval Defenses) by IshOfTheWoods
- Silage (https://ludeon.com/forums/index.php?topic=16549.0) (Add a meal for your animals.) by Loki88
- Hydroponic room (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449) (Allows you to modify the grown plant of all hydroponic basins of a same room with one button.) by Rikiki
- Realistic Gun Sounds (https://ludeon.com/forums/index.php?topic=16864.0) (Adds more realistic sounds to most of the vanilla guns) by eatKenny
- Wild Rim (https://ludeon.com/forums/index.php?topic=19973.0) (Adds bandit mask) by Kyos
- Powerless! (https://ludeon.com/forums/index.php?topic=13400#msg131091) (Adds small features for a starting colony, or one without power.) by cuproPanda
- Extra Floors (https://ludeon.com/forums/index.php?topic=13400#msg135940) (Adds a variety of floors. Some are free, some require stone, and some require metal.) by cuproPanda
- Quarry (https://ludeon.com/forums/index.php?topic=13400#msg135940) (Adds a quarry for collecting resources in flat terrain..) by cuproPanda
- Xeva's Hair (https://ludeon.com/forums/index.php?topic=19944.0) (Adds several very nice hair styles) by Orion
- Area Rugs (https://ludeon.com/forums/index.php?topic=18657.0) (adds different area rug models to the game.) by Fisty
- Rimsenal_Feral (https://ludeon.com/forums/index.php?topic=11160.0) (adds new faction to the game.) by Rooki
- HaulPriority (https://ludeon.com/forums/index.php?topic=18377.0) (adds two designators that allow players to have acute control over the order in which things are hauled.) by Renzo471
- DE Surgeries (https://ludeon.com/forums/index.php?topic=18976.0) (Adds new surgeries.) by DarknessEyes
- Adaptation Refusal (https://ludeon.com/forums/index.php?topic=16995.0) (Adds some new slug armors.) by milon
- More Furniture (https://ludeon.com/forums/index.php?topic=16977.0) (Adds more furniture that fits the style of the game.) by Anonemous2
- More Traits (https://ludeon.com/forums/index.php?topic=20166.0) (Adds some new traits.) by TheFlameTouched
- End Table with Lamp (https://ludeon.com/forums/index.php?topic=16554.0) (Add nice table with lamp.) by TLHeart
- Storage Search (https://ludeon.com/forums/index.php?topic=16658.0) (Adds search UI mod for storage.) by meonester
- AdditionalJoyObjects (https://ludeon.com/forums/index.php?topic=13400.0) (Adds new objects and activities that bring joy to colonists.) by cuproPanda
- Apparello (https://ludeon.com/forums/index.php?topic=5085.0) (Adds a huge amount of new awesome clothes.) by Shinzy
- Factions (https://ludeon.com/forums/index.php?topic=7670.0) (Adds a new faction, the Norbals into the game and some new apparel) by Shinzy
- EPOE (https://ludeon.com/forums/index.php?topic=10571.0) (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
- Fish Industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) (Adds a aquaponics.) by Rikiki
- Caveworld Flora (https://ludeon.com/forums/index.php?opic=13172.msg133446#msg133446) (In the caves are now growing mushrooms. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
- M&Co Mining helmet (https://ludeon.com/forums/index.php?topic=14711.msg153940#msg153940) (Adds helmets with a light!) by Rikiki
- Dermal Regenerator (https://ludeon.com/forums/index.php?topic=14177.0) (Add a machine that allows the fixing of scars.) by skullywag

All the project heavily modified + consists of a large number of patches to other mods for the perfect working them together and some of my own mods.
Full game rebalance, new features, chains of production, all waiting for you here.

Other mods:
- Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (included some part of  CCL) by 1000101
- Edb Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) (Customize your RimWorld colonists.) by EdB
- Miscellaneous (https://ludeon.com/forums/index.php?topic=3612.0) (Modified. Collection of small mostly independend items of various kinds.) by Haplo
- Hospitality (https://ludeon.com/forums/index.php?topic=11444.0) (Allows your colonists to convince visitors to join your faction!) by Orion
- RT Fusebox (https://ludeon.com/forums/index.php?topic=11272.0) from RT Mods (Mod provides assorted ways to prevent certain negative events.) by Ratys
- PowerSwitch (https://ludeon.com/forums/index.php?topic=2890.0) (Expands the available power switch with a few automatic functions.) by Haplo
- Infused (https://ludeon.com/forums/index.php?topic=21884.0) (Adds ability to enchant weapon & apparel.) by notfood
- MedicalInfo (https://ludeon.com/forums/index.php?topic=16120.msg171785#msg171785) (Adds medicine GUI.) by Fluffy
- DoorMat (https://ludeon.com/forums/index.php?topic=11171.msg111223#msg111223) from Latta's small mods (A collection of door mats to prevent dust.) by Latta
- Enhanced Tabs (https://ludeon.com/forums/index.php?topic=15964.0) (Adds new  UI tabs.) by Fluffy
- Numbers! (https://ludeon.com/forums/index.php?topic=16558.0) (Adds customizable overview stat tab.) by koisama
- Colony manager (https://ludeon.com/forums/index.php?topic=16888.0) (Adds manager tab.) by Fluffy
- Miscellaneous -TrainingFacility (https://ludeon.com/forums/index.php?topic=3612.0) (Adds new training devices for colonists.) by Haplo
- Fluffy Relations (https://ludeon.com/forums/index.php?topic=16120.0) (Replaces factions tab with an overview of colony and faction relations.) by Fluffy (l2032)
- Fluffy Breakdowns (https://ludeon.com/forums/index.php?topic=16120.0) (Replaces random breakdowns with an actual game mechanic.) by Fluffy (l2032)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 11, 2015, 09:59:44 AM
New in Hell Effect A14e
- ExtendedMedicine (https://ludeon.com/forums/index.php?topic=14177.0) (Adds awesome medical table tex.) by skullywag
- Area Unlocker (https://ludeon.com/forums/index.php?topic=16120.0) (Removes arbitrary area limit.) by Fluffy
- RT Quantum Storage (https://ludeon.com/forums/index.php?topic=11272.0) (Adds new upgradeable storage solutions based around the concept of "quantum stockpiles".) by Ratys
- Clutter Furniture (https://ludeon.com/forums/index.php?topic=17610.0) (Adds some new stuff and amazing graphics.) by mrofa
- Clutter Structure (https://ludeon.com/forums/index.php?topic=17610.0) (Add new structure's.) by mrofa
- Orassans (https://ludeon.com/forums/index.php?topic=22336.0) (Add new kitty race.) by Diana Winters
- Clutter Misc Hands (https://ludeon.com/forums/index.php?topic=17610.0) (Add hands graphics.) by mrofa
- Zoom to mouse (https://ludeon.com/forums/index.php?topic=15964.0) (When you zoom in, the map centers towards the mouse..) by Fluffy
- Follow me (https://ludeon.com/forums/index.php?topic=16120.0) (Gives the camera tracking capabilities) by Fluffy
- Toxic protection suit (https://ludeon.com/forums/index.php?topic=21408.0) (Gives ABC-Suit capabilities to protect toxin & radiation) by Chaia
- Metro Armory, Ushanka! (https://ludeon.com/forums/index.php?topic=20077.0) (Adds some of nice apparel) by Dark_Inquisitor
- Rimworld Ascension (https://ludeon.com/forums/index.php?topic=20366.0) (Used some of arts, new features. With personal permission.) by Wivex
- MELTDOWN (https://ludeon.com/forums/index.php?topic=24164.0) (Adds new mental breaks to the game and tweaks the Berserk trait.) by twoski
- medicaddons (https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452) (Advance medical care) by sulusdacor
- bridges (https://ludeon.com/forums/index.php?topic=26276.msg274480#msg274480) (Adds terraforming and bridges) by sulusdacor
- Blackgold (https://ludeon.com/forums/index.php?topic=20732.0) (Used some of ideas of WIP mod.) by lost_RD
- Enlighten (https://ludeon.com/forums/index.php?topic=24427.0) (Adds dark & light throughs.) by Notfood
- Asaris of the Rimworlds (https://ludeon.com/forums/index.php?topic=24567.0) (Add one of the most loved alien races from the Mass Effect Universe.) by iWilliBlecha
- Spoons Hair Mod (https://ludeon.com/forums/index.php?topic=24500.0) (Additional hairstyles for your pawns.) by spoonshortage
- Medieval Times (https://ludeon.com/forums/index.php?topic=22316.0) (Additions to medieval content.) by Vindar
- Trading Spot (https://ludeon.com/forums/index.php?topic=25579.0) (Add trade spot to trader caravans.) by theubie
- Animal pack (https://ludeon.com/forums/index.php?topic=25187.0) (Add some new animals) by Coercion
- Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.0) (Allows you to make crafting bills that pause themselves once they're complete) by AlcoholV
- MasterDihtung's Archaic Weaponry (https://ludeon.com/forums/index.php?topic=26910.msg272216) (Using some of weapon textures.) by MasterDihtung
- JTCopyBills (https://ludeon.com/forums/index.php?topic=26210.0) (Add opp. to copy bills from production tables.) by Jamestec
- Skynet SK (https://ludeon.com/forums/index.php?topic=15604.0) (adds new type mechs.) by skyarkhangel
- RIMkea (https://ludeon.com/forums/index.php?topic=26379.0) (Add new furniture, art stuff.) by spoonshortage
- Medieval Asian Weapons (https://ludeon.com/forums/index.php?topic=26723.0) (Using some of awesome textures.) by eatKenny
- Primitive Floors (https://ludeon.com/forums/index.php?topic=27016.0) (Add new starting floors.) by Hydromancerx
- Tiny Table (https://ludeon.com/forums/index.php?topic=26949.0) (Add beatiful tea table.) by AlcoholV
- Hunting Alert (https://ludeon.com/forums/index.php?topic=17094.0) (Gives you a warning when an animal is hunting a member of your colony.) by Britnoth
- New Zone Tools (https://ludeon.com/forums/index.php?topic=17094.0) (Rich zone tool is now uniform grow tool. Selects a grow zone in an area matching the fertility of the initially selected tile.) by Britnoth
- Auto Flick Designation Sun Lamps (https://ludeon.com/forums/index.php?topic=27017.0) (Adds an "Auto Flick" option to Sun Lamps and Switches.) by Zhentar
- Time-of-Day Switches (https://ludeon.com/forums/index.php?topic=26661.0) (Enables power switches to be configured to be on or off.) by merthsoft
- Animal Hoods (https://ludeon.com/forums/index.php?topic=27488.0) (Adds 2 animal hats) by Diana Winters
- Mechanoid terraformer (https://ludeon.com/forums/index.php?topic=13172.msg133447#msg133447) (Adds mech event) by Rikiki
- Isekawa’s Moe Gears (https://ludeon.com/forums/index.php?topic=26781.0) (Adds some of stuff...) by duduluu
- Humanoid Alien Races (https://ludeon.com/forums/index.php?topic=29353.0) (Enable humanoid alien races with unique graphics.) by erdelf

New in Jewel A16a
- Set-Up Camp (https://ludeon.com/forums/index.php?topic=29054.0) (Adds ability to establish a temporary camp.) by Nandonalt
- Moody (https://ludeon.com/forums/index.php?topic=28690.0) (A colonist mood dashboard.) by GiantSpaceHamster
- Rim Disorders (https://ludeon.com/forums/index.php?topic=29071.0) (Adds mental illness.) by Several Puffins
- Pests! (https://ludeon.com/forums/index.php?topic=29596.0) (Replaces the vamilla "Blight" event with a new "Pests!" event.) by Nandonalt
- Camping Stuff (https://ludeon.com/forums/index.php?topic=29145.0) (Adds deplyable tents.) by Nandonalt
- Cooks can refuel (https://ludeon.com/forums/index.php?topic=26077.0) (Allows cooks to refuel any fuel-powered food production workstation.) by Dingo
- Hand me that brick (https://ludeon.com/forums/index.php?topic=26077.0) (Colonists assigned to Hauling will deliver resources to blueprints & construction frames.) by Dingo
- Trading Outpost (https://ludeon.com/forums/index.php?topic=29811.0) (Adds a new dogbreed, the German Shepherd.) by forestfey
- Taiga Creatures (https://ludeon.com/forums/index.php?topic=27694.0) (Adds new animals for cold biomes.) by Thirite
- MeerkatMod (https://ludeon.com/forums/index.php?topic=27782.0) (Adds meerkats to the game..) by apk
- Temperature Gauge (http://steamcommunity.com/sharedfiles/filedetails/?id=843504745) (Adds a simple buildable thermometer that displays the current ambient temperature and can be configured to provide temperature based alerts.) by Aeryl
- Fantasy Animals (https://github.com/Tammabanana/Community-Fantasy-Animals) (Adds some awesome fantasy animals.) by Tammabanana
- Conduit Deconstruct (http://steamcommunity.com/sharedfiles/filedetails/?id=838336462) (Allows you remove conduits) by TheWireLord
- Immersive Human Sounds (http://steamcommunity.com/sharedfiles/filedetails/?id=842086205) (Adds pain and death sounds to human pawns.) by Ricky
- Rimkit (https://ludeon.com/forums/index.php?topic=29043.0) (Adds medkit accessory which allows the wearer to treat their own injuries) by dubwise56
- Caravan Spot (https://ludeon.com/forums/index.php?topic=28678.msg289087#msg289087) (Add spot like the party sport where caravans will form..) by Hatti
- ColonistBar (https://steamcommunity.com/sharedfiles/filedetails/?id=729908976) (Advance colonist bar UI) by KillFace
- Dubs Bad Hygiene (https://ludeon.com/forums/index.php?topic=29043.0) (Adds a sewage system, toilets, showers, wash basins. And hygiene related needs and moods) by dubwise56
- Minimap (https://ludeon.com/forums/index.php?topic=31365.0) (Adds minimap) by maurojunior2011
- Colony Leadership and Teaching (https://ludeon.com/forums/index.php?topic=29847.0) (Add leaders and teaching to RimWorld. ) by Nandonalt
- A Dog Said (https://ludeon.com/forums/index.php?topic=29310.0) (Add Animal Surgery) by spoonshortage
- RuntimeGC In-Game Cleaner (https://ludeon.com/forums/index.php?topic=31990.0) (A magic game optimization mod) by user19990313
- SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0) (Adds gameplay surrounding planting crops.  For most of the basic crops, you now need seeds) by notfood

New in Endevour A17b
- Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) (Makes game's combat more realistic and more tactical and engaging.) updated by NoImageAvailable
- Mending (https://ludeon.com/forums/index.php?topic=22894.0) (Allows you to completely repair the durability of weapons, clothes and armor..) by notfood
- ResearchPal and HelpTab (https://ludeon.com/forums/index.php?topic=33593.0) (Alternative Research Tab and Help system) by notfood
- AntiAutoUnload-Keeps your inventory! (https://ludeon.com/forums/index.php?topic=32926.0) (Disable some annoying features in vanilla game.) by user19990313
- Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=33693.0) (No more disabled work!) by Rimrue
- Rainbeau's Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.0) (A terraforming mod that lets you fertilize and plow your soil, create farmland.) by dburgdorf
- Universal Fermenter (https://ludeon.com/forums/index.php?topic=33398.0) (It behaves like a vanilla fermenting barrel but with customizable properties such as an input resource, output resouce, temperature ranges and fermentation speed.) by Kubouch
- Industrial Rollers (https://ludeon.com/forums/index.php?topic=26967.0) (Setup automated rollers to transfer items to stockpiles and free hauler's time.) by historic_os
- Mod Medicine Patch (https://ludeon.com/forums/index.php?topic=33372.0) (A patch to enable modded medicine options in the pawn health tab.) by Antaios
- Diseases overhauled (https://ludeon.com/forums/index.php?topic=34214.0) (Overhaul of all existing diseases and adding new ones.) by PhileasFogg
- Arachnophobia (https://ludeon.com/forums/index.php?topic=26078.msg264002#msg264002) (Adds spiders to RimWorld.) by jecrell
- Death Rattle (https://ludeon.com/forums/index.php?topic=34469.0) (Makes it so that people will no longer instantly die when their vital capacities reach zero.) by Linq
- Lightning Rod (https://ludeon.com/forums/index.php?topic=30469.0) (Adds a lightning rod that can attract lightning strikes to its pole using an ion beam emitter.) by Spdskatr
- Notifications Archiver (https://ludeon.com/forums/index.php?topic=26077.0) (Adds the "Archive" tab. Logs notifications and lets you re-open them at will.) by Dingo
- Prison Labor (http://steamcommunity.com/sharedfiles/filedetails/?id=972057888) (Expands the use of prisoners.) by Avius
- More Planning (https://ludeon.com/forums/index.php?topic=31045.0) (A new option in the "Architect" menu, called "Planning", with more options for planning.) by rhaks
- More Sculpture (http://steamcommunity.com/sharedfiles/filedetails/?id=1090380793) (Changes vanilla statues and add some new.) by Bichang
- Tech Advancing (https://ludeon.com/forums/index.php?topic=22598.0) (Advances the Techlevel of your Colony. Once certain conditions (mentioned below) are fulfilled, your Techlevel gets improved.) by GHXX
- Better Workbench Management (https://ludeon.com/forums/index.php?topic=33083.0) (Improves the workbench interface to help fine tune and reduce micromanagement of your production, with filters and copy/paste/link functionality.) by falconne

New in Sunrise B18
- Centralized Climate Control (https://ludeon.com/forums/index.php?topic=34346.0) (Adds central air cooling/heating. Replaced RedistHeat.) updated by coldtoad
- Expanded Roofing (https://steamcommunity.com/sharedfiles/filedetails/?id=1108968677) (Adds customizable roofing, with transparent greenhouse roofing and photovoltaic solar roofing.) updated by The Salad Spinner of Woe
- Holy washer (https://ludeon.com/forums/index.php?topic=35664.0) (Adds washer which removes worn by corpse effect from any clothes.) by sma342
- ExtendedInspectData (https://ludeon.com/forums/index.php?topic=36614.0) (Adds some basic information to the inspect window for the current selected item or zone.) by Varisha
- Mass Graves (https://ludeon.com/forums/index.php?topic=33128.msg337601#msg337601) (adds a new structure buildable through the Misc menu.) by NoImageAvailable
- Reverse Commands (https://ludeon.com/forums/index.php?topic=30339.0) (Reverses the context menu in RimWorld so that you can select something to interact with first, followed by selecting the action and the colonist that should execute that action.) by pardeike
- Damage Indicators (https://ludeon.com/forums/index.php?topic=30813.msg340931#msg340931) (Throws a mote of the damage taken.) by Spdskatr
- Animal Range Attack (https://ludeon.com/forums/index.php?topic=38290.0) (Unlocks range attack for animals.) by BrokenValkyrie
- Rumours & Deception (https://ludeon.com/forums/index.php?topic=27288.0) (Adds new traits, interactions, events.) by Several Puffins
- Archipelagos (https://ludeon.com/forums/index.php?topic=36687.0) (Adds archipelago (island chain) biomes to the world map.) by dburgdorf
- Snap Out (https://ludeon.com/forums/index.php?topic=39368.0) (Calm down your mental break pawns.) by Neonspec
- My Little Planet (https://ludeon.com/forums/index.php?topic=34628) (Enable generating smaller worlds.) by Oblitus
- Architect Icons (https://ludeon.com/forums/index.php?topic=36732.0) (Adds visual cues to the Arrchitect Tab.) by marcin212
- Nature's Pretty Sweet (https://ludeon.com/forums/index.php?topic=37187.0) (Special HSK version.) by tkkntkkn
- SeasonalWeather (https://steamcommunity.com/sharedfiles/filedetails/?id=947100573) (Extends weather to change based on season. Special HSK version.) by The Salad Spinner of Woe!!
- StackMerger (https://ludeon.com/forums/index.php?topic=16120.0) (Tidy up your stockpiles.) by Fluffy
- Inspiration (https://ludeon.com/forums/index.php?topic=29871.0) (Make colonists skills level up a bit faster by giving them moments of inspiration.) by Nitrodev
- GM's Winter Hats (https://steamcommunity.com/sharedfiles/filedetails/?id=1343743563) (Added some cute hats.) by Gerrymon
- Military Kit (https://steamcommunity.com/sharedfiles/filedetails/?id=1238817985) (Using some military apparel.) by Chicken Plucker
- Facial Stuff (https://steamcommunity.com/sharedfiles/filedetails/?id=818322128) (Mod aims to provide more visual individuality for your colonists.) by Killface
- AlienFaces (https://github.com/Killface1980/AlienFaces) (Adds support for the Humanoid Alien Framework by erdelf to Facial Stuff.) by Killface
- dianne's defaults (https://steamcommunity.com/sharedfiles/filedetails/?id=1344845371) (Graphic replacement for facial stuff.) by diannetea
- Camera+ (https://ludeon.com/forums/index.php?topic=30682.0) (Allows you to zoom into the game closer.) by Brrainz
- dianne's Weapons (https://steamcommunity.com/sharedfiles/filedetails/?id=1350582454) (Graphic replacement for weapons.) by diannetea
- Kantai Collection (https://steamcommunity.com/sharedfiles/filedetails/?id=928642073) (Add hairstyles.) by 史莱姆派
- Locks (https://ludeon.com/forums/index.php?topic=35913.0) (Adds new locking door system.) by Avius
- Tend Wherever (https://steamcommunity.com/sharedfiles/filedetails/?id=1206975223) (Allows medical experts to tend to colonists without beds.) by AgentBlac
- Hyena! (https://ludeon.com/forums/index.php?topic=41421.0) (Adds a cute hyena to some biomes) by Blackie
- Just Ignore Me Passing (https://ludeon.com/forums/index.php?topic=37647.0) (Makes that construction isn't any longer interrupted by pawns passing through the blueprint/unfinished thing that is under construction.) by Brrainz
- Share The Load (https://steamcommunity.com/sharedfiles/filedetails/?id=1356838246) (Multiple people can deliver resources to a blueprint now.) by Uuugggg
- dianne's defaults - Animals (https://steamcommunity.com/sharedfiles/filedetails/?id=1306935506) (Animal default replacements. Colors and textures have variation.) by diannetea
- Dismiss Trader (https://steamcommunity.com/sharedfiles/filedetails/?id=1322328003) (Get rid of loitering traders that have overstayed their welcome with the click of a button.) by Mehni
- Cold Desert Nights (https://steamcommunity.com/sharedfiles/filedetails/?id=948483652) (Provides a way to configure the temperature difference between day and night for each biome.) by Taryn Winterblade
- Rimworld Search Agency (https://steamcommunity.com/sharedfiles/filedetails/?id=726479594) (Allows to search by name in various filters.) by KillFace & DoctorVanGogh

New in 1.0
- RPG Style Inventory (https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991) (Fully adapted to CE version.) by Ashen & Sandy
- Recipe icons (https://steamcommunity.com/sharedfiles/filedetails/?id=1616643195) (Adds icons for the "Add bill" menu.) by AUTOMATIC
- While You're Up (https://steamcommunity.com/sharedfiles/filedetails/?id=1544626521) (Adds opportunistic hauling to pawns at the start of a job.) by kevlou
- Where is my weapon? (https://steamcommunity.com/sharedfiles/filedetails/?id=1539028008) (Pawns re-equip the weapon that equiped before downed when recovering from downed.) by tammybee
- Real Ruins (https://steamcommunity.com/sharedfiles/filedetails/?id=1552146295) (Generates ruins on your map.) by MR. TETEREW
- Hunt for Me (https://steamcommunity.com/sharedfiles/filedetails/?id=1593245720) (Add hunting training to tamed animals.) by aRandomKiwi
- Realistic Planets (https://steamcommunity.com/sharedfiles/filedetails/?id=1571623829) (Allows to create a wider variety of planets.) by Rainbeau Flambe
- Androids (https://steamcommunity.com/sharedfiles/filedetails/?id=1541064015) (Add a race of humanlike robots.) by ChJees
- ZiTools (https://steamcommunity.com/sharedfiles/filedetails/?id=1576127539) (Ads various tools, to search things on the map.) by MaxZiCode
- The Drow Race (https://steamcommunity.com/sharedfiles/filedetails/?id=1576667416) (Using some of data and texture for Dova race.) by Big Great Otto
- [SYR] Terrain (https://steamcommunity.com/sharedfiles/filedetails/?id=1544439671) (Using some of  terrain textures.) by Syrchalis
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 11, 2015, 10:48:10 AM
(http://www.jjscomputer.com/picts/faq%20logo.png)
Frequently Asked Questions (FAQ) for Rimworld Hardcore SK presented by Rey & skyarkhangel.


Trouble starting

Q. When i load savegame, i have a black screen or multicolored flashing menu.
А1. Try before load game change language. There is a bug in A11 version.
A2. You casually turn on or off any mod. Check the mods with which you start the game with this savegame.
A3. Possibly damaged files, it happens when computer  shut down not properly. Don't be afraid to reinstall rimworld and modpack. For saves, no matter where game located, no matter removed the game or reinstall. Saves need that version of the rimworld and that mods that you first start playing!

Q. Can I install modpack over old version?
А. NEVER reinstall mod pack over previous version! You hear me?! NEVER. You must  DELETE all from Mods folder except Core folder,  then pack off new version of HС SK with rewrite of Core folder, after – repack ModsConfig to ….\AppData\LocalLow\Ludeon Studios\RimWorld\Config.

And after you run RimWorld – you MUST check your mods queue, add CrashLanding, if you need it, then CREATE NEW WORLD, and then CREATE NEW SETTLE! Every new version requires this steps. You must understand, that with new version of modpack you must start new colony – no old saves and worlds.

Q.  If i run savegame from old version modpack, will this break my save?
А. When i made new version, this means that automatically old version savegames not compatible. If i made a,b,c subversion - this means - savegame compatible to "A" version. But sometimes there are exceptions, because A11 compared with A10 less stable to changes.



Buildings

Q. How to choose different material for buildings?
A. Right click on icon with building in menu and choose suitable.

Q.  Can’t choose materials for buildings.
A.  So you have no needed materials for this building- you need right amount of them in your storage.

Q.  I have walls from logs, but no from planks.
A. Choose another icon in build menu and right click on it for materials selecting, cause wall from logs have own icon.

Q.  My building vanishing after construction.
A. Just try reinstall game and modpack (with full clearing AppData and game folder!)

Q.  How can I use air conditioning system?  I have Industrial Cooler  in room, but it shows me only blue(cold) direction.. I can’t figure out what Duct Opening I need to use and how.
A.  In coolers blue cell is target. Duct Openings allow you to withdraw hot air from cooler system, so you  need to build them close to your cooler from another side to blue cells in suitable directions. So after that you just need to select proper temperature in cooler.
Vents with two red cells allow you to equalize temperature between rooms.

Q.  How can I use Communication Relay?
A. In fact, the Communication Relay summons random events , such as arrival trader or attack . It stores energy to 10k and then sends a signal, though the signal cannot reach the destination, reflected by the atmosphere or by calling the "white noise".

Q.  Did you mess up with Plasma Reactors? It provides 1200W is despite the fact that a bunch of resources needs to be charged + long study. And the issue turns even less than one solar generator!
A. The beauty of the plasma generator in an infinite clock work and the development of useful and useless temperature (but in large quantities).

Q.  Nutrient paste dispenser eating resources, but does not produce a paste.
A. The dispenser gives out food only when colonist comes to get it , and it appears in the hands of the colonist.

Q.  Where can I find hoppers for soylent machines and dispensers? I can’t put food direct in them, and there is no hoppers for food at all, just generator hopper only.
A. You can find it in Architect menu “Misc” named Hopper/Refrigerated Hopper (Hot key H).

Q.  Where can I find Comms Console? I have only Orbital Trade Beacon.
A. You need special research for it now. Called Advanced Communications in version 1.10 or higher.


Crafting

Q.  Where can I produce plasteel bars?
A. You need to build Electric Smelter.

Q.  Where can I find mulch?
A. You need to build Composter, there you also can produce some seeds for crops if  there is some amount of fresh food (like seeds of coffee or potato)

Q.  Can’t figure out where I can make some cloth from cotton…
A. There is Tailor’s Loom in “Production”, it’s bigger than normal work bench – 2x3 cells.

Q.  Where can I make sulphates?
A. In Petrochemical Plant when refining crude oil.

Q.  What do I need to make some synthetic materials?
A.  Firs you need to build Drilling Rig, then Mine Extractor, choose there Crude Oil. Then you will need Petrochemical Plant. Search on Assembling Workbench what exact resources you need to produce in Plant for synthetic materials.

Q.  Where can I find synthread cloth?
A. On Tailor’s Loom, you will need some cotton and syntetic fibres (v1.11).

Q. And what about synthetic materials?
A. On Assembling Workbench, where you also can produce some spare parts etc.

Q.  How can I recycle Aloe?
A. On Canningstove you can make some Herb Med Kit from it.

Q. And what about raw xergium? 
A.  On Medical Table – Herb medicine.

Q.  Where can I craft Vancidium?
A. In it’s own building – Vancidium Refinery,  you need to research Construction lvl 4.

Q.  Where can I find weapon components?
A. You can earn them by smelting needless weapon on Weapon Crafting Workbench or by them from trader.


Misc.

Q.  I have lots of corpses/cloth/weapons littering ground, what can I do?
A. 1. You can use Slate crematorium to burn down corpses and cloth, needed to research
2. Burn down all this stuff with Firegun/Molotov cocktails.
3. Human corpses can be refined in biomatter in Bio Refinery or in Organ Vat. Armor and weapons can be mend on Mending Table and sold to traders.

Q.  Colonists somehow began to take time off from work, most of the day meditating and praying diverted mainly for food and sleep. If forced to point out the matter, they do it and go back to meditating. Some may get stuck at work to exhaustion and did not produce anything.
A. 1. In the Overview, there is a function of the schedule in Restrictions tab, where you can set the time for sleep? work and time for lunch/rest.
2. Check equipping new guns on the colonists (such as RPG, minigun etc.), if there is any of them-unequipp.
3. Try several times to restart the last save.
4. Check the absence of the prisoners legs \ feet \ thighs and put the prosthesis. If everything is OK, try to disable interaction with them. If this does not help - free / kill them.

Q.  There is no seed drops from pants!
A. You must wait until they are fully grown and then harvest them.

Q.  How can I treat colonists Torso (scars, cuts, bites, etc.)?
A. The scars, cuts, bites can be treated with biomatter, if the spine is damaged it can be replaced.
You need to produce some biomatter in Organ Vat or by it from traders, then click colonist menu "Health"- "operation" and there should be able operations with the biomaterial .

Q.  Where can I find AI persona core?
A. You can buy it from a trader or drop at the destruction of shipwrecks (mechanoids event).

Q.  Why do I need AI persona core?
A. To create droids.

Q.  The guns fired through the embrasure?
A. Yes, if you have enough of the affected area of weapons.

Q.  How to understand what clothes need? Especially in hot bioms.
A. By the terms of the heat in armor description you need “+”, then it will be better insulation, and cold “-“. I.e. +6 on armor stat to +26 basic colonist stat, so our colonist now can handle +32 temperature without any dangerous effect. With cold – same.

Q.  How to force the colonists to carry weapons and armor of one quality on one storage, and other quality – on another?
A. Under the button "Remove all" and "Allow all" setting in the warehouse has 2 sliders. One adjusts the integrity and quality of the second.

Q.  What about the quality of weapons? How it works?
A. The quality of weapons does not affect the range and damage, but significantly affect the accuracy. For the colonists with a low shooting parameter is rather important aspect.

Q.  Maybe someone already gained experience, which weapon in what situations is better to use?
A. It depends on the type of defense:
1. If it is close range – than plasmagun or flamethrower
2. if you can stop the opponent in the pile away from the RPG itself (knocks on the area)
3. if you have a defense deep (60 meters to zero) the sense sniper rifles and close turrets.
4. If you love the farm (you have many settlers) then I would advise tactical rifle (you need to minimize the time to recharge)
5. Do not forget about the turrets and their use can also not bad on the defensive, and in the hands of the settlers just give things that do not slow down work time (still standing arms gives debuff on speed, but all kinds of chips such as chainsaws -no).

Q. Can I craft details of the weapons parts and heavy weapons, or I can just buy them from the traders?
A. You can get them at dismantling weapons in the tables and buying them from traders. When it comes to the boxes that unfold in the turrets, howitzers, etc., then they just bought, or they can be grabbed at sieges events. Their production is not possible.


(http://i068.radikal.ru/1508/ff/89232609945c.png)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: f0xh0und696 on May 12, 2015, 11:28:33 PM
hardcore modpak?

Challenge accepted
 8)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 13, 2015, 01:43:04 PM
In 3-4 days a new version 1.2, in which a lot of new features. Some of them you have never seen before. I wrote a new mod "Chemical industry" with supplementing mod "industrialisation" +combined MD-Industry. There are about 10+ new resources.. and  it now works just ***ing awesome. Why so long? because it completely changes the entire economic system. Balancing...
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: pajok on May 13, 2015, 05:44:29 PM
Hi!
Thank you!!!
I like this harder research tree. Textures and icons are ,also cool!
Keep up the good work!
I'm waiting the next update!  ;D
(Auto Switch research files are missing) No autodetect........
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 13, 2015, 11:09:45 PM
Hi!
Thank you!!!
I like this harder research tree. Textures and icons are ,also cool!
Keep up the good work!
I'm waiting the next update!  ;D
(Auto Switch research files are missing) No autodetect........

Thank you. They are not missing.. they are "dublicate", already fixed in future update.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: Nimrod on May 14, 2015, 02:51:40 AM
I like they way you are going with this. :)

Keep it up!
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: Thelostmerc on May 14, 2015, 09:06:26 AM
love it but to have to pay to download it from a website kinda sucks couldnt you host it somewhere else to download?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: kaptain_kavern on May 14, 2015, 11:22:51 AM
I want to try it too as my own mod mix looks a lot like yours (but your is better as i haven't modified any files) but like Thelostmerc i don't  have/want a Nexus account. Is it possible to provide another link please (With skyarkhangel authorization ofc)?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: skyarkhangel on May 14, 2015, 04:39:00 PM
I want to try it too as my own mod mix looks a lot like yours (but your is better as i haven't modified any files) but like Thelostmerc i don't  have/want a Nexus account. Is it possible to provide another link please (With skyarkhangel authorization ofc)?

love it but to have to pay to download it from a website kinda sucks couldnt you host it somewhere else to download?

Add alternative link.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: kaptain_kavern on May 14, 2015, 05:12:28 PM
THx a lot. You're a boss  ;D
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: Thelostmerc on May 14, 2015, 07:01:30 PM
agree awsome :D now time to get sucked into rimworld again and restart my yt series :D make sure to give you a shout sky :D
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.1 (11/05/15)
Post by: f0xh0und696 on May 14, 2015, 07:36:34 PM
90% of the mods in this pack i had anyway, but to know the are all compatible and have new elements to them make this pack one of the best i've played yet.
not too hard or easy.

great mod on my book. on par with TTM. keep up the good work.
you'll go places ;)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 15, 2015, 02:34:11 PM
Updated to v. 1.2: Rimworld industry.

37) Industrialisation 0.98 (Heavy modified. Adds nuclear power plant, concrete mixer. New resources: Copper, Aluminium and... Crude Oil)
38) MD-Base-7 (Modified. Changed the icon "coal" and some changes.)
39) MD-Industry-5 (Modified. Adds drilling rig and mine extractor.)
40) MD-Power-3 (Modified. You can build a fuel power plantwhich uses fuel and coal)
41) Chemical Industry (My new mod only works in combination with modified mods Industrialisation 0.98 + MD-Industry + MD-Base. Adds chemical laboratory, which produce from crude oil many useful things.)

Changes in v 1.2:
Fix some bugs in 1.1 like the impossibility to create microchips, stungun and some meal. Fix battle shotgun and other minor bugs.
Complete processing of the economic system.
Reworking research tree. Now about 80 researhes.
Full reworking the manufacture of medicines. Now helgerium not a finished medical device.
Enemies can now use even the powerful weapons.
Added new recipes for food, also changed qty harvested mushrooms.
Overall the game has become more difficult... some people says that this is crazy  :o ;D
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: deadmeat5150 on May 15, 2015, 10:42:36 PM
I would really like to see the Enhanced Prisons and the 40k Weapons mod added in. As well as the mod that lets you craft your own weapons... like all of them. That would be awesome.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 16, 2015, 07:28:41 AM
I would really like to see the Enhanced Prisons and the 40k Weapons mod added in. As well as the mod that lets you craft your own weapons... like all of them. That would be awesome.

Enhanced Prisons unfortunately not updated by developer.  Modpack   has a variety of weapons, do you think this is not enough? More weapons more difficult to balance their. You can research weapon tables (simple, advanced) and  build any weapon on modpack.

Okay, add in the future update new weapons.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: pajok on May 16, 2015, 07:30:05 AM
Hello!
Fresh install-New world-New colony-Development mode-Finish all research-save-reload the save- I have this message
Am I made something wrong or bug....or it's nothing important?

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 16, 2015, 07:36:27 AM
Hello!
Fresh install-New world-New colony-Development mode-Finish all research-save-reload the save- I have this message
Am I made something wrong or bug....or it's nothing important?

No, it's not important. I'am modified Superior Craft to give the opportunity to build "doors on the walls" like in vanilla, sometimes "Superior craft code" pops up of error in research tree.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: pajok on May 16, 2015, 07:44:56 AM
Thanks!
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Uglyr on May 16, 2015, 04:14:42 PM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?

P.S. It's fun that animals attack each other. All map is in skeletions now.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 16, 2015, 07:19:33 PM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?

P.S. It's fun that animals attack each other. All map is in skeletions now.

But what about trade? Yes.. modification is quite difficult and you confirm with me, that it more realistic... More difficulties = higher interest to overcome them. The main goal,  don't insert "a stick in the wheels", but force you to survive, so you can play at one game four times longer than in the vanilla.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Uglyr on May 17, 2015, 03:02:56 AM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?

P.S. It's fun that animals attack each other. All map is in skeletions now.

But what about trade? Yes.. modification is quite difficult and you confirm with me, that it more realistic... More difficulties = higher interest to overcome them. The main goal,  don't insert "a stick in the wheels", but force you to survive, so you can play at one game four times longer than in the vanilla.
What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?

For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: huskinater on May 17, 2015, 05:37:33 AM
Already had about 2/3 of the mods, so may as well give it a shot.  Going to play 1.1, because I am completely unfamiliar with the mods from 1.2.  Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty :)

Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 17, 2015, 07:12:23 AM
Updated to 1.2c.
Added new technology "Oil Refining", studied after three main researches: Power I, Construction I, Crafting I. Also fixed russian translation.

Already had about 2/3 of the mods, so may as well give it a shot.  Going to play 1.1, because I am completely unfamiliar with the mods from 1.2.  Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty :)

Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.

Okay. Thanks for the suggestion. Some features of "Finer Things Mod" has already, to make different alcohol drinks in Brewery table.


What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?

For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.

Thanks. i'll think about your suggestion as how to remake craft electronics.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: pajok on May 17, 2015, 07:54:46 AM
Hi!
There was a mod for A7 ,"Custom Events "      https://ludeon.com/forums/index.php?topic=3859.0   
Can you refresh it and use in this pack?
It was fun.

Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Mastergannel on May 17, 2015, 12:50:01 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Uglyr on May 17, 2015, 12:57:22 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Maybe it's message about animal revenge and dissapear because this anmal was killed by other animal? Animals die very often in this modpack. Is the message blue or orange?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?

Best Regards,
Boulway
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 17, 2015, 02:07:20 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?

Best Regards,
Boulway

hmm... I try to search the problem. In 1.2, I absolutely reworked сraft medicine...

Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.

And here?
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
For Linux users:
/home/your user name/.config/unity3d/Ludeon Studios/RimWorld/
For Mac users:
/Users/your user name/Library/Application Support/RimWorld/

Hi!
There was a mod for A7 ,"Custom Events "      https://ludeon.com/forums/index.php?topic=3859.0   
Can you refresh it and use in this pack?
It was fun.

Nope. It hardcoded..
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 17, 2015, 03:09:40 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?

Best Regards,
Boulway

tested. In the end of list? when learned agriculture -> medicine.
(http://cs627316.vk.me/v627316730/1bb3/OcRMFWbjO5w.jpg)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Uglyr on May 17, 2015, 03:27:20 PM
tested. In the end of list? when learned agriculture -> medicine.
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?"  :o
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Boulway on May 17, 2015, 03:55:43 PM
Xerigium is herbal medicine not Hops.
http://rimworldwiki.com/wiki/Xerigium (http://rimworldwiki.com/wiki/Xerigium)
http://rimworldwiki.com/wiki/Hops (http://rimworldwiki.com/wiki/Hops)

Hops is needed for Antibiotics and in vanilla for Beer.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 17, 2015, 04:30:18 PM
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?"  :o

 LOL ;D You're right, I don't know english well. a little practice.  In daily life isn't in use at all.
Sorry, not correctly read.

*Update.. yes, found the problem with superior craft.
Fixed & updated to 1.2d
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Daman453 on May 17, 2015, 06:34:06 PM
How to make rubber and plastic? I have the lab thing to make the bills for it...
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 17, 2015, 07:40:28 PM
How to make rubber and plastic? I have the lab thing to make the bills for it...

Mine extractor automatically produce oil. Then crude oil colonists rifining in Chem lab. As a result of refining obtaining fuel, polymers, sulphates.. etc. Then from polymers we make plastic. Rubber = Polymers+Sulphates. Initially i wanted to do more complex chain of production, but it is a game.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Daman453 on May 17, 2015, 11:29:37 PM
Chem lab  cost rubber and plastic and then my crafter needs one more level for the drill head
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 18, 2015, 07:56:34 AM
Chem lab  cost rubber and plastic and then my crafter needs one more level for the drill head

Nope. There are laboratory and chemical laboratory. Cost: <SteelBar>150 <Concrete>100 <Electronics>30
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Richitos on May 18, 2015, 01:07:33 PM
Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Daman453 on May 18, 2015, 01:26:59 PM
I had a problem that my food stockpile was more of a priority over the hoppers, then they never got filled.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Daman453 on May 18, 2015, 04:02:01 PM
So, it to make curietrey it is like 1 silver and 5 sand? Because in my game it is 25 silver and 5 sand.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 19, 2015, 12:26:50 AM
Updated to 1.2e
Increased assortment of goods for most traders. Added chemicals for trade.


Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png

steam generator works on kindling and etanol fuel. New power plant (x2 powerful) = Fuel and coal.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: Mastergannel on May 20, 2015, 05:43:04 PM
For anyone interested, I'm featuring this modpack on my stream almost daily, www.twitch.tv/devildangamer
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.2 (15/05/15)
Post by: skyarkhangel on May 21, 2015, 07:27:34 AM
New patch v 1.3: Rimworld Bangarang!

Now about 100 researches!
MD2Droids-6 (Adds the opportunity to build droids.)
Miscellaneous (Modified. Collection of small mostly independend items of various kinds by Haplo)
Finer Things (Modified, changed textures. Adds coffee and tobacco plants, and craftable Cigarillos, Cigars, Coffee, Espresso, Wine, Saki, Vodka, Tequila, Whiskey.)
Norbals (This adds a new faction, the Norbals into the game)
FishIndustry (Adds new features: aquaponics.The ability to catch and start fish breeding.)
Omni Storage (Why store all on the floor, for this is the omni storage!)

Optional:
+ CrashLanding (Easy or Hard mode. Mod adds a new event, that drop a different spaceship parts on your colony from the sky. This event triggers at the start of the game, so your arrival will be much more similar to the movie crash landing. With the fire, explosions, dead and wounded people)
Don't activate them together! Only easy or hard mode or without them all.

Plz create new world and new game.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Delekhan on May 21, 2015, 01:10:27 PM
I love your mod. It makes me think more!

Can you integrate Glitter Tech into the pack? It is a lot of fun, and gives you more to build later in the game, and something to look forward to.

It does need to be balanced for combat realism though (turrets, weapons, mortars).
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 21, 2015, 01:50:14 PM
Thanks. Hardcore SK more then usual modpacks... it changes the game.

Ok. I haven't played this mod and look later its capabilities.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: VRikers on May 22, 2015, 01:12:50 AM
This is my new go to modpack. Brutally difficult and a ton of fun.

I only wish you'd remove the embrasures, and stick with sandbags only. Embrasures give too large of a defensive bonus, especially when paired up with turrets.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 22, 2015, 10:28:10 AM
This is my new go to modpack. Brutally difficult and a ton of fun.

I only wish you'd remove the embrasures, and stick with sandbags only. Embrasures give too large of a defensive bonus, especially when paired up with turrets.

yea.. Embrasures helps, i have idea to reduce their hit points more then 2 times.
In the latest 1.3 is such easier gameplay, mainly by influence mod Miscellanious.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Richitos on May 22, 2015, 08:49:54 PM
SKyARKhangel Thanks My bad,but can me help one more time? I need make PLasteel Bars and i dont know Where,i have all research Done :)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Delekhan on May 22, 2015, 09:40:42 PM
You have to make an electric smelter.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Richitos on May 24, 2015, 10:50:14 AM
Heh iam must be bugged because i dont have Electric smelter :D http://s13.postimg.org/gfupkb78n/Bez_n_zvu5.png
EDIT:
I update my Game and modpack too,but still dont have it :/ i tried too Developers MOD but i dont see ,i have only deactivated CrashLanding and Darker night
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 24, 2015, 02:08:19 PM
Heh iam must be bugged because i dont have Electric smelter :D http://s13.postimg.org/gfupkb78n/Bez_n_zvu5.png
EDIT:
I update my Game and modpack too,but still dont have it :/ i tried too Developers MOD but i dont see ,i have only deactivated CrashLanding and Darker night

Research Electric smelter with ElectricSmelting or Crafting II
(http://clip2net.com/clip/m54307/26dd3-clip-46kb.jpg)

P.S. Make gold bars... one of the plurality new features in next v 1.4
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Richitos on May 24, 2015, 04:27:21 PM
Sorry bro i dont want be troll or something like ,but  I've done all the research , i tried 3x on different maps , for my Main save i discover all normal,on other saves/world i use Developers and Instant finish research but ELectric smelter still nothing :/ Can you please tell me name of mod.Although do not know if it helped me, or you do not have a similar mod? Today I start again with updated game and you mod,But we can not simply continue without Electric smelter: /
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Eredas1 on May 24, 2015, 07:24:53 PM
Richitos the other mod is called Superior Crafting ( https://ludeon.com/forums/index.php?topic=11741.0 )

Hi, I have a little problem: My pawns can't take the "Snowboots" to a stockpile :(
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 25, 2015, 08:20:26 AM
Richitos the other mod is called Superior Crafting ( https://ludeon.com/forums/index.php?topic=11741.0 )

Hi, I have a little problem: My pawns can't take the "Snowboots" to a stockpile :(

I suppose it's a problem with Aparello 1.6.1 
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Adamiks on May 25, 2015, 09:37:29 AM
Looks very nice. I will try this in next colony.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 25, 2015, 12:51:29 PM
Looks very nice. I will try this in next colony.

Its strange that you have not tried it yet..  :P
But who tried it, I think don't play in other modpack anymore! In the next couple of days will be ready a new version 1.4, with new production chains. Closer and closer to realism.

Currently adapts another mod from A9.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Adamiks on May 25, 2015, 01:05:41 PM
Looks very nice. I will try this in next colony.

Its strange that you have not tried it yet..  :P
But who tried it, I think don't play in other modpack anymore! In the next couple of days will be ready a new version 1.4, with new production chains. Closer and closer to realism.

Don't worry. My colonists escaped. 50+ only good colonists, 4 years ;D. They even didn't care about slaves, murders (+20 prisoners in one "cleaning"), evil ship on strong level (Only extreme with -50 was a kick in the nuts). Time for next colony!
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Daman453 on May 25, 2015, 09:44:13 PM
Please add hops to the growing list!
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Mechanoid Hivemind on May 26, 2015, 01:58:25 AM
Having a bit of an issue my chosen colonist from the prepare carefully mod arnt loaded in when i start up its the 3 that i can randomize before selecting the prepare carefully button any insight would be nice i might be missing something
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Eredas1 on May 26, 2015, 11:06:58 AM
Please add hops to the growing list!

they're already in the mod just need an investigation 
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Richitos on May 26, 2015, 11:29:40 AM
Iam wait untill to new version 1.4 I hope we will not have a problem anymore: D /Missing elec. furnace
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Zyfas on May 26, 2015, 02:14:38 PM
Having a bit of an issue my chosen colonist from the prepare carefully mod arnt loaded in when i start up its the 3 that i can randomize before selecting the prepare carefully button any insight would be nice i might be missing something

I have the same problem, but only when I have activated Crash Landing.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 26, 2015, 03:12:52 PM
Yes. sometimes Caveflora view same error in the start of the game.  It didnt affect at the game.
problem possible with Caveflora, it not significant error.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Mastergannel on May 27, 2015, 01:22:29 PM
Great modpack, highly enjoy it and I recommend it to all my viewers.

One slight problem that had me hung up for quite some time, I was searching everywhere on how to make 'advanced microchips', as the recipe for many things ask for this. Only to find, much later and after making all sorts of production tables, that they are named 'electronic microchips', it's not a big difference, but one that could be fixed easily I'm sure.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Mechanoid Hivemind on May 27, 2015, 01:39:08 PM
Another issue i am having is that when i load up my world with out changing anything it breaks it self so if you can look into it its like i took out mods but i didnt
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 27, 2015, 10:30:25 PM
Another issue i am having is that when i load up my world with out changing anything it breaks it self so if you can look into it its like i took out mods but i didnt

version of mod? And how much time passed from the start? what errors were in the debug window?

Great modpack, highly enjoy it and I recommend it to all my viewers.

One slight problem that had me hung up for quite some time, I was searching everywhere on how to make 'advanced microchips', as the recipe for many things ask for this. Only to find, much later and after making all sorts of production tables, that they are named 'electronic microchips', it's not a big difference, but one that could be fixed easily I'm sure.

Thank you.  Corrected. It will be displayed properly in the next update.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: Mechanoid Hivemind on May 28, 2015, 10:10:45 AM
The newest but ill re download it just to be sure. Nd they just landed. I had to quit because i had to get to work. So very little time at all and ill try and get the error log back up

Edit: Heres the error log the one at the bottom just keeps going up with the numbers on the left
http://puu.sh/i3CHf/61f98add04.png (http://puu.sh/i3CHf/61f98add04.png)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.3 (21/05/15)
Post by: skyarkhangel on May 28, 2015, 09:53:42 PM
The newest but ill re download it just to be sure. Nd they just landed. I had to quit because i had to get to work. So very little time at all and ill try and get the error log back up

Edit: Heres the error log the one at the bottom just keeps going up with the numbers on the left
http://puu.sh/i3CHf/61f98add04.png (http://puu.sh/i3CHf/61f98add04.png)

What about modconfig?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 28, 2015, 09:59:03 PM
Hardcore SK 1.4: The harbingers of war.

New in 1.4:
Tools (My modified adaptation for A10 "Right Tool For The Job')
Pleasure (Hard modified combination of the three mods: Finer Things, Weed and Can I brew It + SK texture pack)
Turret Collection (Full rework + combat realism. Attention! Will be unexpected surprises!)
SK Texture pack v.1 (Embedded texture pack, replacing some vanilla textures)
Roofsupport (Added roofsupport to core.)
CombatRealism Defence  (+ combat realism enhanced)
RimBakery (Adds many new things to expand the cooking system)

Next update ... on which it took exactly 50 hours. Updated textures, which is why modpack increased in size to ~60Mb. Most changes have affected in the combat system. Integrated Combat realism defence + turret collection with complete processing. This means that you can now make bunkers, trenches, fences  with barbed wire. All to protect the colony. There were powerful mannable turrets with a lot superior firepower. But they all require ammo. Craft 8 types of ammo with gunpowder, which will receive from coal. The missile system of mass destruction... crafting a rockets with using a variety of resources. Almost all turrets can be transfer to another point... Each turret required construction details, without which it can't be built, they can either buy or take from besieging... In start of the game, you get a portable heavy machine gun with ammo belt... Attention! Enemies can now also build a new heavy siege weapons, including missile systems! Also to help the player in start of the game immediately falls steelbars and a little glass with electronics. It will be available construction table with tools: pickaxes, saws, axes, helps do the job faster. Of course, a lot of mistakes corrected from version 1.3. Number of small changes passes close to a hundred.  Updated: Apparello, Combat realism, Biodeversity (Reduced spawn and aggressive animals). There was a laser weapon  could somehow appear from exotic trader. Do not relax! Mechanoids  also learned how to use it!
Please, create a new world, and a new game. (Mainly due to the Pleasure SK, which adds two new factions of drug dealers and Space Police.. By the way, they also think that you are a drug addict!

Have fun with right modpack!
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on May 29, 2015, 08:35:21 AM
Мод отличный.Но версия 1.4 синий экран((
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Adamiks on May 29, 2015, 09:19:03 AM
I like the idea adding versions, not small updates per day.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Milso on May 29, 2015, 09:32:25 AM
OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 29, 2015, 10:02:26 AM
Мод отличный.Но версия 1.4 синий экран((

Please install mod properly.

OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends

In v 1.4?

In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.


I like the idea adding versions, not small updates per day.

I also think that players should play and not constantly update modpack.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: pajok on May 29, 2015, 11:09:14 AM
Hi!

Should i download the original Crash Landing mod and use that,
or you made changes and should i use your version.
(i dont see optional file link or folder in your modpack).

Sorry if i missed something.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on May 29, 2015, 11:32:26 AM
Мод отличный.Но версия 1.4 синий экран((

Please install mod properly.

OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends

In v 1.4?

In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.


I like the idea adding versions, not small updates per day.

I also think that players should play and not constantly update modpack.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on May 29, 2015, 11:37:47 AM
Мод отличный.Но версия 1.4 синий экран((

Please install mod properly.

OK any tips for dealing with the terraformer?
i tried 2 games and it lands in the first few months. usually I still have just the starting 3 guys and the starting weapons. needless to say I get slaughters. I tried opening when visitors were there but they only made me get slaughtered with friends

In v 1.4?

In 1.4 chance with MechanoidTerraformer incident reduced from 1.5% to 1%. MinRefireDay from 90 to 120.


I like the idea adding versions, not small updates per day.

I also think that players should play and not constantly update modpack.
Установил по инструкции на чистую игру.Запускается хорошо, но после сохранения не загружается и выдает ошибки.И кстати мода аварийной посадки в паке нет.Хотя в версии 1.3 был.Заранее спасибо.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: pajok on May 29, 2015, 12:23:51 PM
Electronics Table and Powered Crafting Table are enabled after Power 1 (should Craft 2    "unlock the ability to build powered crafting tables")

Advenced Armoring is unlocked at the beginning
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Shtuka on May 29, 2015, 03:09:29 PM
Могу ли я с данной сборкой использовать версию комбат реализма + проджект армори? (расширенный арсенал)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 29, 2015, 03:20:36 PM
Могу ли я с данной сборкой использовать версию комбат реализма + проджект армори? (расширенный арсенал)

можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.

Мод отличный.Но версия 1.4 синий экран((

Пока вроде как никто кроме вас не жаловался на это. Модконфиг копировал куда нужно? в первом сообщении написано где это. Поиграй с модконфигом, все зависит от него.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 29, 2015, 03:29:58 PM
Hi!

Should i download the original Crash Landing mod and use that,
or you made changes and should i use your version.
(i dont see optional file link or folder in your modpack).

Sorry if i missed something.

Yea, just copy to mod folder crush landing easy or hard version. In 1.4 i wanted to put them separately, because some people run easy+hard mode together..
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Shtuka on May 29, 2015, 04:23:26 PM
можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.
В том то и дело что у комбат реализма есть отдельная версия с проджект армори, где все сбалансировано. Но ваш комбат реализм заменить на тот не получится?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 29, 2015, 06:03:54 PM
можно попробовать поставить только проджект армори, он должен подхватить оружие. Ведь комбат реализм уже есть он встроен в Core_SK. Но предупреждаю, там не сблалансированное оружие.
В том то и дело что у комбат реализма есть отдельная версия с проджект армори, где все сбалансировано. Но ваш комбат реализм заменить на тот не получится?

1)  заменить Weapons_Guns.xml и скопировать в директорию Mods\Core_SK\Defs\ThingDefs все пушки которые хотите.
Сам комбат реализм по внутреннему коду идентичен оригиналу. Версия проджект армори тоже использует оригинальный код комбат реализма. Разница лишь в настройках самих стволов. Все настройки их лежат как раз в этих файликах в той директории которую указал выше. В проджект армори они лежат тоже в Defs\ThingDefs. Также в PA используются группы для стволов они лежат в папке ThingCategoryDefs, ее нужно скопировать в Defs. Это раз.
2) Кроме файликов настроек, нужно еще скопировать папку текстур по подобию как она лежит в проджект армори.
3) Скопировать в папку Assemblies .dll ки, там есть специальная ддлка проджекта армори.
По идее все должно заработать.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 29, 2015, 06:26:18 PM
Found some bugs.. Updated to 1.4b
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Kyrael on May 30, 2015, 07:24:28 AM
I want to thank you for this, I've tried all of mods for Rimworld this mod pack is the best for me so far.
I like how you make the game more challenging  especially the researching.

I would love to see this with zombie apocalypse though.
Thanks again.  :)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on May 30, 2015, 03:42:19 PM
I would love to see this with zombie apocalypse though.
Don't know. The version I tried long ago wasn't much fun. Was easy to kill them with assault gun and lot's of their useless corpses.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Evilko on May 30, 2015, 10:32:10 PM
Will you add the Seeds mod?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Shtuka on May 31, 2015, 05:07:46 AM
MD2 (drones) was updated and misc error fixed, so probably you should to update your pack.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Shtuka on May 31, 2015, 05:08:11 AM
Will you add the Seeds mod?
Nope, no seeds in this mod pack
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: pajok on May 31, 2015, 06:19:23 AM
With Crash Landing it works strange.
-Lag when speed up time
-Enemies dont fight
-Crashed ship part  -  every shoot drop one mechanoid

Maybe bugged for me......don't no.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on May 31, 2015, 10:16:15 AM
Will you add the Seeds mod?

Yes, in next version  :)
But... alpha 11 somewhere near ...
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on May 31, 2015, 03:49:58 PM
How do i get rubber and plastic i cant figure it out?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on May 31, 2015, 08:25:10 PM
Also the traders that come via foot when you try and trade the wont trade its just a blank screen when you hit accept.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Evilko on June 01, 2015, 12:00:02 AM
Will you add the Seeds mod?

Yes, in next version  :)
Это хорошие новости.
Однако, после опыта игры в соседний мод-пак, пришёл к выводу, что мод на семена слишком ОП.
ИМХО, стоит оставить только один геном, как можно ближе к ванильной версии растений:
Скорость роста - 100%
Сбор - 100%
Шанс базового семечка - 90-95%
Шанс доп. семечка - 10%
Выживаемость в мороз и рост ночью - нет
И ценник ~100с за одно семя.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on June 01, 2015, 01:18:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on June 01, 2015, 01:31:57 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Adamiks on June 01, 2015, 05:36:23 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.

Jesus.... You think that everybody on the world know how to talk in Russian?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: GTaylor on June 01, 2015, 06:16:01 AM
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.

Jesus.... You think that everybody on the world know how to talk in Russian?
Person A <- -> Google <- -> Person B, is sufficient ;)

Also, loving the pack, thanks for your hard work Sky! (+mod authors)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Adamiks on June 01, 2015, 06:34:55 AM
1. Google = "I have so zhe.I after sohraneneiya not start. Maybe because I have a Windows ?? windows 8.1. Help and I am waiting for renovation and hope that he would go."

2. Rules - Non-English languages only on translations forum.

3. Manners - English is a international language. For example i can say this:
"tworzę mody do gier i takie tam"
Do you understand? I don't think so.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on June 01, 2015, 06:47:33 AM
1. Google = "I have so zhe.I after sohraneneiya not start. Maybe because I have a Windows ?? windows 8.1. Help and I am waiting for renovation and hope that he would go."

2. Rules - Non-English languages only on translations forum.

3. Manners - English is a international language. For example i can say this:
"tworzę mody do gier i takie tam"
Do you understand? I don't think so.
Start the game normally.But after saving does not start and gives a black screen.With previous versions of modpak all was well. I have windows 8.1.Translation of Google. Sorry in advance for my English.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on June 01, 2015, 02:13:13 PM
Better than google translates english lmao id be better off learning russian first
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on June 01, 2015, 02:15:10 PM
Don't know if it's a balance in last version (1.4b) or "luck". But there is much less animals than I hade before, so it looks much better - skeletions occupy are rare and hunting becomes hunting and not corpse collection.

On the other hand much more tribal attacks with huge numbers. Thanks to barbed wire and stun grenades I can contain them, but I spend so much time to get rid of corpses and their cheap weapons.

And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Evilko on June 02, 2015, 12:51:20 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on June 02, 2015, 02:29:45 AM
Don't know if it's a balance in last version (1.4b) or "luck". But there is much less animals than I hade before, so it looks much better - skeletions occupy are rare and hunting becomes hunting and not corpse collection.

On the other hand much more tribal attacks with huge numbers. Thanks to barbed wire and stun grenades I can contain them, but I spend so much time to get rid of corpses and their cheap weapons.

And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
What i do is i have half of my colony working the same job so lets say i have 10 people 2 cooks 2 crafters 2 construction/miners 2 growers and then 2 extra people for general labor hauling cleaning etc. So half work days half work nights i give the night people more time to sleep then the daytime people cause they work longer hours then the morning people just like real life
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on June 02, 2015, 03:52:14 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?
Thanks for the support  :) :)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Adamiks on June 02, 2015, 07:24:08 AM
Jesus.... You think that everybody on the world know how to talk in Russian?
Why so serious?
"English is a international language", but not everybody knows it well.
This player is from Russia and he needs help from mod-pack author, who is also from Russia(?). So, maybe it's easier to him to write on their native language?
And what you can do it's only to skip his message, because it's must not care you?

I will answer with quote:
http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything
У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on June 02, 2015, 09:31:26 AM
Thanks for the support  :) :)
I live in Russia, but think that it's impolite to use non-english language in forum. If it's impossible to use english in forum you can use Private messages or organize russian-speaking community somewhere.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on June 02, 2015, 09:45:18 AM
What i do is i have half of my colony working the same job so lets say i have 10 people 2 cooks 2 crafters 2 construction/miners 2 growers and then 2 extra people for general labor hauling cleaning etc. So half work days half work nights i give the night people more time to sleep then the daytime people cause they work longer hours then the morning people just like real life
Maybe my problem is having 5-6 people only? Most captured natives are useless and hard to recruit, so I prefer to harvest body parts from them. So 1 always research something (unless something else urgently needed), 1 dissasemble prisoners (maybe it's possible to make option "harvest everything"?) and cooking, 2 crafters (day-night), 2 everything else. So only 2 crafters working at all. Mostly making concrete, but for it you have to make sand and all other production chains also need crafters sometimes. I think for sucessfull colony you need 5-6 crafters and 4-5 other personel.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on June 02, 2015, 10:01:47 AM
I just asked what to do with my problem.And you ( I don't want to get personal ) start a discussion relating to my request.Although everyone understood what I asked for.The game is based only on the enthusiasm of the players , and you take away the desire to continue playing. Sorry I look stupid and don't know perfectly English.I do not study programming and everything else.I have four children and I am 37 years old.I just relax playing an interesting game for me.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Evilko on June 02, 2015, 10:34:38 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: NoImageAvailable on June 02, 2015, 11:02:33 AM
Although everyone understood what I asked for.

That's the problem, people didn't understand what you asked for. If you post in a language other than the forum standard people who don't speak your language won't know if you're asking for help, offering a solution or something else entirely. From your last few posts it is apparent you are capable of posting understandable messages in English. Nobody cares if your grammar isn't 100% correct nor does anyone say you're stupid, but ultimately you have to post in the board's official language so people who don't know Russian can understand you and you have to respect that as well.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: dokidoki on June 02, 2015, 05:37:23 PM
some question, the Crafting system is base on Superior Crafting right? because you know the Superior Crafting have the new resource setting
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on June 02, 2015, 07:35:44 PM
Sorry for unanswered posts, i am resting the last few days  :P

some question, the Crafting system is base on Superior Crafting right? because you know the Superior Crafting have the new resource setting

Modpack have craft Superior Craft system, but there are many other things, like unique new system of chemical industry.

And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.

Thanks, I will decide problem with concrete.

http://puu.sh/i8353/60b3c33fd9.jpg (http://puu.sh/i8353/60b3c33fd9.jpg)  dunno what happened here i havent changed anything

don't worry, Mistake with SCWall not serious and not affect on anything.

У меня так же.И после сохраненеия не запускается. Может из за винды??У меня windows 8.1. Помогите а то я все жду обновление и надеюсь что пойдет.

Try to use new installer 1.4b with automatic installing modconfig.xml

Это хорошие новости.
Однако, после опыта игры в соседний мод-пак, пришёл к выводу, что мод на семена слишком ОП.
ИМХО, стоит оставить только один геном, как можно ближе к ванильной версии растений:
Скорость роста - 100%
Сбор - 100%
Шанс базового семечка - 90-95%
Шанс доп. семечка - 10%
Выживаемость в мороз и рост ночью - нет
И ценник ~100с за одно семя.

Thank you for your helpful advice, its useful for me:)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Shtuka on June 03, 2015, 08:12:00 AM
Skyarkhangel, turrets in your mod pack is mega awesome! Did you created it by yourself?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Adamiks on June 03, 2015, 09:15:55 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.

Ok, so i should ask him to translate because he didn't know how to use Google in the first place?

Używam Windows 7 i nie mam pojęcia jak używać internetu, więc piszę to po polsku mając nadzieję, że ktoś to zrozumie.

Now, you can ask me about translation ;)
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Deniss on June 03, 2015, 09:37:14 AM
You could be more polite and not blame him. Just ask him to translate, if you so curious, and did not begin this demagogy.


Ok, so i should ask him to translate because he didn't know how to use Google in the first place?

Używam Windows 7 i nie mam pojęcia jak używać internetu, więc piszę to po polsku mając nadzieję, że ktoś to zrozumie.

Now, you can ask me about translation ;)
Calm down.I did everything.The topic is closed
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Fox on June 03, 2015, 10:48:04 AM
prepare carefull возможно тут лишний. когда ты начинаешь игру с 7 колонистами с убер прокачкой, это как то не хард

2) животные.. они начинают бить друг друга, в итоге на 2-5 день по всей карте куча халявного мяса/шкур
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on June 03, 2015, 11:42:49 AM
Skyarkhangel, turrets in your mod pack is mega awesome! Did you created it by yourself?

textures from Turret Collection, Combat realism Defence, Miscellanious.
All turret settings are fully overwritten with using combat realism frags.  Сharging, 8 types of ammo, gunpowder and textures for them made by me.

prepare carefull возможно тут лишний. когда ты начинаешь игру с 7 колонистами с убер прокачкой, это как то не хард

2) животные.. они начинают бить друг друга, в итоге на 2-5 день по всей карте куча халявного мяса/шкур

Кто захочет читернуть может это сделать и включив панель разработчика. В новой 1.4 версии спавн и агрессивность мобов снижена, такого нет.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Hargut on June 03, 2015, 03:10:46 PM
Something seems buggy.
I cant switch the tables to a diffrerent thing, like wood.
Also, when i switch for example the chairs, from boarleather to something else (i only can switch to Muffalo Leather) i cant switch back, so i only can build Muffalo stuff, cuz i cant change the type of the furniture.

Which is kinda horrible, becaus i cant make beds becaus of this.
Anyone know a solution ?

Here 2 screenshots to show what i mean:

http://www.directupload.net/file/d/4007/r4for3xo_jpg.htm
http://www.directupload.net/file/d/4007/ujoi3wyp_jpg.htm
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on June 03, 2015, 05:24:24 PM
Something seems buggy.
I cant switch the tables to a diffrerent thing, like wood.
Also, when i switch for example the chairs, from boarleather to something else (i only can switch to Muffalo Leather) i cant switch back, so i only can build Muffalo stuff, cuz i cant change the type of the furniture.
You can switch to only leather you have in stockpile. You have only Muffalo leather, so you can build only Muffalo stuff. Get some other and you'll be able to switch to it.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Uglyr on June 03, 2015, 05:50:16 PM
By the way. Generator hopper in 1.4 consume not just kindling and starts with important and all allowed. I think I could lose something useful if I had.


[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on June 03, 2015, 06:41:09 PM
By the way. Generator hopper in 1.4 consume not just kindling and starts with important and all allowed. I think I could lose something useful if I had.

Omg. Thanks, needs to add new items in exception list for gen hopper.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Mechanoid Hivemind on June 03, 2015, 07:42:33 PM
Good catch man ill fix that in mine as well. Speaking of the generators do they produce heat?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: spivtt on June 03, 2015, 09:58:30 PM
does not start and gives a black screen.
Check whether there is a folder \Mods\Core\Defs
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Fox on June 04, 2015, 02:53:14 PM
Что насчёт боевых турелей (начальных) на которые типо ставится оружие. Они работают?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: spivtt on June 04, 2015, 05:27:44 PM
По краней мере устанавливаются, чего раньше не было, а стреляют или нет, не проверял.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: Cedarik on June 04, 2015, 05:56:59 PM
New to mods not sure i got the install correct but the game runs no error and is really cool.Did notice i can plant some crops before i had done the research so im guessing my mod order is incorrect.Not having played most of these mods id like to get the load order right so it plays even better.

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4 (29/05/15)
Post by: skyarkhangel on June 05, 2015, 05:16:15 AM
Update to 1.4c
Fixed some bugs... for exple: gen. hopper, concrete max stuck up from 24 to 75 + available in traders. Added for convenience new category "ammo". Some rebalance economy and turrets.
Don't need to start new game.

Что насчёт боевых турелей (начальных) на которые типо ставится оружие. Они работают?

Yes, it works.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Fox on June 05, 2015, 08:25:19 AM
Что-то с текстурой стула. Когда выбираю куда его поставить, прозрачную текстурку почти не видно.

Не понятно зачем в исследовании обработка камня, если камнерезный станок доступен до того как ты изучил исследование
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Blackglass Sand on June 05, 2015, 10:53:13 AM
No one will smooth the stone floors in this mod or am I not understanding some prerequisite for smoothing the floors.  I like smooth rock floors. 
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Uglyr on June 05, 2015, 11:15:39 AM
No one will smooth the stone floors in this mod or am I not understanding some prerequisite for smoothing the floors.  I like smooth rock floors.
I think you can not prioritize this job, but I guess it has the priority like mining (after nothing to mine). Before 1.4c it worked, haven't tried with 1.4c yet.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Blackglass Sand on June 05, 2015, 11:49:57 AM
Ok thanks, I will keep trying it.  I let smooth stone designation sit for a long time with no one doing the job... maybe everyone was too busy. Other times (other mods/unmodded) they get to the job relatively quickly. 

<edit> OK, they finally did the job... took a loooooong time.  Sorry for the false alarm.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: vfc.prize on June 05, 2015, 05:56:05 PM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Cedarik on June 05, 2015, 06:26:22 PM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.

THIS ^^^ and Parifins?? Also a mod load order for this package please.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Uglyr on June 06, 2015, 03:02:38 AM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.

THIS ^^^ and Parifins?? Also a mod load order for this package please.
You need to mine oil and then refine it in chemlab. Modconfig is in a package. Answers for both question you could read on main page.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Cedarik on June 06, 2015, 07:20:40 PM
Yea im new to mods i just extracted the download into the mod folder thats why i asked for a mod order.Thanks for a reply though my original post never got one.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: vfc.prize on June 06, 2015, 08:33:11 PM
Yglyr, you are rigth. Just need to mine it. Thanks
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Deniss on June 07, 2015, 05:10:51 AM
Thank you very much for modpak everyone who is working on it) I have one question.I can't sell sugar traders. Maybe that's my error?
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: Blackglass Sand on June 08, 2015, 01:32:56 PM
How do you move the turrets?  I made a mobile sentry base at the electronics table, but now can't figure out how to move it to a good location.  Thanks for the fun modpak.
Title: Re: [MODPACK] (Alpha 10) Hardcore SK Global modpack 1.4c (05/06/15)
Post by: JesusKreist on June 09, 2015, 03:35:03 AM
Hmm. I'm not sure if we're supposed to be able to craft the sentry base at the electronics table in the first place as the item is not in the debug item list either.

The mobile sentry base is a building in the security tab when you researched it. It is not moveable.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51 alpha (15/06/15)
Post by: skyarkhangel on June 15, 2015, 01:34:39 PM
Hardcore SK A11 1.51 alpha: Ressurection.

In functionality, it's almost a complete copy of resurrected Hardcore SK A10 1.4c.
A11 Update. With 95% SuperiorCraft, Industrialisation update. Alpha version, please report bugs.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: kexici on June 15, 2015, 03:36:27 PM
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing  stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)

Ps.: sorry for my english :) 
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: skyarkhangel on June 15, 2015, 04:04:43 PM
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing  stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)

Ps.: sorry for my english :)

No problem, thanks. it's test version, i will fix this.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: kexici on June 15, 2015, 04:26:22 PM
Hi :) I found some problems ;)
Research table - operation´s spot is on site :)
Missing  stone cutter table on start :) ( it´s available after research construction 1, but research table need steel bars -> smelting furnace need stones blocks)

Ps.: sorry for my english :)

No problem, thanks. it's test version, i will fix this.

I love your mods :) it´s super hardcore :D

Next mistakes
microchips recipe ->  need steel bars vs silver
Coms consol, nutritien paste dipenzer, synthetick organ assemble -> wrong operation spot
All tables from Expanded Prosthetics & Organ Engineering have 1x1 marking spot on midle
pod bed, comfty bed, industrial cooler -> they are tapered
coffe machine from zooming up change to some gray block :)

after all research ->
Missing (maybe it purpose) automatic defence platform
Missing nuclear reactor
Missing industrial heater

Ps.: in next version you can add vein miner(A10) without vein brush, its works fine in(A11)

Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: kexici on June 15, 2015, 05:41:37 PM
If you want and get permision add mod : Floorlights , Jaffa cree! , Better OmniStorage :)
(no issues with hardcore SK 1.51a) and more enemy to kill :D  (maybe with Stroyent we can make jaffa soup :D )
it would be awesome to add some common source of electricity like RTG :) (f.e.: power II rtg, power III asrg)
 
Thx for work ;) your CZ fan :D
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: Uglyr on June 15, 2015, 06:37:37 PM
Generator (kindling eater) is missing. Or is hidden in some tech deeper than before.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: skyarkhangel on June 15, 2015, 07:45:24 PM
Generator (kindling eater) is missing. Or is hidden in some tech deeper than before.

Steam generator hidden, because only the author SC could update it.

If you want and get permision add mod : Floorlights , Jaffa cree! , Better OmniStorage :)
(no issues with hardcore SK 1.51a) and more enemy to kill :D  (maybe with Stroyent we can make jaffa soup :D )
it would be awesome to add some common source of electricity like RTG :) (f.e.: power II rtg, power III asrg)
 
Thx for work ;) your CZ fan :D

Ok
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.51a: Ressurection (15/06/15)
Post by: skyarkhangel on June 15, 2015, 08:20:02 PM
Updated to 1.52 with a lot bugfixes.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: IkeaSwede on June 16, 2015, 05:54:24 AM
Alright.. How the heck do i build a concrete mixer? Can't find it in any tab?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 16, 2015, 06:01:39 AM
Alright.. How the heck do i build a concrete mixer? Can't find it in any tab?

Production. Reiqured Crafting I tech.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: IkeaSwede on June 16, 2015, 06:05:15 AM
I see, but it says I need concrete to make a Smelting furnace, which I suppose I need to build steel bars - which I need to build researching table?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Mr.Toaster on June 16, 2015, 06:24:47 AM
First this is a great mod ,good work .Now i found that colonist dont use food synthetizer they just grab food from the hopper,plus reserching agricolture  should allow you to grow new type of plant but it let you do it without it. For last there is a favor im asking , if you can add the seed mod in yours or at least a separate patch for it. I favor your modpack instead of ultimate ,your have a definetly better combat/fighitng/defense system.

thk for your time keep the good work
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: redink on June 16, 2015, 07:17:12 AM
thank you for the update! love your superior crafting modpack  :D
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: kexici on June 16, 2015, 08:01:01 AM
I see, but it says I need concrete to make a Smelting furnace, which I suppose I need to build steel bars - which I need to build researching table?

Smelting furnace can be make from stone blocks ( you must deconstrukt some buildings on the planet) its harcore mod ;) stonecuter is in constuction I ;)
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: IkeaSwede on June 16, 2015, 10:45:20 AM
I don't mind hardcore mods ^^ Thanks.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: IkeaSwede on June 16, 2015, 11:46:10 AM
Well, problems arise agian; Built a Electronics table, trying to make Electronic Chips, I have steel bars (87) and sand (105) - but I can't make any chips - it just says "not enough materials)?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Spumantii on June 16, 2015, 11:57:35 AM
There's 'hardcore' and then there's 'untested'.  Out of the box not being able to build the research table, depending entirely on cargo pods or existing structures is not hardcore gameplay, it's missing something.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: thefinn on June 16, 2015, 12:17:18 PM
There's 'hardcore' and then there's 'untested'.  Out of the box not being able to build the research table, depending entirely on cargo pods or existing structures is not hardcore gameplay, it's missing something.

Oh is that what's happening? I was all like wtf? How do I build a research table out of steel bars. Is getting clay part of the research tree because I can't find any way of getting any in order to make steel bars, in order to make the research table.

Seems this was released a little early ?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: MagnusTorne on June 16, 2015, 01:16:28 PM
I was all like wtf? How do I build a research table out of steel bars. Is getting clay part of the research tree because I can't find any way of getting any in order to make steel bars, in order to make the research table.

Seems this was released a little early ?

I am perhaps i little bit inclined to agree. However, i think it is a respectable effort none the less. (and i use god-mode when i hit an impasse) ;)

Some things i think should be accessible or manufacturable from the start in the mod. Far easier to reach at least. If we look at human civilisation we can see that with pretty much nothing, tools-wise, stone and wood can be processed into building materials.

Talking in-mod i would say that Mud should be manufacturable without the need to get electronics first. I really liked the concept of bricks from mud, but why the need for a complex machine to get mud?

Polish the mod a little, perhaps write a how-to, and it will be great. :)
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 16, 2015, 02:14:57 PM
Seems this was released a little early ?
Yep. If you are new to the mod I'd suggest playing 1.4c with alpha10 - it was pretty balanced. 1.5 broke a lot.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 16, 2015, 03:13:06 PM
By the way. There is undocumented feature: if you start without using Prepare carefully you get enourmous number of starting resources. Much more than you can get with preparation points. It will negate bugs with hidden craft table and other broken production lines.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Canute on June 16, 2015, 05:33:23 PM
There's 'hardcore' and then there's 'untested'.  Out of the box not being able to build the research table, depending entirely on cargo pods or existing structures is not hardcore gameplay, it's missing something.
Ok i just start for you a new colonie with this mod only ! :-)
1. Deconstruct some Map stone walls, there are allways some walls at the map.
Use these stoneblocks to build a smelter. Smelt the steel from the map into steel bars.
With some luck you even got steel walls, then just deconstruct these for steel bars.

2. option, use EdB prepare carefully and modify your start and add with remaining points some steelbars.
3. add with remaining points some stone blocks/concrete. (My favour since i use these to build my first walls)



Oh is that what's happening? I was all like wtf? How do I build a research table out of steel bars. Is getting clay part of the research tree because I can't find any way of getting any in order to make steel bars, in order to make the research table.

Seems this was released a little early ?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 17, 2015, 04:40:33 AM
Big thanks to players for their bugreports, were corrected a lot of mistakes. Soon will come the next update with bug fixes and new modifications.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 17, 2015, 07:03:36 PM
Big thanks to players for their bugreports, were corrected a lot of mistakes. Soon will come the next update with bug fixes and new modifications.
Hope it will revive crafting table and generator.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 18, 2015, 06:12:00 PM
Strange event I see

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: poorprae on June 20, 2015, 12:44:16 AM
How do you make plastic and rubber?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 20, 2015, 07:04:05 AM
How do you make plastic and rubber?

Use chemical laboratory.

Strange event I see

Soon big update
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Haplo on June 20, 2015, 11:19:31 AM
Quote from: Uglyr
Strange event I see
This is the rumor of ruins part of Miscellaneous. What you see is that the Language files are missing. These are needed for the translation of the placeholder variables you see there.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: kutuzov.optim on June 20, 2015, 01:03:52 PM
I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(http://)

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 20, 2015, 02:01:16 PM
Any chance of pre-alpha today?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: poorprae on June 20, 2015, 04:43:10 PM
Is there a diagram of what each researched item will lead to (buildings and what those buildings produce)?

I just discovered the Chem Lab produces plastic/rubber, but I forgot which techs get me to the Chem Lab and how I get the materials (polymers) to produce plastic/rubber.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Mechanoid Hivemind on June 20, 2015, 05:21:02 PM
Is there a diagram of what each researched item will lead to (buildings and what those buildings produce)?

I just discovered the Chem Lab produces plastic/rubber, but I forgot which techs get me to the Chem Lab and how I get the materials (polymers) to produce plastic/rubber.
I would also like to see the research tree show you what your gonna get like a small pic to go with it as well as it telling you what it does
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: poorprae on June 20, 2015, 05:42:54 PM

I would also like to see the research tree show you what your gonna get like a small pic to go with it as well as it telling you what it does


What would e super-nice is if something like this existed in game OR if you could search for Item X and it tell you what research you need and where the item is produced.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 20, 2015, 08:43:13 PM
Any chance of pre-alpha today?

too much time spent on localization to russian.  At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me  :-\

I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(http://)

it's normal for russian translation. These errors don't affect on gameplay. There are many dublicate translations, when there will be nothing to do..  clean them.


evive crafting table and generator.

yep, steam generator will be available.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 20, 2015, 11:38:56 PM
Quote from: Uglyr
Strange event I see
This is the rumor of ruins part of Miscellaneous. What you see is that the Language files are missing. These are needed for the translation of the placeholder variables you see there.

I'm not fully updated from A10.. thanks :) fixed the error.
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: kutuzov.optim on June 21, 2015, 01:47:32 AM
Any chance of pre-alpha today?

too much time spent on localization to russian.  At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me  :-\

I install the mod as it was written in the instruction. I had no problems with the first start (create the world, creat the colony without errors). But when I start the game the second time I have this big error log. Could anybody explain what does it mean?
(http://)

it's normal for russian translation. These errors don't affect on gameplay. There are many dublicate translations, when there will be nothing to do..  clean them.


evive crafting table and generator.

yep, steam generator will be available.

But when I load my save I see it. All mods are active, nothing was changed.

[attachment deleted due to age]
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Uglyr on June 21, 2015, 01:56:11 AM
too much time spent on localization to russian.  At present already translated SeedPlease+VegetableGarden+part of Rimbakery (it takes about 5-6 hours..) - new mods in next update. Now I doing the translation Pirates! mod by Shinzy. My girlfriend soon killing me  :-\
If it's only localization left then it's not a big problem for me as I play in english. Maybe you can release non-russian version first and then translate the rest?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: topol 3M i ppz) on June 21, 2015, 04:34:06 AM
 Thank you for your work. Don't need to listen to anybody.Do your job as you think best. And the girl of your our apologies. :)
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: arc89 on June 21, 2015, 08:47:46 AM
I only registered to tell you that I love your modpack. Keep on good work man !
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: poorprae on June 21, 2015, 03:41:47 PM
What building/research do I need to make polymers and sulphates?
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 21, 2015, 04:07:44 PM
I only registered to tell you that I love your modpack. Keep on good work man !

I am very pleased,  thank you.  ;)

p.s.
update is almost ready, it will be available within a few hours
also... Full resource requirements rebalance with the slogan "to land on the glacier ready!"
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Mechanoid Hivemind on June 21, 2015, 08:31:13 PM
I only registered to tell you that I love your modpack. Keep on good work man !

I am very pleased,  thank you.  ;)

p.s.
update is almost ready, it will be available within a few hours
also... Full resource requirements rebalance with the slogan "to land on the glacier ready!"
What about a glacier? New items? New starting items? Whats going on? I am impatient D:
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: skyarkhangel on June 21, 2015, 09:41:01 PM
What about a glacier? New items? New starting items? Whats going on? I am impatient D:

Update. Hallelujah! I thought I had never done, so much work was...
Learn inside :)


Updated to 1.6: Apocalypse
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: uriilus on June 21, 2015, 09:47:56 PM
Thank you.   :)
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: skyarkhangel on June 21, 2015, 11:43:34 PM
Thank you.   :)

fast update.
fixed some "unobserved" bug with seeds  >:(
Title: Re: [MODPACK] (Alpha 11) Hardcore SK Global modpack 1.52a: Ressurection (15/06/15)
Post by: Enjoyment on June 22, 2015, 03:22:21 AM
What building/research do I need to make polymers and sulphates?
You have to research 'Mining', build a mine and collect some 'crude oil'. Then research 'ChemLab', build it and refine 'crude oil'. And you'll get all the stuff you need for a better life.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Uglyr on June 22, 2015, 05:07:47 PM
The wait is over! Hurray!
Just started at last in a 5000 meter mountain. Looks like there is a bit less starting resources (no glass and chips at all). But on the other hand almost every production table can be made of steel blocks so I guess I'll be ok.

Generator is back, but I'm not sure if I can spend precious wood for burning. Wind generator now need concrete to build and mixer need energy (if not changed), so I guess I have to burn.

Haven't seen any mushrooms so far. I hoped to eat them (no plants or animals on map). Are they removed or need special condition?

Deconstructed bamboo wall near base. Are you joking? Bamboo wall 0% to burn and 1225 hit points, while granite 595 and steel bar 350?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Napikusadil on June 23, 2015, 09:58:36 AM
Hello. I have a problem with silicon. It requires 30 sand, i have 730. At the description it says that i need pile of sand, i guess this is a problem. Like it was with silver and steel bars at previus version. How can i fix it without downloading anything? I'm using Hardcore SK Rimworld A11 modpack 1.6a
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Napikusadil on June 23, 2015, 10:17:50 AM
yep found it at MD2Base-11_SK\Defs\RecipeDefs, MD2SandPile - what is it and how can i make it? checked files in md2base from Mechanical Defence 2, they do have this resource, but they have recipe to craft it, wich i dont see in ur file. i guess u forgot to change it, pls do it, or we'll have no droids =(((((
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: skyarkhangel on June 23, 2015, 10:50:57 AM
The wait is over! Hurray!
Just started at last in a 5000 meter mountain. Looks like there is a bit less starting resources (no glass and chips at all). But on the other hand almost every production table can be made of steel blocks so I guess I'll be ok.

Generator is back, but I'm not sure if I can spend precious wood for burning. Wind generator now need concrete to build and mixer need energy (if not changed), so I guess I have to burn.

Haven't seen any mushrooms so far. I hoped to eat them (no plants or animals on map). Are they removed or need special condition?

Deconstructed bamboo wall near base. Are you joking? Bamboo wall 0% to burn and 1225 hit points, while granite 595 and steel bar 350?

 ;D
Thanks fo bugreport, fixem!

Hello. I have a problem with silicon. It requires 30 sand, i have 730. At the description it says that i need pile of sand, i guess this is a problem. Like it was with silver and steel bars at previus version. How can i fix it without downloading anything? I'm using Hardcore SK Rimworld A11 modpack 1.6a

Soon update with fix and some update.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: FurryLovingGuy on June 23, 2015, 02:52:17 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.

EDIT: By sheer Miracle of Randy Random alone, I got a drop of blueberrys that could survive frost, so after setting them up, BOOM 6% 7% we are growing. Thank you, I had been living off of human flesh for nearly a month now, had at least one mental break a day, for some reason they were all harmless dazes. Oh, for some reason the colonists simply pick up the seeds, and the plant magicly teleports to the growing zone, but I have ZERO problem with that seeing we can actually eat something other than dead people now! :D
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Ninefinger on June 23, 2015, 03:09:06 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.
I have made a workaround for this in the Ultimate Overhaul Modpack and playing with seeds is now viable, skyarkhangel (https://ludeon.com/forums/index.php?action=profile;u=43540) is more than welcome to use it. I simply changed the plants grow cycle for eg. for potatoes i had to change there cycle to 0.8 days instead of 4.16 days since Tynan added a new tickerType "Long" to the game it is no longer "Rare" and the seeds mod make the plants grow 4.5 - 5 times slower essentially making potatoes take as long as devilstrand, the pawns will still stand and throw the seeds onto the crop but the crops grow at there proper rates using my values. these changes can be found in the Plants_Cultivated.xml.

Anyways hope this helps, Cheers!
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: skyarkhangel on June 23, 2015, 03:18:58 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.

Yes.. SeedPlease no official .dll A11 update and we using fun update with bugs  :-\
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Ninefinger on June 23, 2015, 04:17:00 PM
Has the seed please crops don't grow bug been fixed? The same bug was in the Ultimate Overhaul Modpack. When you plant the seeds, they remain at 5% permenetly. Despite weather conditions, daylight, or seed stats, they do not grow above 5%. I attempted to test this at one point using your modpack, when I planted the seeds they started at 5% however they did not survive the night due to the cold. So I am unsure if the bug exists in your modpack. I think it is very possible though, seeing as how no one else seems to have come across a fix yet. If I can confirm the bug I will make a follow up post. Thank you for your time and work sir.

Yes.. SeedPlease no official .dll A11 update and we using fun update with bugs  :-\
Lol yeah but whatever no one seems to be able to update it fully so we will have to live with the workaround for now. Its honestly not too bad of a bug and kind of funny lol :)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Nicker on June 23, 2015, 07:34:50 PM
Is current state, with all mode enabled, playable? Crops growing for years, I cant really build almost anything, since I lack a lot of materials, which I can made because... I lack materials to build workbenches etc.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Ninefinger on June 23, 2015, 07:44:42 PM
Is current state, with all mode enabled, playable? Crops growing for years, I cant really build almost anything, since I lack a lot of materials, which I can made because... I lack materials to build workbenches etc.
the crops grow at there proper rates using my values.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Kirb on June 24, 2015, 12:53:04 AM
This modpack looks like a ton of fun, but it looks like there's still some issues? Is it possible to disable the mods that are causing problems, without causing any in return?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: skyarkhangel on June 24, 2015, 01:54:31 AM
This modpack looks like a ton of fun, but it looks like there's still some issues? Is it possible to disable the mods that are causing problems, without causing any in return?

for example? Seedplease?  ::) You can do that.
next patch 80% ready...
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: Uglyr on June 24, 2015, 04:39:38 PM
Argh! Randy Random not so random. (
I picked him and second difficulty to get familar with mod and ice biome. But he keeps sending raids, wargs and zombies every day. Due to low difficulty they are low numbered so wiped almost without wounds, but my pawns have time just to eat, sleep and fight. I already have 4 prisoners (3 colonists) and lot's of bodies I don't have time to strip and butcher. No time for production either. Sure sometimes he sends pods or trader, but it's like 1 positive event for 6 raids and 2 visitors. I'm afraid to imagine what would happen on higher difficulty. (
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.6a: Apocalypse (22/06/15)
Post by: skyarkhangel on June 24, 2015, 08:43:14 PM
Sorry guy's, i have been busy with marines mod. update today.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Apocalypse (26/06/15)
Post by: skyarkhangel on June 25, 2015, 04:00:32 PM
Updated to 1.7: Zero tolerance

New in v 1.7:
Refrigerated Food Storage (https://ludeon.com/forums/index.php?topic=12243.0) (Adds a Food Tray Rack that keeps prepared meals fresh..) by beany_for_ever
Floor Lights (https://ludeon.com/forums/index.php?topic=9103.0) (Adds Lights lamps that are integraded into the ground.) by Temeez
Refrigerated Food Storage (https://ludeon.com/forums/index.php?topic=12243.0) from BeanTek Mods (Adds a Food Tray Rack that keeps prepared meals fresh..) beany_for_ever
Blast Door (https://ludeon.com/forums/index.php?topic=12243.0) from BeanTek Mods  (The mod adds a large gate, with manual control.) beany_for_ever
Clutter (https://ludeon.com/forums/index.php?topic=2541.0) (Almost completely redesigned. Added into modpack some awesome features.) by mrofa
Marines_SK (https://ludeon.com/forums/index.php?topic=13972.0) (Adds Marines & SpecialForces equipment.) by skyarkhangel
Combat Realism (https://ludeon.com/forums/index.php?topic=9759.0) (Makes game's combat more realistic and more tactical and engaging. Adds frags to bombs..) by NoImageAvailable
MoreFloors (https://ludeon.com/forums/index.php?topic=4373.0) from T's Mods (adds overhauled stone and wooden floor textures) by Telkir
LT-RedistHeat (https://ludeon.com/forums/index.php?topic=11056) (Adds a complete heating system to the game, build a heating room and duct it to all other rooms and use fans to pump the heat through the ducts.) by Latta
Mechanoid terraformer (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (Adds misterious mechanoid terraformer event...) by Rikiki
FishIndustry (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (Adds new features: aquaponics.The ability to catch and start fish breeding.) by Rikiki
Darkness (https://ludeon.com/forums/index.php?topic=10327) (SK_patch, makes nights lighter than in Darkness_SBO. This mod makes night really dark night.) by Viceroy
+ work on removing bugs from 1.6a

Notice: SeedPlease disabled for default.

Thanks to the big work for all modders!
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: kaptain_kavern on June 25, 2015, 04:45:41 PM
Holy shit thx mate you just ruined my night (it's 22h45 here in France) :p

i'm going to try it NOW.

Thx :p
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: Canute on June 25, 2015, 06:22:52 PM
Description error on Agri I.
It should unlock the secrets of hydroponic gardening. But there are no hydroponic basin and no further research for these.

Electronic Table and early power supply.
The table need power to work, Batteries need chips.
Wind turbine need Concrete, concrete mixer need power.
Steam generator ok, but when you don't have a supply on tree's because of the temp. you are basicly a bit lost.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: Kirb on June 25, 2015, 09:07:32 PM
Looks great. Big thanks to you and all the modders involved.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: uriilus on June 25, 2015, 11:59:09 PM
Big thanks to you.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: skyarkhangel on June 26, 2015, 06:02:47 AM
Warning: Mechanoid Terraformer has critical errors, recommended  to disable mod, till to solve the problem. When you attack them, the game freezes.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: kaptain_kavern on June 26, 2015, 09:36:55 AM
It just happened in my run. :p
Is it possible to disable it and continue to play from a prior autosave? or i have to create a new world?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: Canute on June 26, 2015, 03:43:32 PM
Yeah happen to my previous colony, shoot on the artifact to spawn extra Mech's and freeeeeze.

skyarkhangel, you realy need to made a research tree overview.
I need rubber,plastic and still have no clue where to get crude oil for this.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7a: Zero tolerance (26/06/15)
Post by: skyarkhangel on June 26, 2015, 05:49:16 PM
Yeah happen to my previous colony, shoot on the artifact to spawn extra Mech's and freeeeeze.

skyarkhangel, you realy need to made a research tree overview.
I need rubber,plastic and still have no clue where to get crude oil for this.

Updated to 1.7b.

- Fix Stonecutter table
- Fixes in fishing industry mod
- Added EPOE + ZombieApocalypse patch
- Removed MechanoidTerraformer mod
- Added CrushLanding mod (easy mode) - disabled for default
- Added Force shield from SuperiorCraft.
- Concrete Mixers now two types.. Simple & Electric. Electric works 2 times faster, but Simple can work without electricity.
- Global  modpack update with damageMultipliers.
- Fix bugs with adaptation Marines_SK to modpack.
- Removed Sugarcane clone item.
- Changed traps cost like in Superior Craft.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Pardon on June 26, 2015, 11:16:26 PM
Tnx for great modpack!

But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?

Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 26, 2015, 11:49:32 PM
Tnx for great modpack!

But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?

Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
something you do wrong... without any additional storage settings works fine..

(http://clip2net.com/clip/m54307/49665-clip-5kb.jpg)
(http://clip2net.com/clip/m54307/2ba53-clip-7kb.jpg)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mr.Toaster on June 27, 2015, 07:08:37 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 27, 2015, 07:40:28 AM
Mellee Shocker,
crafter can't resume the crafting for these.
Stun gun works, but it don't made a crafting project like the shocker.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 27, 2015, 08:01:41 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth

thanks! you found set of mini-bugs with Resourses.. they work currently like in vanilla. In next, made as in Superior Craft.

i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth

thanks! you found set of mini-bugs with Resourses.. they work currently like in vanilla. In next, made as in Superior Craft.

ok. I will test.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 27, 2015, 09:05:00 AM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth

Now i understand how my pawns were crafting medicine without a tailor loom ^^
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on June 27, 2015, 12:05:39 PM
Looks like trade also broken. Drug dealer traders came to my colony, built tent but no beacon appeared. I built my own beacon and tried to buy leather - hit accept, trade window become black and nothing happens. Esc close the window, but no pods with bought goods fall, the silver deducted however and traders no longer have the good I bought.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 27, 2015, 02:39:38 PM
No, Haplo removed the trade beacon with the last update,

But the trade's are working fine with me, orbital and local trader.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on June 27, 2015, 03:20:30 PM
No, Haplo removed the trade beacon with the last update,

But the trade's are working fine with me, orbital and local trader.
Hm... After you say that I tried several things and it looks like if I build beacon outside the trade start working.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 03:24:39 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)

I got this when i loaded up for the first time. New world newest version.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on June 27, 2015, 03:36:44 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)

I got this when i loaded up for the first time. New world newest version.
I'm not pro, but list of mods looks small. Haven't you forgot to update modconfig.xml?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 27, 2015, 03:37:33 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)

I got this when i loaded up for the first time. New world newest version.

you don't put modpack on a clean rimworld.
Modpack doesn't consist <drawWorkPassions> variable. I suppose it would be bug with Edb interface.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 03:38:55 PM
http://puu.sh/iEScH/763bcf4ee5.jpg (http://puu.sh/iEScH/763bcf4ee5.jpg)

I got this when i loaded up for the first time. New world newest version.

you don't put modpack on a clean rimworld.
Modpack doesn't consist <drawWorkPassions> variable.
I put the modconfig thing in where its suppose to go.
http://puu.sh/iET4r/d52cf52b0b.jpg (http://puu.sh/iET4r/d52cf52b0b.jpg)

Also is that ammo crate in the center with the pod, suppose to look like that?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 27, 2015, 04:23:59 PM
I just replace the Concrete mixer with the Electrical one, and it isn't working anymore.
I can create a bill, but i can't send a crafter to do a job.

Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 07:28:48 PM
I just replace the Concrete mixer with the Electrical one, and it isn't working anymore.
I can create a bill, but i can't send a crafter to do a job.
Do you have everything needed to make it? Sometimes they wont start till the have all the materials ready.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 27, 2015, 07:44:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 08:18:02 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 27, 2015, 08:28:58 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one

Sorry, i forgot to register "WorkGiverDef" to electric mixer :(

Just copy near with simple electric mixer workgiverdef. into Industrialisation_SK/Defs/WorkGiverDefs/COWorkGivers.xml

they differ only by the letter "E"   "EMixconcrete"


  <WorkGiverDef>
    <defName>DoBillsEMixconcrete</defName>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
    <verb>mix</verb>
    <gerund>mixing</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
  </WorkGiverDef>
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 08:30:22 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one

Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 27, 2015, 08:42:17 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one

Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:

Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 27, 2015, 09:49:50 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one

Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:

Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Is this compatible with current saves?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 27, 2015, 10:07:15 PM
The normal concrete mixer is working well. Just the Electical isn't.
Hm let me give it a shot but keep looking in to it. Until the use the hand cranked one

Sorry, i forgot to register "workingdef" to electric mixer :(
So does this mean i have to start over???? D:

Electric ConcreteMixer fix 1.7b
https://yadi.sk/d/Nval-TRohX9jM (https://yadi.sk/d/Nval-TRohX9jM)
Is this compatible with current saves?

Yea. Copy and reload game.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: mmx29 on June 27, 2015, 10:13:09 PM
Hey,
I am having issues with growing stuff - i seem only to be able to select the basic items to grow - after researching Agriculture 1 I don't get any new options unlocked for the growing zones.

P.s Спасибо за классный модпак. Сложно выживать шопиздец, но очень интересно.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 28, 2015, 03:26:52 AM
How can i change the construction time? cause it took my lvl 7 construction worker a whole day to make the research bench?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: NemesisN on June 28, 2015, 04:12:31 AM
Hardcore you say ?

(https://s-media-cache-ak0.pinimg.com/236x/d5/b9/2e/d5b92eaaf8712c78966fd71c8cc7a83b.jpg)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 28, 2015, 05:50:05 AM
Geothermal heater,
you can't place it anywhere, not on a geysire (place already occupied) nor somewhere else.
Geothermal generator works.

Every faction use/spawn not with ghillie overalls instead of Parka's.
Ok you didn't create a special faction for the Marine weapon/armor but i think it isn't ok that any other faction even tribe's use these.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: arc89 on June 28, 2015, 07:32:06 AM
Quote from: skyarkhangel

Electric ConcreteMixer fix 1.7b
[url=https://yadi.sk/d/Nval-TRohX9jM
https://yadi.sk/d/Nval-TRohX9jM[/url]

This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
 :)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Mechanoid Hivemind on June 28, 2015, 01:59:38 PM
http://puu.sh/iFXj8/092f5c4370.png (http://puu.sh/iFXj8/092f5c4370.png)

^^^^ i think hes right cause my game is freaking out hard core. There are more just like that, But i just grabbed what i could
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 28, 2015, 02:58:40 PM
Droid's use steel and plasteel ore to build, shouldn't that be (pla)steel bar ?
And they use Circuits, these should be Electronic chips.
There is no need to create another item.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Pardon on June 28, 2015, 07:44:28 PM
Tnx for great modpack!

But have a trouble and can't find any solution. I can't power up a steam generator. Test all possible variants - make a hopers around it, rotated by 180 degrees. How i can do this?

Ru version:
Спасибо за отличный модпак!
Столкнулся с проблемой, к которой не смог найти решения. Самый первый генератор (который паровой) не могу запитать. Я обставил его хоперами во всех возможных вариациях и со всех сторон, все хоперы - максимальный приоритет на получение дров - однако ни вручную, ни автоматически в них бревна не несут.
Что можно сделать?
something you do wrong... without any additional storage settings works fine..

(http://clip2net.com/clip/m54307/49665-clip-5kb.jpg)
(http://clip2net.com/clip/m54307/2ba53-clip-7kb.jpg)

I'm created new game and all works fine. May be it's a random bug. Anyway thanks for your help.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 28, 2015, 10:47:53 PM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Until next patch you can do it yourself pretty easily...

With a text editor : notepad will do the trick but i recommend/support Notepad++ (https://notepad-plus-plus.org)

Go open : \Mods\Core\Defs\ThingDefs\Plants_Cultivated.xml, and under :
Code: [Select]
<ThingDef ParentName="PlantBase">
    <defName>PlantCotton</defName>
    <label>cotton plant</label>
replace <harvestedThingDef>Cloth</harvestedThingDef> by <harvestedThingDef>RawCotton</harvestedThingDef> and you have to the same, just a bit under, with Devilstrand. Be aware of the capital in RawDevilstrand when replacing DevilstrandCloth.
You can use CTRL+f and paste the all code section to find it more quickly and even use "find and replace" command (CTRL+h) in Notepad++, when/if you feel comfortable enough, for editing (it's very handy and useful for modding because you can even do that automatically in an entire folder in once ;) )

Droid's use steel and plasteel ore to build, shouldn't that be (pla)steel bar ?
And they use Circuits, these should be Electronic chips.
There is no need to create another item.
Pretty much the same things in \Mods\MD2Droids-10_SK\Defs\RecipeDefs\Recipes_MakeDroids.xml (be aware of the upper size character in PlasteelBar).Be sure to do it for each tag (again "Find and Replace (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)" y'all  8) ) Now for the Circuits, it's the way it's done in the original mod, but you can change that here too.

This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
 :)

and this is correct.


But you do that at your own risk and please don't bother/blame on skyarkhangel if that doesn't work. I just share how i fix it on my computer.
The "official" way is to wait ... what 12h max before skyarkhangel fix those with the next patch ;D remember "Zero tolerance" ^^

EDIT : Adding Devilstrand manipulation too :p + adding a link to a randomly Googled example of a Find and Replace operation (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 29, 2015, 06:20:34 AM
Ok i got now a gamestoping bug from the modpack.
Currently no trading window appear when i want to trade with a local trader or use the com console.
The only thing that is different from the last times are, that i bought these arcade games from an exotic goods vendor. And these cause an error event after loading.

Edit: Yep it must be these Arcade game, when i use a safegame before i bought them, trade window works fine.

BTW. on start there are 2 errors:
Could not find a type named BiteablePawn
Could not find a type named ZombiePawn
these arn't game breaking, and i don't saw any negativ effect so far at the zombies. Zombie's still can bite and infect others. So i ignored them so far.
But they show up as red errors.




[attachment deleted due to age]
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 29, 2015, 10:11:52 AM
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kexici on June 29, 2015, 10:24:08 AM
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
WOW :) it´t sound good :)
thx for all you work :)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on June 29, 2015, 02:47:06 PM
I'am working last three days on my new realistic production chain + chemical industry mods as expansion pack to Superior Craft.
Great! Will production buildings realisticaly generate heat? And have auto standby mode to not consume electricity while not in use?  ::)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 29, 2015, 03:17:29 PM
Can you share your new idea's about the chemical indu. please ?

Do you plan to add an oil well to the map maybe ?
These oil well can be harvest manualy for crude oil (crafting II) and later can be placed a headframe (crafting III) on it that bring out the oil like the current Mine extractor. And a pipeline system like the power conduit to move the output of the headframe to your colony.
A crude low power refinery (Crafting II) to get 1-2 things out of the crude oil, all Crafting III a full working refinery to get the best out of the oil.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Lewtz on June 29, 2015, 04:24:43 PM
Finally figured out how to get plastic and rubber, but I can't figure out where to make the drillhead?  Can you only buy it?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 29, 2015, 04:47:44 PM
I can't figure out where to make the drillhead?  Can you only buy it?
in the machining table man
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 29, 2015, 05:27:10 PM
i dont know if a feature or a bug but when the colonist harvest cotton dont give raw cotton but cloth
Until next patch you can do it yourself pretty easily...

With a text editor : notepad will do the trick but i recommend/support Notepad++ (https://notepad-plus-plus.org)

Go open : \Mods\Core\Defs\ThingDefs\Plants_Cultivated.xml, and under :
Code: [Select]
<ThingDef ParentName="PlantBase">
    <defName>PlantCotton</defName>
    <label>cotton plant</label>
replace <harvestedThingDef>Cloth</harvestedThingDef> by <harvestedThingDef>RawCotton</harvestedThingDef> and you have to the same, just a bit under, with Devilstrand. Be aware of the capital in RawDevilstrand when replacing DevilstrandCloth.
You can use CTRL+f and paste the all code section to find it more quickly and even use "find and replace" command (CTRL+h) in Notepad++, when/if you feel comfortable enough, for editing (it's very handy and useful for modding because you can even do that automatically in an entire folder in once ;) )

Droid's use steel and plasteel ore to build, shouldn't that be (pla)steel bar ?
And they use Circuits, these should be Electronic chips.
There is no need to create another item.
Pretty much the same things in \Mods\MD2Droids-10_SK\Defs\RecipeDefs\Recipes_MakeDroids.xml (be aware of the upper size character in PlasteelBar).Be sure to do it for each tag (again "Find and Replace (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)" y'all  8) ) Now for the Circuits, it's the way it's done in the original mod, but you can change that here too.

This one is wrong, you should upload it again mate. I belive there should be <singleBillGiverDef>EConcreteMixer</singleBillGiverDef>
instead
<singleBillGiverDef>EMixconcrete</singleBillGiverDef>
 :)

and this is correct.


But you do that at your own risk and please don't bother/blame on skyarkhangel if that doesn't work. I just share how i fix it on my computer.
The "official" way is to wait ... what 12h max before skyarkhangel fix those with the next patch ;D remember "Zero tolerance" ^^

EDIT : Adding Devilstrand manipulation too :p + adding a link to a randomly Googled example of a Find and Replace operation (http://markantoniou.blogspot.fr/2008/06/notepad-how-to-use-regular-expressions.html)

Or you can simply to copy Plants_cultivated.xml from SuperiorCraft A11 to Core_SK/Defs/thingDefs

when I myself updated A11, I forgot to move and update this file, because i forgot that SC uses "raw resources" for fabric plants. it almost doesn't differ from SC.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 29, 2015, 05:34:37 PM
Ok i got now a gamestoping bug from the modpack.
Currently no trading window appear when i want to trade with a local trader or use the com console.
The only thing that is different from the last times are, that i bought these arcade games from an exotic goods vendor. And these cause an error event after loading.

Edit: Yep it must be these Arcade game, when i use a safegame before i bought them, trade window works fine.

BTW. on start there are 2 errors:
Could not find a type named BiteablePawn
Could not find a type named ZombiePawn
these arn't game breaking, and i don't saw any negativ effect so far at the zombies. Zombie's still can bite and infect others. So i ignored them so far.
But they show up as red errors.

ZombieApocalypse mod must be closer to Core then EPOE, to bypass the error "Could not find a type named ZombiePawn and Could not find a type named BiteablePawn". That is made in modconfig.xml. Do you copy it in modconfig folder? Just.. may be your mistakes is that you didn't it
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 29, 2015, 05:48:15 PM
Yep i did, and i don't use any other mod.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyrunner38 on June 29, 2015, 08:09:10 PM
I cant find the ModsConfig.xml file. Can anyone point me towards it?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 29, 2015, 08:51:59 PM
At the root of the archive, it's one of the few files along that big list of folders
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on June 30, 2015, 02:14:49 AM
Unzip the archiv into the mod folder of Rimworld, let it overwrite all.
After that open the mod folder and you will find ModsConfig.xml.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on June 30, 2015, 06:51:02 PM
By the way - there are 2 industrial heaters now. Not sure if they both work.

And coal burning plant (fuel also, but not stated) IMHO eats fuel too fast. Something like 0.1% per second. So in 16 minutes of real time you lose stack of fuel or coal.

And in the long run I think temperature generation should be reworked somehow. In my current base I rely mostly on 6-8 campfires, while 6 heaters use lots of electricity, but give low temp.
Ducts are also questionable: 1x6 room with bed - door on one side and duct on other. "Outside" indoors have 18-21C, the room inside it 6-10C (Real outside temp is around -40/-60C).
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 30, 2015, 07:41:00 PM
By the way - there are 2 industrial heaters now. Not sure if they both work.

And coal burning plant (fuel also, but not stated) IMHO eats fuel too fast. Something like 0.1% per second. So in 16 minutes of real time you lose stack of fuel or coal.

And in the long run I think temperature generation should be reworked somehow. In my current base I rely mostly on 6-8 campfires, while 6 heaters use lots of electricity, but give low temp.
Ducts are also questionable: 1x6 room with bed - door on one side and duct on other. "Outside" indoors have 18-21C, the room inside it 6-10C (Real outside temp is around -40/-60C).

Okay. I'am still working on new production chain. In near future it also would be official  optional expansion pack to Superior Craft. It agreed with Abrexus. Thanks to him!

Then fix all bugs, that found by players, some of them already fixed.

(http://cs621718.vk.me/v621718469/2a058/bqfZxSfqHbE.jpg)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 30, 2015, 08:37:44 PM
Just the screenshot made me want to try this soon. Looks like a complete redone, judging by the requisite construction material shown.
 Also it's nice seeing major modders working together :-)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Lewtz on June 30, 2015, 08:38:35 PM
I'm about to rip my hair out here...

I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?

please help....before I lose my mind.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on June 30, 2015, 08:45:59 PM
With the oil refinery

It's said in the 1rst, 10 points, research project btw ;-) (look in the "researched" tab of the research screen)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on June 30, 2015, 08:47:24 PM
I'm about to rip my hair out here...

I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?

please help....before I lose my mind.

Oil refining. Need to refine oil into products like polymers, fuel and etc. In chemlab.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on July 01, 2015, 03:42:09 AM
Quote
And coal burning plant (fuel also, but not stated) IMHO eats fuel too fast. Something like 0.1% per second. So in 16 minutes of real time you lose stack of fuel or coal.
I don't think that need a fix.
1 mining drill create enough coal for 2-3 coal burning plants. I just wished he would add the belt system into the pack to made a constant delivery drill->plant.

Quote
I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?
Mining drill -> crude oil
Chemie lab -> oil refining -> fuel, synth ammonia, sulphates,polymer,parafinns,sand.

Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Uglyr on July 01, 2015, 06:29:25 AM
Depleted uranium coffee machine? Sounds tasty!

Hope there will be descriptions for all new stuff. I still don't know what Onion router for.

And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on July 01, 2015, 07:24:53 AM
I think too, there are far to many prod. tables.
He should merge them into existing ones.
When you research coffee at example, it just should unlock to plant coffee, but you should have that recipe allready at the cooking stove.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on July 01, 2015, 09:56:34 AM
Depleted uranium coffee machine? Sounds tasty!

Hope there will be descriptions for all new stuff. I still don't know what Onion router for.

And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?

Yes, yes already done, all production tables graded by level of development by new designation cat. Hitech.
3 new resources: Depleted uranium (metallic), Carbon Alloy (stony-metallic), Kevlar (fabric), reinforced concrete (stony) with new production chains.
And new types of stuffcategories for buildings.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on July 01, 2015, 10:13:02 AM
yummy  8)
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Xerberus86 on July 01, 2015, 10:22:28 AM
Depleted uranium coffee machine? Sounds tasty!

Hope there will be descriptions for all new stuff. I still don't know what Onion router for.

And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?

Yes, yes already done, all production tables graded by level of development by new designation cat. Hitech.
3 new resources: Depleted uranium (metallic), Carbon Alloy (stony-metallic), Kevlar (fabric), reinforced concrete (stony) with new production chains.
And new types of stuffcategories for buildings.

nice, can't wait for next version :D.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kexici on July 01, 2015, 10:24:42 AM
Looks AWESOME :D  when you plan releas?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Xerberus86 on July 01, 2015, 12:55:10 PM
fyi new superior crafting release with some added stuff. give me da hardcore modpack pls <3
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on July 01, 2015, 02:57:34 PM
Also Sky,

Would you mind be on the A11 modlist (https://ludeon.com/forums/index.php?topic=14062) i've made ?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Delekhan on July 01, 2015, 07:26:29 PM
Sky,

Do you know when Abrexus will release the expansion pack version of your mod on the Superior Crafting thread?
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: ChiefSlapahoe on July 02, 2015, 12:48:45 AM
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: skyarkhangel on July 02, 2015, 11:47:04 PM
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.

Nope. Hardcore SK modpack have own combat realism version, like as almost all mods included in it. Because in the original mods you can play in anytime just download them from native modpage.

Sorry guy's i am hard work last days, didn't even have time to sit on the forum  ;D But so much has been done.

It will be also available SK patch to Zombie Apocalypse. Zombies become much hardier, have more endurance and is no longer affected by bloodlost. But have weak point in the head.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Abrexus on July 02, 2015, 11:49:26 PM
Sky,

Do you know when Abrexus will release the expansion pack version of your mod on the Superior Crafting thread?

Actually he will be incorporating the parts of SC into his pack that he wants from my update.  He's been active in skype with mrofa and myself, and I can assure you he has been hard at work!
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: ahsifs on July 03, 2015, 05:36:27 AM
Can someone please explain how i make Plastic or Rubber please?

Been trying everything i can think of,

any advice would be awesome!
THANKS!
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on July 03, 2015, 05:44:21 AM
Mining drill -> crude oil
Chemie lab -> oil refining -> fuel, synth ammonia, sulphates,polymer,parafinns,sand.
Chemie lab -> rubber/pastic prod.

Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Xerberus86 on July 03, 2015, 06:04:55 AM
good things ahead, great job modders....making a good game to something awesome :D.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Loki88 on July 03, 2015, 03:41:15 PM
Yay LED Rope Lights made it into a modpack  ;D it has the drier boreal forest description though   ??? lmao
Glad you like it!

Cheers
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: Canute on July 03, 2015, 05:06:41 PM
Not sure if this mention allready:
- just got a short circuit event. I got 3 batterys (3000 Wd total stored) and build 4 fusebox, normaly just 1 fusebox should be damaged, but 2 fusebox got destroyed like they would be makeshift fuse's.

- need the droid repair fix from Mechanical Defence.
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kutuzov.optim on July 04, 2015, 10:05:03 AM
Hi there. I have a problem. I can't set a prosthesis to colonist. E.g. I have a colonist without ear. The new ear is in the stock. But there is no options for it in the health menu. I only can amputate organs, but I can't set the new one. What is my ptoblem??
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kaptain_kavern on July 04, 2015, 11:45:51 AM
Have you check if you have spare medicine?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE (05/07/15)
Post by: skyarkhangel on July 05, 2015, 05:52:41 AM
Updated to A11b v 1.8: OVERDRIVE!

New in 1.8:
- Ceiling Lights
- Glassworks+
- Drier Boreal Forests
- LED Rope Lights
64) RealProduction_SK (As expansion pack for Superior Crafting. Adds 3-cycle production chain. New resources with chemical industry update) by skyarkhangel
65) Caveworld Flora (https://ludeon.com/forums/index.php?topic=13172.0) from Rikiki's Miscellaneous (In the caves are now growing mushrooms. Seriously modified,because in vanilla heavily unbalanced. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
66) Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (support core library with new functions for modders) by 1000101
67) Skullywags Weapon Packs (https://ludeon.com/forums/index.php?topic=13992.0) (Adds flamethrower, plasma weapons and new turret. Hard modified) by skullywag

Also updated SK texture pack to v.2
Hard work with Russian translation by Humort
Innumerable bugfixes...

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 05, 2015, 06:48:05 AM
btw. it isn't safegame compactible. If you want play with your current colony, you shouldn't update to 11b and this mod.

Some cosmetic errors:
Code: [Select]
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J

Edit:
No material selection for the most Working benches.
need Wood plants for the Sawmill, but how should i get on Wood plants right on start ?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 05, 2015, 07:49:28 AM
btw. it isn't safegame compactible. If you want play with your current colony, you shouldn't update to 11b and this mod.

Some cosmetic errors:
Code: [Select]
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J

Edit:
No material selection for the most Working benches.
need Wood plants for the Sawmill, but how should i get on Wood plants ?

Thanks. Updated
Sawmill now require WoodLog.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 05, 2015, 10:37:57 AM
Just a question, did you even tryed to play your mod for testing ?

I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.

When i enable god mode, and check other working tables, i see alot more of these "parts".
I think you need to overwork your Mod.
Not playable at moment !

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Uglyr on July 05, 2015, 11:14:00 AM
Just a question, did you even tryed to play your mod for testing ?

I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.

When i enable god mode, and check other working tables, i see alot more of these "parts".
I think you need to overwork your Mod.
Not playable at moment !
You did tried to right-click icon to change to material you have, do you?

Just started myself and looks like status icons (something like colonist freezing) gone.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 05, 2015, 11:49:49 AM
I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
You did tried to right-click icon to change to material you have, do you?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Uglyr on July 05, 2015, 01:46:57 PM
I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
You did tried to right-click icon to change to material you have, do you?
I've built assembly workbench, made some steel parts and then can change material for everything I've researched (Crafting II).

The other question is the cost of building. For example butcher table (I'm playing in snow mountain so use steel): 64 steel parts + 1 spare part. not only it's a huge numver of raw steel, but also a lot of work to do (steel parts are made of spare parts and steel bars, spare parts are made of steel bars, steel bars are made of steel).

Mushrooms are not enough and I can't butcher anyone, so I guess everyone dies soon.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: kexici on July 05, 2015, 02:13:47 PM
Is some problem with zombie apocalipse :) - instal zombie mod first (this is only path)
zombie mod must be place between core_SK and Epoe_sk  :)

some error with baboo plant :) - its seed mod (there is no bamboo) :)

some idea how fix this ? :)

[attachment deleted due to age]
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 05, 2015, 03:20:30 PM
Ok i have to apologise !
These metal parts are new, and skyarkhangel didn't mention these at the update notes.
All the crafting table are buildable so far after i figure out how to get parts (thanks Uglyr).

Quote
The other question is the cost of building. For example butcher table (I'm playing in snow mountain so use steel): 64 steel parts + 1 spare part. not only it's a huge numver of raw steel, but also a lot of work to do (steel parts are made of spare parts and steel bars, spare parts are made of steel bars, steel bars are made of steel).
I think too, the cost are very expensive.
5 steel bar +2 spare part = 2 steel parts, i think that should be 20 steel parts at last or the cost reduces to 6 steel parts for the butcher table at example.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Uglyr on July 05, 2015, 04:26:14 PM
Looks like butcher table is bugged as other structures require much less materials (less than 1.7?).

But surprisingly raw mushrooms are able to feed my 5 colonists, anyway I'd better start butchering dead raiders to get leather.

Comm console require 0 power. So on one hand it doesn't work without power source. On other it's possible to charge battery a bit and then turn off power station.

Upd. Strange costs again. Heater: 5 steel parts, 2 spare parts, 1 mechanism. Small heater: 8 steel parts, 3 spare parts, 1 mechanism.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 05, 2015, 07:12:23 PM
There are 2 Glasswork table.
At the one i can just made glass, at the other table glass + reinforced glass.
And i don't researched Reinfored glass yet.

Ok this maybe is for the auto-hunt beacon thread, but maybe you can fix it too. The harvest function don't work on mushrooms.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 05, 2015, 07:15:13 PM
Thanks to all for suggestions, bugreporting.
Believe me, I'm ready to read and listen to all your wishes  :D
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Mechanoid Hivemind on July 05, 2015, 07:19:29 PM
I'm ready to read and listen to all your wishes  :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Xerberus86 on July 05, 2015, 07:26:17 PM
one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?

thx :)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 05, 2015, 07:45:09 PM
I'm ready to read and listen to all your wishes  :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!

If it makes you happier, no problem  ;D

one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?

thx :)

You can add this himself if you want  :) It's too easy mod that you can install yourself, at first i try to implement modified modifications.
And i removed Zombie Appocalypse, because so many players wanted to clean it up.. Now lets players to put themselves. Also, players can install my patch for ZA, if they wants a real hardcore zombie apocalypse  ;D
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: DaLosar on July 05, 2015, 08:24:27 PM
The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).

Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.

Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 06, 2015, 12:40:55 AM

I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: villert on July 06, 2015, 09:13:08 AM
Is there any way to disable Zombie Apocalypse? I love the idea of this mod/pack but absolutely hate Zombies taking over my entire game. Simply disabling the mod from the mod menu doesn't work, going through the config file to remove ZombieApocalyse from the designated starter mods doesn't work. Anyone know how to do this? Thanks in advance.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: kaptain_kavern on July 06, 2015, 09:50:04 AM
No you got it right man. Just after disabling it in the mod screen you have to create another world in order for that change to occur
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 06, 2015, 11:00:52 AM
Do you want disable Zombie's from your current colony ?
Thats not possible so far i know.

Like Kavern wrote, after disable the Zombie mod, you need to start a new world+colony.
Btw. the new Modpack got no Zombie's you need to add the Zombie patch if you want them.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: villert on July 06, 2015, 11:46:46 AM
Thanks for the replies guys. I was attempting to create a new world after disabling the Zombie Apocalypse mod, but after clicking on the "create" or "next" button, whatever it was, nothing would happen and it would just sit there.

Thanks for pointing that out about the latest version. So, in Overdrive there is no Zombie Apocalypse at all? I interpreted it as the pack still included Zombie Apocalypse, just that there was an additional "hardcore" version you could patch in.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: kaptain_kavern on July 06, 2015, 12:09:51 PM
Maybe you got the wrong version installed. If I recall right, zombies were in the 1.7 no?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 06, 2015, 12:14:46 PM
villert, the new Modpack 1.8 require the new Rimworld A11b.
You maybe don't got any email for the new version, just use the link from the last email you got.
Modpack 1.8 don't work with A11, you need to have A11b.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Canute on July 06, 2015, 01:31:30 PM
Sand sand sand !! Need more sand !!
My stockpiles are full of crushed stones, but i never got any sand on the stockpile's.
Need more sand out of crush stone recipe, i also notice you don't get sand out of the Make stone blocks from the Mashining table only from the stonecutter table.
But i think best solution "Make sand" 5 crushed sand -> 10 Sand for the Mashining table.

And i notice "make reinforce concrete" is only availbe at the Stonecutter table not at the Mashining table. Ok i don't know if you can made Reinforce concrete at some other table, i don't see any recipe so far.

There is a second (or first) industrial cooler availble before you got the Temperatur control researched.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: Uglyr on July 06, 2015, 03:18:47 PM
I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
Hmm... Was 1.8b released? I don't see any link.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 06, 2015, 09:29:58 PM
There are 2 Glasswork table.
At the one i can just made glass, at the other table glass + reinforced glass.
And i don't researched Reinfored glass yet.

Ok this maybe is for the auto-hunt beacon thread, but maybe you can fix it too. The harvest function don't work on mushrooms.

Fixed glassworks. Can't to add caveflora plants to auto-hunt beacon :(

The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).

Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.

Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.

Seedplease update in 1.8b. Big thanks to unofficial update by Leucetius
Thanks for bugreport.. I forgot to specify rest effectiveness modifier for some new materials.

Sand sand sand !! Need more sand !!
My stockpiles are full of crushed stones, but i never got any sand on the stockpile's.
Need more sand out of crush stone recipe, i also notice you don't get sand out of the Make stone blocks from the Mashining table only from the stonecutter table.
But i think best solution "Make sand" 5 crushed sand -> 10 Sand for the Mashining table.

And i notice "make reinforce concrete" is only availbe at the Stonecutter table not at the Mashining table. Ok i don't know if you can made Reinforce concrete at some other table, i don't see any recipe so far.

There is a second (or first) industrial cooler availble before you got the Temperatur control researched.

One man talk another, that there are too many sand, please do more crushed stones  :o
Other suggestions - done.

I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
Hmm... Was 1.8b released? I don't see any link.

In next hours.. because need some updates.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: ahsifs on July 06, 2015, 09:55:04 PM
Hey all,
another issue, im trying to make cotton in a Powered hydroponics station but it wont give me the option to create cotton, i have 200 cotton seeds. Help please?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
Post by: skyarkhangel on July 06, 2015, 10:16:06 PM
Hey all,
another issue, im trying to make cotton in a Powered hydroponics station but it wont give me the option to create cotton, i have 200 cotton seeds. Help please?

it' a bug with seedplease.. 1.8a I don't know how this bug came, because i fixed it before. In 1.8b seedplease would work fine with full  options. Already tested. Update in a few hours!



Updated to 1.8b

1) Revised costs for three dozen buildings, tables and furniture.
2) Support of energy savings for most tables. It works well with laser and plasma turrets too.
3) Update Miscellanious.
4) Update Crush Landing.
5) Update Seed Please. Now working fine.
6) Update Pawn State Icons to 11b.
7) Fixed rus translation.
8) Added the change color for floor lamp, and lightpanels.
9) Fixed all the training structures.
10) Added biogenerator, working on bio-energy produced from the beans, as well as from the bad dead people...
11) Update Industrialisation to 11b.
12) Update Rimfire to 11b.
13) Fixed glassworks tables.
14) Droids  temporarily removed.
15) Recipes for carbon, uranium, vacindium parts now works only on electric assembly table.

-Re-update pawn state icons
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Canute on July 07, 2015, 03:03:56 AM
Just for info: New update isn't safegame compactible.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: villert on July 07, 2015, 09:09:01 AM
Canute, Kaptain - Thanks guys, updating Rimworld and then using the new version works perfectly, much appreciated.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Havan_IronOak on July 07, 2015, 11:23:31 AM
Question...   

I tried to follow your instructions to the letter this time and was a bit confused...
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder


I am a windows user. I've been around PCs since the command prompt was the ONLY thing available so I may be a bit of an old fogey.

1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Canute on July 07, 2015, 11:41:58 AM
Could you rename the Research "Mining (300)" into Mining Maschines maybe. Because there is a Reseach Mining (400) too.

So many wood floors and all are just 2 beauty, but these ugly simple stone floors got 3 beauty. I think 1-2 wooden floors should get 3 beauty too.

And i want a floor for Bambus plants.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: kaptain_kavern on July 07, 2015, 12:30:09 PM
1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

What he was saying is to use "windows button" + "R"  in fact ;)
(http://www.imaginet.co.za/kb/images/e/e2/WindowsR.jpg)

And there reason for you to put the "ModsConfig.xml" instead of yours ==> It's just for the mod load in the correct order


Now you can locate "ModsConfig.xml" in your appdata the way you wan't (or feel comfortable too) as long as you effectively replace it with one provide for the pack. Even in full prompt Dos mod ;)

Hope it clarify things a bit for you
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Havan_IronOak on July 07, 2015, 01:32:21 PM
OK... Got the mod to work by doing my standard mod install.
1) Download the mod and extract the contents to a directory called \WORK
2) Moved all the sub-directories in \WORK to my \Mods directory (except for \Core)
3) Launched the game
4) Added all the mods via the Mods button

Sorry for my confusion earlier. I'm really liking the mod so far! Though I DID expect more information after completing the 10 research than I got in in the initial bubble. (Maybe something about how to make parts would have been good... or even a tip about setting up space for the sand and crushed stone that are by-products of making blocks etc.)

I know that it's cheating a bit but I'm gonna adjust my preset to include a half dozen spare parts,  2  steel parts, swap 30 steel bars for steel and finally swap 200 planks for raw wood. I figure it's a better start and the colonists would have had enough sense to grab a few things on the way out. At least that's my story and I'm sticking to it!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: d3mons on July 07, 2015, 01:45:49 PM
wich rechearched do i need to get to ai core crafting ?
or do i have to rely on ship drops for m2d droids to be abele to be build ?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: villert on July 07, 2015, 01:59:17 PM
The parts and stuff is cool, I like the extra difficulty it brings to getting a colony running properly - makes every accomplishment feel that much more rewarding. I do really, really hate the colour of wood planks though; feel like I'm living in a gold plated tin house.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Canute on July 07, 2015, 02:32:03 PM
Quote
even a tip about setting up space for the sand and crushed stone
Crushed stone + Sand = Concrete
Sand +... = electronic chips.

This mod is VERY VERY crafting heavy and the research building tree isn't linear.
That means you can research something but until you can even build it it will take a much longer time. Special when you need Synth material,rubber or plastic.
For these things you need to have a working mining drill + Oil refinery, for these you need a good power source. Best way would be to buy a small stock of these resources if you can affort it.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Havan_IronOak on July 07, 2015, 02:45:13 PM
Yes, it DOES seem to be very crafting oriented but I like it. It gives the just starting out colony a much more realistic feel.

I also like the Info Drop about Shift K at the beginning. That's a good tip.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: d3mons on July 07, 2015, 02:59:07 PM
anoyne knows the table to craft the ai core at? im at 200 days would love to get some drones running finaly XD prety much have al the rechearched i think
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Havan_IronOak on July 07, 2015, 03:42:28 PM
For what it's worth...

1) There is some kind of bug in the lower left corner descriptions for plants. I've got potatoes and xerigium planted so far and they both show what looks like xml code in the lower left descriptor window when highlighted. The information window pop-up looks OK though. (What SEEMS to be missing is the % grown data)

2) I agree that Wood Plank Walls should be a warmer, redder, wood-like color.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: Uglyr on July 07, 2015, 05:42:00 PM
Erm... 1.8b looks more like 1.9. There is no more starting loads of steel bars (as well as chips, glass, turret weapons and ammo). To build my first simple door I need spare parts and wood planks.
Now I don't know how should i start my ice colony. Carry as much as i can and then conservate myself in mountain? Impossible as there is no log walls. Looks like I have to deconstruct some relict walls first. After that (if my colonist don't freeze to death) I'm not sure if I have enough starting wood to build sawmill and make some kindling for campfire and then wood planks for stonecutter table.

Yeah I know it's hardcore pack, but I think it became too much hardcore in 1.8b.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: kexici on July 07, 2015, 05:48:17 PM
Fisching is bugy - made from wood plank -> silver bar fisching post ?
                       - made next from wood plank -> plastel bar fishing post? :)
-> no one go fisching (with any  fisch tool) with any priority

thx :)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
Post by: skyarkhangel on July 07, 2015, 06:22:13 PM
Update: 1.8c with seedplease fix by Latta
Works in new game.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Havan_IronOak on July 07, 2015, 07:03:43 PM
Two things...

1) Looks like there's a bug in the harvesting of fully grown plants.
I got one guy whose primary responsibility is growing.  He has a bunch of other duties but his #1's are: Firefight, Patient, Flick and Grow.  The first potato crop is ready and he walks out to the field, and then alternates between standing and harvesting. No potatoes actually GET harvested, and he doesn't move on to other tasks.

I've manually assigned the guy other tasks and he does those OK but NOT the harvest task. Any ideas?

2) Can you give me a hint on how to procure "synthetic materials?" Plastic, Rubber, Synthetic Fibers... none of these things seems readily obtainable through bootstrapping (using materials in every world and the production facilities one can make from them)

e.g. I finally made an aluminum bed. 
Mine Steel
Make Steel Bar from steel.
Make Spare Part from Steel Bar
Mine Aluminum Ore,
make aluminum bars,
Make Aluminum Part for spare part and aluminum bars
Make bed from 1 spare part 2 aluminum parts

But I can't get started on anything that makes Plastic, Rubber, or Synthetic Fibers.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: DaLosar on July 07, 2015, 07:53:55 PM
For plastic and rubber you need to refine crude oil on a chemical laboratory. To get crude oil you must first create a drill to make a fissure on the ground, then use an automatic miner to extract the oil (it can also extract other materials, such as steel).

At least thats how it worked on 1.7
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 08, 2015, 01:18:17 AM
Already done, to update 1.8d:

Reworked chain production with rubble and sand. Added recipe for sand from rubble.
Added wires. As new component 1.8 realproduction crafting system.
Fixed cost for buildings from vegetable garden mod (eg.. Oven)
Unique weapon craft system.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Uglyr on July 08, 2015, 05:16:12 PM
Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Eclipse on July 08, 2015, 06:50:50 PM
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 08, 2015, 07:26:29 PM
Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c

Yes. But thanks for reminder. Corrected. Now i'am realizing new unique crafting system. You had never seen it before  ;)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 08, 2015, 07:29:53 PM
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.

in 1.8 for most of buildings required parts as new stuff. But for walls work old type with bars.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 08, 2015, 10:12:17 PM
Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 09, 2015, 02:12:56 AM
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.
The material only shows when you got these material in any of your stockpiles.
When this material just is somewhere on the ground/floor it don't count so far as availble building material.
I create small stockpile's next to the crafting table with higher priority and just for these material these table made.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Eclipse on July 09, 2015, 03:18:21 AM
Thanks for answering everybody. I assumed that's what I had to do. Just threw me for a loop since I was used to placing down a blueprint and just having the settlers build it once I get the materials.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 09, 2015, 03:58:54 AM
Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more

Big thanks, most of this fixed.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: alatar on July 09, 2015, 07:31:56 AM
Plase do something about marine ghillie overalls, every TRIBAL raider have one lol...
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Batpeter on July 09, 2015, 07:38:02 AM
skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Delekhan on July 09, 2015, 12:45:00 PM
When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 09, 2015, 02:30:20 PM
Plase do something about marine ghillie overalls, every TRIBAL raider have one lol...

Okay :)

When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.

Yes.. still something wrong with seedplease  :-[

skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.

Some part  with the additions and fixes are already done. But.. I too often update, players don't have time to play.. when coming next update  :D
Now I collect thoughts.. about tree research. To make it easier for new player.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 09, 2015, 02:46:42 PM
Quote
Now I collect thoughts.. about tree research. To make it easier for new player.
Is this now the hardcore mod or not ? :-)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 09, 2015, 02:59:57 PM
Quote
Now I collect thoughts.. about tree research. To make it easier for new player.
Is this now the hardcore mod or not ? :-)

at that moment there are too many not important researches in the game start that knocked thought player. I think it's one of the reasons why are not a large number of players playing in Hardcore SK.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Batpeter on July 09, 2015, 03:54:10 PM
I think you're right. Things don't need to be over complicated if you want to play hardcore. Should be fun and accessible as well.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: ChiefSlapahoe on July 09, 2015, 04:19:36 PM
I like the focus on making your decisions actually matter, and combat more challenging. You must manage your resources much more now. Having shrapnel and buckshot are great additions. The only thing I would like to see added is a balanced Project Armory to add in some more variety. I had pretty much all these mods in all myself last alpha and its great you guys are working to integrate them all smoothly.

The only suggestion I would say is either an in-game or .jpg tech web style thing to help newer players know what they want to research and what benefits it provides/unlocks. Perhaps try to combine more related tech things together to reduce the amount of clutter tech; maybe reduce tech costs in some areas so they can get things they need to start off quicker. You could justify this in that the passengers came with some knowledge from their advanced society already, the hard part is actually making the things.

People are probably nervous about trying it just because it completely changes the game from relatively easy to very hard, hence the name. All the tech and production cycles make the game much harder and longer to do; even just the fact that you have to smelt steel into bars. My suggestion to people that are looking for an easier time or more time to learn the new system is just to use Prepare Carefully to give yourself an easier start. Its definitely a much more rewarding experience being able to survive. Having to lose colonists and fighting against the odds are what make the game great. 
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Batpeter on July 09, 2015, 05:00:55 PM
How would you set up Prepare Carefully to make this easier? Might be good for players who want the game to get up to steam faster and have a little easier time. Including me i guess  8)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 09, 2015, 05:54:25 PM
After choosing your characters be sure to embark with some spare parts also.
That's how I will do next time. But I like the extra difficulty.

BTW Skyarkhangel those zombies are so much better with your patch. Now they're real threat. I like it that way. And I like the Xtra Hardcore crafting mode too... Keep up the great job
Bring me Hardcore man Thx ;-)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Delekhan on July 09, 2015, 06:22:40 PM
I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.

That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: ChiefSlapahoe on July 09, 2015, 06:36:31 PM
Yeah its definitely hard to fit all the mods together nicely. When I did it I just kind of mashed them all together and let the load order try to sort it out. Worked nicely but lacked the polish and sort of progression this has.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 09, 2015, 11:02:38 PM
I agree this modpack makes the game much deeper, more interesting, more engaging, and more fun for me. I prefer it over Ninefinger's modpack which is also good, but lacks the depth that this one has.

That said, this modpack still has a lot of bugs which are a problem, hope they are fixed soon :)
Thats why you should report the bug in here or through pms, it will help it get fix faster.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: DaLosar on July 09, 2015, 11:40:37 PM
Researching Crafting I doesn't enable cotton and devilstrand farm, researching Agriculture I doesn't enable rice, corn and strawberry (both without Seeds Please mod).

With Seeds Please I can't grow tomatoes, watermelon and possibly other stuff, and the crops mentioned above can be planted even without research.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Kume on July 10, 2015, 01:17:34 AM
Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.

I just don't enjoy constantly micromanaging to stop friendly fire.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Enjoyment on July 10, 2015, 05:24:36 AM
What about bugs with seeds please? (stack errors) And I am missing an option to plant pumkins... Any thoughts/news?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 10, 2015, 08:27:30 AM
Is there a way to disable the combat realism mod? If I disrupt even a single mod in the load order, the debug log gives me a bunch of cross-reference errors and stuff. After that I have to reinstall everything. I tried editing the ModsConfig.xml too but I can't seem to get it to work.

I just don't enjoy constantly micromanaging to stop friendly fire.
I believe for this, you have to create your own mini-mod which override all the weapons in game with regular "shoot" verb instead of the "Combat_Realism.Verb_ShootXXXX". Combat realism is part of the core mods, so it cannot be disabled without going through a bunch of stuff.
Title: BUG REPORT
Post by: kaptain_kavern on July 10, 2015, 09:22:08 AM
1) Stone-cutting at smithing table doesn't seem to drop sand at all. Doing at Stonecutter table is OK though.
(I'm not an expert but there is no <product> tag at all in <workerCounterClass>RecipeWorkerCounter_MakeStoneBlocks</workerCounterClass> in .\Mods\Core_SK\Defs\RecipeDefs\Recipes_Production.xml like for the manual stone-cutting recipe).
IMHO that's why a lot of people complaining about lacking sand ;)
Edit : Adding proper <product> tags for crushed stone and sand (same way as with handed/mecanic wood plank production) had work in my game ... but it don't know the exact value you originally planned
Code: [Select]
<products>
<Sand>20</Sand><CrushedStone>10</CrushedStone>
</products>

2) Is Biodiversity at last update ? (in my game animal doesn't seems to use aggressive behaviors at all)  - Link to last know update by Haplo (here (https://ludeon.com/forums/index.php?topic=9532.msg145529#msg145529))

3) Some research related small bugs :
4) Some agriculture related bugs :


Keep up the good job man Thx

Edit : New update for Seeds Please (https://ludeon.com/forums/index.php?topic=12674.msg149673#msg149673) by Leucetius !!!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: djjmatexxe on July 10, 2015, 06:28:52 PM
Hey all!

First of all: great modpack!
But I can't figure out how to make Synthetic Materials? I must be terribly dumb, i skimmed through all these forum pages, yet cannot find an answer to this.

Thx!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 10, 2015, 06:49:21 PM
At the Assembling workbench (both manual and Electric)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Draevin on July 10, 2015, 11:07:32 PM
i tracked down the crop issue core_sk is missing some
"                        <sowTags>
                                <li>Ground</li>
                                <li>Hydroponic</li>
                        </sowTags>"
on its crop defs
Title: Re: [A11] [MODPACK] Hardcore SK Global modpack 1.7b: Zero tolerance (27/06/15)
Post by: kutuzov.optim on July 11, 2015, 12:10:05 AM
Have you check if you have spare medicine?
Yes, I have a lot of it. But, anyway, I can't set prothesis(
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: djjmatexxe on July 11, 2015, 03:15:39 AM
Thx for the fast answer!

Somehow my Organ Vat doesn't accept corpses, when I try to manually force them to haul it there, it says "no empty place configured to hold it" or something like this. What is the problem?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Leucetius on July 11, 2015, 03:52:23 AM
Do you have created the "Make Biomatter" bill? The OrganVet is no stockpile for corpses but a production table. Like a crematory with usable endproduct
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: djjmatexxe on July 11, 2015, 04:07:50 AM
"Extract biomatter from corpse" I have this bill already. Nothing's happening. If I use the crematory bill that works fine.

EDIT: Solved, the colonists didn't want to disturb the graves.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 11, 2015, 09:22:27 AM
i tracked down the crop issue core_sk is missing some
"                        <sowTags>
                                <li>Ground</li>
                                <li>Hydroponic</li>
                        </sowTags>"
on its crop defs
thx mate. But look in "vegetable Garden_SK" def folder ;)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Morlok on July 11, 2015, 12:03:44 PM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.

I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)

Code: [Select]
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.

  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.

Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.

Example of data removed.
Code: [Select]
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: poorprae on July 11, 2015, 03:25:40 PM
How do I get steel parts, plastic parts, etc..?

Is there a diagram that shows how to get XYZ resource?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 11, 2015, 04:00:47 PM
How do I get steel parts, plastic parts, etc..?
At the Assembling workbench (both manual and Electric)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 11, 2015, 05:43:47 PM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.

I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)

Code: [Select]
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.

  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.

Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.

Example of data removed.
Code: [Select]
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
This is actually a bug cause by any pawn moving when it's total speed is greater than 21. Floor speed value affect this.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dammster on July 11, 2015, 06:36:20 PM
I tried this mod. It really looks amazing so thank you for your hard work. However after I installed it there were 2 mods unloaded. Any idea where to put them? Here is the screenshot. Thanks, I am a noobie. :)
https://www.dropbox.com/s/ptacqiattc5t1yl/Screenshot%202015-07-12%2000.28.48.png?dl=0
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 11, 2015, 06:47:18 PM
It's normal. Those 2 are disabled by default. It is up to you to activate or not.


I personally don't activate them
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: wlgorrez on July 12, 2015, 12:35:05 AM
I cant right click and select material,

I'm new to using mods, hope you guys can help.

E.G in normal rimworl. I right click on steel bed to select wood as material, then make the wooden bed.

Now, Any furniture or any architecture does not have a right click option. Is there anything wrong?

or Is that how this mod works? I cant make wooden bed anymore?

thanks
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: wlgorrez on July 12, 2015, 12:47:19 AM
attach some pictures, my default wall is gold, how can i change that to wood?

[attachment deleted due to age]
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 12, 2015, 12:55:27 AM
I don't know if it is different in Vanilla but you have to already have some wood in a stockpile in order to change to wood
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: wlgorrez on July 12, 2015, 01:19:57 AM
In vanilla i simply right click the blueprint and select the material to use. Is it different in this mod?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: DaLosar on July 12, 2015, 01:45:47 AM
In vanilla i simply right click the blueprint and select the material to use. Is it different in this mod?

Not exactly, it works the same, however in 1.8 you can't make walls out of wood logs (not sure if it is a bug or intended). To make walls you need wood planks, which are made in the sawmill.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: wlgorrez on July 12, 2015, 02:00:23 AM
Will try to make wood planks see how it goes. brb


So, It did work. I guess I can have the option if i have the mats.

Thanks
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 12, 2015, 02:51:36 AM
If you can't change the building material of a wall/furniture or other blueprint you don't have these material on a stockpile.
This mod add a new building material subclass the "part" you need to made before you even get the choise to change to switch the material.

At beginning you need to build this in order:
Hand sawmill -> wood planks
Stonecutter table -> stone block
Stone block Smelting furnace -> steel bars
Assembley worbench -> Spare part, steel parts

After that you can made the basic material for all the the other things you currently can build.

The next big step for the building material are the hydrocarbon.
Reseach the Mining (300), Oil refining (maybe you need chemlab before).
Build enough power source for extra 2500W.
Drilling rig -> create LARGE fissure (1500w)
Mining extractor (2500W) over the fissure should create crude oil.
Chemical lab. -> Crude oil get split up into serveral resources. This is a dynamic bill, put your best effectiv crafter on this bill to get more out of the oil.

Chemical lab. -> polymere,sulphates -> plastic,rubber,synt fiber.


Mining extractor can produce coal, enough coal to feed 2-3 coal burner. Chem lab give some fuel from the oil refinery too.



Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dammster on July 12, 2015, 04:11:52 AM
It's normal. Those 2 are disabled by default. It is up to you to activate or not.

  • Crash landing rend thing a lot more harder and hazardous for you to just survive the landing ;)
  • Darkness mod is supposed to make night even darker (but it doesn't work well on my machine)

I personally don't activate them

Oh I see thank you. The order of the mod does not matter?
And another question. The mod changes things so that I can't right click and change materials of bed for example. I don't really like this change because now I have to get some materials first and I don't know which one and how many do I need to get. Is there any way to revert this to vanilla style? Or at least know how many materials will I need for the recipe to show up?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: drbln on July 12, 2015, 04:18:48 AM
Is mineral solar available in the mod?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: poorprae on July 12, 2015, 05:07:12 AM
Are there two different Chem Labs?

I have no idea how to produce polymers and sulphates.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 12, 2015, 05:15:29 AM
Quote
Quote from: kaptain_kavern on July 11, 2015, 06:47:18 PM

    It's normal. Those 2 are disabled by default. It is up to you to activate or not.

        Crash landing rend thing a lot more harder and hazardous for you to just survive the landing ;)
        Darkness mod is supposed to make night even darker (but it doesn't work well on my machine)


    I personally don't activate them


Oh I see thank you. The order of the mod does not matter?
You just can add them at the end of the mod list.
But for the other mod's you should have copied the modconfig.xml to the config folder and you shouldn't change the order of them.

Quote
And another question. The mod changes things so that I can't right click and change materials of bed for example. I don't really like this change because now I have to get some materials first and I don't know which one and how many do I need to get.
I answer that just at the post before of yours.

Quote
Is there any way to revert this to vanilla style? Or at least know how many materials will I need for the recipe to show up?
I don't know what you mean, when you hover the mouse over the recipe you see what you need to build it.

Quote
Is mineral solar available in the mod?
Not at these Modpack.
You can try add it at the end of the list. But without changes it don't fit at the current style but it should working.

Quote
I have no idea how to produce polymers and sulphates.
Crude oil refinery -> fuel, synth ammonia, Sulphates, Polymeres, Parafines,Sand
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: poorprae on July 12, 2015, 05:22:29 AM
Crude oil refinery <--- What tech. is required for this? I cannot find this one for the life of me.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Morlok on July 12, 2015, 07:16:55 AM
In the latest two verions of the mod, I have been running into the error below, after playing for a long time...
It seems like its related to the amount of time the colonist have been with the colony/ingame.
As the bug can be "fixed" by killing off the colonist. Then after a short while it will happen to the next colonist that joined.

I currently use the SK Global Modpack 1.8c, with the exception of the seeds please mod.
Note: The bug seems to be related to the bug where rendering fires would cause problems, so may be a A11 bug not related to the mod, still hope that someone got a solution :)

Code: [Select]
Exception drawing Fischer: System.IndexOutOfRangeException: Array index is out of range.

  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, BodyDrawType bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Edit:
Tried to figure out what was causing the problem and played around with the savegame data.
"Fixed" the problem, by editing out some missing bodyparts from the pawn. This fixed the issue for now.
Look like the issue may be related to adding to many implants to the pawn, this cause a lot of missing bodyparts (not shown in game, but still shown in save data), as example a leg will remove foot and toes.

Not sure if the out of range exception is related to the whole pawn or just the list of surgeries.

Example of data removed.
Code: [Select]
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>56</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>57</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
<li Class="Hediff_MissingPart">
<def>MissingBodyPart</def>
<creationTick>10228212</creationTick>
<partIndex>58</partIndex>
<lastInjury>SurgicalCut</lastInjury>
<isFresh>True</isFresh>
</li>
This is actually a bug cause by any pawn moving when it's total speed is greater than 21. Floor speed value affect this.

Thanks a million times. look like a small part of my base had some floor that boosted speed by 44%, combined with my colonists new implants and a double amount of caffeine, make for a game breaking experience :P
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dammster on July 12, 2015, 08:09:18 AM
With the recipes - alternative recipes show up only after I get wood planks for example, but there is no way to know in the present that I can know I will be able to build certain item (for example bed) out of wood planks. I have to get at least 1 of new material for the new alternative recipe of item to show up.

Ok after I loaded saved colony, this error popped up, UI was broken and map just black. Any idea how to fix this?


[attachment deleted due to age]
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 12, 2015, 08:45:45 AM
Crude oil refinery <--- What tech. is required for this? I cannot find this one for the life of me.
Scroll a bit up, i just described it there.

Quote
Ok after I loaded saved colony, this error popped up, UI was broken and map just black. Any idea how to fix this?
The Mod versions arn't safegame compactible.
You need to reinstall the old version of the Mod to play your old colony.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dammster on July 12, 2015, 09:35:42 AM
That's the thing. This colony was created with this modpack from scratch. No old saves and so on. I just saved the new colony, exited the game and got these error after loading.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 12, 2015, 10:43:20 AM
You didn't update the modpack or Rimworld itself ?
You did the install correct, unzip the modpack into the modfolder and copied the modconfig.xml over ?
No other mod's added ?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dammster on July 12, 2015, 11:14:31 AM
Yes. It was a fresh install of Rimworld 11b, completely clean. Then I installed modpack. everything was running fine. I saved the colony, quit the game. I ran it an hour later and this happened.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Mechanoid Hivemind on July 12, 2015, 12:05:03 PM
Dammster did you make a new world? I have had the same thing happen before, cause i derped and didnt make a new world
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Azuru on July 12, 2015, 12:24:43 PM
It could be that i overlooked something but how and when can i build walls with concrete ?
I have some on the stockpiles but i cant seem to select it for building walls , also there are concrete walls structures (ruins) in my game so it should be doable right?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: wlgorrez on July 12, 2015, 01:00:12 PM
How to get plastic , rubber or synthetic fiber for synthetic material?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 12, 2015, 01:09:53 PM
Yes. It was a fresh install of Rimworld 11b, completely clean. Then I installed modpack. everything was running fine. I saved the colony, quit the game. I ran it an hour later and this happened.
This is cause by mod changes in a save file, the save file can still be save.

1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
Code: [Select]
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Alexw1984 on July 12, 2015, 02:35:36 PM
hi Everyone,

Can anyone help with the below problem - suddenly whenever I use the Comms Console for trade, or try to trade with a trader I get the below error and nothing happens - I guess it's something to do with SeedsPlease but I'm a bi stumped as to what needs fixing exactly. 

I've looked in the file Thing_PlantSeedsitem.cs and found the CanStackWith IF lines - but I don't what is wrong with it...  Anyone else had this problem or know how to sort it?


Code: [Select]
JobDriver threw exception in initAction. Pawn=Porter, Job=UseCommsConsole A=CommsConsole693463, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.Thing_PlantSeedsItem.CanStackWith (Verse.Thing other) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing A, Verse.Thing B) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing t, RimWorld.Tradeable trad) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddTradeableFor (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0

  at RimWorld.TradeSession.SetupWith (RimWorld.TradeShip newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.UseConsole (TargetInfo targetA) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Delekhan on July 12, 2015, 05:44:22 PM
Will there be an update soon to fix all the bugs that were reported?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: DaLosar on July 12, 2015, 09:13:11 PM
Will there be an update soon to fix all the bugs that were reported?

I wouldn't count on it, seems like a lot of bugs and some mods need to be updated.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 13, 2015, 03:10:27 AM
Don't forget this isn't a mod, this is a Modpack.
Basicly he need to wait until some of the mod's need to be updated by their owner before he can adapt and adjust them to reintegrate it into the modpack.
Some mod's like "seeds please" didn't got updated yet to A11b yet, he managed it to work with some help.
But i am playing 1.8c and i need to say, it works pretty fine without gamestoping bugs. But beside other people i allways decide to start a new world/colony with a new version to avoid errors.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Leucetius on July 13, 2015, 04:27:56 AM
hi Everyone,

Can anyone help with the below problem - suddenly whenever I use the Comms Console for trade, or try to trade with a trader I get the below error and nothing happens - I guess it's something to do with SeedsPlease but I'm a bi stumped as to what needs fixing exactly. 

I've looked in the file Thing_PlantSeedsitem.cs and found the CanStackWith IF lines - but I don't what is wrong with it...  Anyone else had this problem or know how to sort it?


Code: [Select]
JobDriver threw exception in initAction. Pawn=Porter, Job=UseCommsConsole A=CommsConsole693463, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at SeedsPlease.Thing_PlantSeedsItem.CanStackWith (Verse.Thing other) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing A, Verse.Thing B) [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility.TradeAsOne (Verse.Thing t, RimWorld.Tradeable trad) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TradeableMatching (Verse.Thing thing) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddTradeableFor (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0

  at RimWorld.TradeSession.SetupWith (RimWorld.TradeShip newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.UseConsole (TargetInfo targetA) [0x00000] in <filename unknown>:0

  at Hospitality.JobDriver_UseCommsConsole.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Did you initially started your colony without the SeedsPlease update done by me (which removed the genome from the seeds) and then did the update? I guess the game tries to stack seeds with different genomes.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: lunatikus on July 13, 2015, 06:50:32 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
 ???

P.S.: thanks a lot for awesome modpack!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Morlok on July 13, 2015, 09:58:36 AM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
 ???

P.S.: thanks a lot for awesome modpack!

I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.

If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
Code: [Select]
<li>
        <filter>
          <thingDefs>
            <li>Gold</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Dadidad on July 13, 2015, 10:53:57 AM
Hi I have problem with loading saved game.
before this 7 steps http://puu.sh/iXETG/f2fa1ab69a.png
I did that:
This is cause by mod changes in a save file, the save file can still be save.

1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
Code: [Select]
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
but now I get this error http://puu.sh/iXE4z/ee2aa8aae2.png
 I did fresh install of Rimworld before installing this modpack created new world and colony.
If anyone could help me that would be great.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: StormySunrise on July 13, 2015, 11:05:03 AM
Is the Crash Landing mod supposed to crash land randomly generated pawns? I used prepare carefully but it isnt spawning with my Prepared pawns. (i really like crash landing because it allows other ships to crash, which is a cool random event)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 13, 2015, 11:37:24 AM
Have you tried to put EDBpreparecarefully after Crash Landing with EDBModOrder and create a new world? (in fact I always put it in last along with Auto Hunt Beacon in order for them to catch everything that's added by others mods)

But iirc original Crash Landing had some difficulty settings in order to preserve your first 3 colonists
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Canute on July 13, 2015, 11:39:10 AM
Another gold issue,
to made adv. microchips you need 2 gold bars, thats would be 400 gold.
I think it should be changed into 2 gold, that still require 40 gold.

And please, for a further update add please  A2B: conveyor belts & co !! It is VERY annoying to feed the coal burner with the pawns.

The prof. cook stove, can't ground flour, i think it should have that bill too.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Alexw1984 on July 13, 2015, 12:05:34 PM

Did you initially started your colony without the SeedsPlease update done by me (which removed the genome from the seeds) and then did the update? I guess the game tries to stack seeds with different genomes.

No - I'm pretty sure I started with 1.8c as standard. It happened mid game - I think it was a Deep Space Miner Trader that it first occured. - I've tried redownloading and reinstalling but get the same problem, I'm not sure what exactly what is missing, a file or just a reference in another file?

Saying that though - where is the seedsplease update?  The only one I've seen doesn't look compatible with the modpack - it's missing a load of defs

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Leucetius on July 13, 2015, 01:44:42 PM
Okay 1.8c seems to be dated 08/07 - that's two days before I updated SeedsPlease. If you didn't replace the dll (you mention trying to update it, did you revert to the one included with the modpack?) that rules my suggestion out.

To the update itself: I think I have to be more clear with what I'm saying ^^ Not your fault but mine alone - I'm not a native speaker and not everything in my brain translates into read-between-lines-stuff...
First things first (and that's to everybody): trying to update mods included in modpacks on your own won't work in most cases. That's unless you're deep into the matter and know what you're doing. That isn't meant as insulting or something like that but simply as the truth. Both - skyarkhangel and Ninefinger do ALOT more than simply throwing mods together and reupload them. They modify most if not all of the included mods to be compatible with eachother or (for the likes of seedsplease which adds content) extend the functionality to other mods. For example: seedsPlease in it's original form only includes the vanilla plants. As you already found out simply replacing the version in this modpack with the standalone version won't work because then you're missing all the plants that are introduced by other mods - and that leads to the errormessages you got. That's also the reason why loadorder is so damn important.

Second: Please try to reproduce the situation that led to the error, go into it, and then upload the output-log.txt. This includes a errorstack which helps us to find the bug.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: lunatikus on July 13, 2015, 03:29:26 PM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
 ???

P.S.: thanks a lot for awesome modpack!

I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.

If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
Code: [Select]
<li>
        <filter>
          <thingDefs>
            <li>Gold</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>

thanks!   :D
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: Uglyr on July 13, 2015, 06:47:57 PM
Don't know if I'm super lucky or a bug it is. I got single "drop pods" with seasnake with total amount around 3*75. Butchering 4 seasnake give around 32 seasnake filets, which is a normal meat for cooking. I don't convert everything but if I calculate I got around 3*75*32/4 =  1800 meat, which equals to around 22.5 human corpses.

I'm not sure how it all works but it seems strange that seasnake has market value - 1.78, and seasnake filet - 2.5
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 13, 2015, 09:29:44 PM
100 gold for 1 vancidium craft with 1 gold taking from fissure? Are you kidding me?
 ???

P.S.: thanks a lot for awesome modpack!

I think the 100 gold pr vancidium is an error, in the Expanded Prosthetics and Organ Engineering mod, the modifier for gold have been changed from x20 to x1, so it would only cost 5 gold to craft one vacadium ore.

If you go to your mods folder Mods\EPOE_SK\Defs\RecipeDefs\Recipe_VancidiumRefinery.xml
You can edit it to only use 20 gold, just edit the 5 to a 1 (remember gold and silver need x20 the amount, so it would have been 100 and then 20 gold).
Code: [Select]
<li>
        <filter>
          <thingDefs>
            <li>Gold</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>

thanks!   :D

The correct way to fix the gold problem is to go to you mod folder/Core_SK/Defs/ThingDefs, open Items_Resources.xml, find the resource "Gold" and set <smallVolume>true</smallVolume> to <smallVolume>false</smallVolume>. This way anything that now cost gold will no longer cost 20 times the amount. All recipe are created with this value off to begin with, it is probably an oversight that this got resetted to default value of true.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: projecttemp on July 13, 2015, 09:30:51 PM
Hi I have problem with loading saved game.
before this 7 steps http://puu.sh/iXETG/f2fa1ab69a.png
I did that:
This is cause by mod changes in a save file, the save file can still be save.

1. Find where your save files are saved(go google it, is not hard ot find)
2. Open the save file in some useful text editor(like notepad++, notepad is plain bad)
3. Selected everything in between <aiKingManager> and </aiKingManager>
4. Now delete those that you selected using delete key
5. Now copy this line <allSquadBrains /> into where you deleted the stuff
6. Final code should look like this
Code: [Select]
<aiKingManager>
<allSquadBrains />
</aiKingManager>
7. Save the file and load it
but now I get this error http://puu.sh/iXE4z/ee2aa8aae2.png
 I did fresh install of Rimworld before installing this modpack created new world and colony.
If anyone could help me that would be great.

Looks like you disabled one fo the EDB mod or enabled anoher mod that caused it to not work check your mod list.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: StormySunrise on July 14, 2015, 08:58:46 AM
Have you tried to put EDBpreparecarefully after Crash Landing with EDBModOrder and create a new world? (in fact I always put it in last along with Auto Hunt Beacon in order for them to catch everything that's added by others mods)

But iirc original Crash Landing had some difficulty settings in order to preserve your first 3 colonists

The problem might be the quantity of Prepared pawns i have, I have 4 (miner, two fighters and a researcher who knows how to shoot), also i realized how many steps it takes to get further into the game!)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: villert on July 14, 2015, 10:13:23 AM
Hoping for an update soon with SeedsPlease fixed, kind of impossible to play the way it is right now.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: skyarkhangel on July 14, 2015, 11:15:33 AM
Updated to 1.9a: Headhunters



Changes:
- Added Miscellaneous Animals
- Updated Hospitality to 11b.
- Reworked production chain with sand and rubble. Added a recipe for a make sand.
- Added a wire .. (wiring). 1.8 A new component of the production chain.
- Fixed cost for buildings in Vegetable garden mod .. (oven, etc).
- New unique industrial chain for manufacturing long range weapons.
- Concrete fences will no longer create the roof.
- Added the ability to make a wall from reinforced concrete. Gets really strong but expensive :)
- Fixed rates of beauty at metal parts.
- Added icons for all new categories.
- Fixed "Shooting range". in 1.8c colonists refuse to train, wo "training bullets."
- Fixed a market value of microchips.
- Removed volume x20 for gold.
- Fix the option display for plants with SeedPlease, and without it.
- New release Seedplease.
- Redesigned Darkness mod. At night, no longer so dark and you can see everything.
- Updated MD-mods to 11b
- Added updated MD-droids.
- Returned crazy animals from Alpha 10.
- Temporarily removed FishIndustry.
And other changes..
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
Post by: kaptain_kavern on July 14, 2015, 12:03:32 PM
Updated to 1.9a: Headhunters
Yeah Hardcore baby!  I'mma try it now
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 14, 2015, 12:21:54 PM
Bug at 1.8c: Fusebox, it works like a Makeshift fuse, it get destroyed on a short-circuit and not just damaged.
Just in case you didn't change anything at these at 1.9a

I bet 1.9a isn't safegame compactible ?
And no conveyor belts ? :-(
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 14, 2015, 06:20:52 PM
Conveyor belts are here!

I modified A2B to be compatible with this modpack. To research the A2B techs, first research mining (drilling rig/extractor).

Each segment, loader and unloader costs 2 steel parts, 1 mechanism, and 1 rubber. Splitters and mergers take an additional mechanism. Selectors require an electronic chip and piece of glass. If you're building underground you'll need reinforced concrete. Overall the raw materials cost is about the same as vanilla A2B, but you have to make parts!

To install just copy the mod to your Mods folder and load it after everything else. This is compatible with both 1.8c and 1.9a. It is save game compatible.

Download link (github) (https://github.com/teewikit/RW_A2B_SK)

Note: You can place an ore extractor so it drops its goodies onto a loader, but the loader must be built before the extractor.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: projecttemp on July 14, 2015, 10:55:09 PM
I actually fixed fishing industry already, let ke know if you want it in the pack
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 15, 2015, 02:37:50 AM
Conveyor belts are here!
thanks !
Mining extractor and coal burner arn't complete  without them ! :-)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Buttmuffin on July 15, 2015, 04:36:46 AM
Absolutely love the modpack!.... but every time i save, i go to load and its a black screen... whatever i do it just stains white blue whatever? anyone else have this problem? note i haven't reinstalled, and didnt really get the install instructions so sorta just put them in the mods folder and loaded it up :P
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Batpeter on July 15, 2015, 06:21:59 AM
Absolutely love the modpack!.... but every time i save, i go to load and its a black screen... whatever i do it just stains white blue whatever? anyone else have this problem? note i haven't reinstalled, and didnt really get the install instructions so sorta just put them in the mods folder and loaded it up :P
You need to add the modsconfig.xml file to the Rimworld config folder in the Windows User directory.
Press the Windows Key + R and paste the following in the window that appears: %APPDATA%\..\LocalLow\Ludeon Studios\RimWorld\Config
This takes you to the right folder, now delete all the files there and place the ModsConfig.xml file from the Hardcore SK modpack in this folder. See if your game gets loaded now. If not you're going to have to start a new world (or delete the Saves and Worlds folders next to the Config folder). If there are still any problems, delete all your mods except "Core" and reinstall the whole modpack by copying the mods from the latest SK modpack to the mods folder.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 15, 2015, 08:47:18 AM
Another important thing you need to do when you update a mod/modpack.
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Just overwrite the current ones can cause problems.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Uglyr on July 15, 2015, 01:51:37 PM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 15, 2015, 02:24:39 PM
The powered recipes for making stone blocks, crushed stone, sand, and reinforced concrete are in the code but not available at any bench. I added them to machining. I also changed the electric version of making stone blocks so it will produce some crushed stone and sand (10 and 5, vs the 5 and 10 produced by the stonecutter's table).

Here's a patch. Contains two files, just extract to your mods folder. Won't screw up a saved game. Download link (https://drive.google.com/file/d/0B-2_5IKv3f0sSjlNNmxrc1BvZ28/view?usp=sharing)

Edit: It was sand and reinforced concrete, not wood planks
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: projecttemp on July 15, 2015, 02:37:16 PM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
the core needs to be deleted too and re extracted since this mod do modify the core a bit
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Ptolisgoodguy on July 15, 2015, 02:40:36 PM
I'm not sure if this bug has already been answered (if it is even a bug and I'm just being impatient) but when I start on a new location I only a single drop pod with 4 potato seeds in.

Sorry if has already been answered. :P
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Batpeter on July 15, 2015, 02:57:30 PM
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
Except "Core" of course. And if deleted don't forget to exctract it from game distrib.
the core needs to be deleted too and re extracted since this mod do modify the core a bit
The Core folder in this mod pack does not contain all files that are present in vanilla Rimworld. I think you should let it overwrite and don't delete the Core folder just like the instructions say.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 15, 2015, 04:06:21 PM
The safest thing to do is delete the entire mods folder and start RimWorld. This restores it to its original state, and then you can install your modpack.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 15, 2015, 04:32:38 PM
My colonist was hunting when suddenly he needed treatment. He shot his own foot off! He was using a normal quality, 100% hp survival rifle. He's a careful shooter with 13 shooting skill ("Master"). So I can only assume this is a bug.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 15, 2015, 06:25:08 PM
A problem with the animal mod. Cobras will attack other animals, which retaliate in melee combat. Then "Cobra Revenge" happens, making the cobra go manhunter.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 15, 2015, 07:42:07 PM
Hey i was wondering if the zombie patch is integrated into the modpack or is it still separate? I tried merging it, but it just wound up with errors about pawn states and such so I'm going to assume it is, right?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 15, 2015, 07:44:15 PM
On that note blinari, it might be interesting to have hunting accidents be a random occurrence (shoot himself/someone else or get sick/lost or less yield from the animal), that happen less or not at all if the person is skilled in the related fields.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 16, 2015, 03:33:55 AM
My colonist was hunting when suddenly he needed treatment. He shot his own foot off! He was using a normal quality, 100% hp survival rifle. He's a careful shooter with 13 shooting skill ("Master"). So I can only assume this is a bug.
Like you mention, he added the aggresive animal mod.
At each biome there are at last 1-2 animal types which are aggresive when you come close to them.

Dissamble weapons is missing at the electrical smelter, is this a bug or wanted ?
I think bug, since you still can disamble personal shields at the other table.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Uglyr on July 16, 2015, 07:19:06 AM
Hmm... Does difficulty affects the drop pod event? I just started to play on basebuilder difficulty with recent patches  and first it was lot's of fish, now alomost 100 circuitry. I'm not sure what is it need for, but considering how many ingridients it is used to make some, I assume it was a rich gift.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: mokonasakura on July 16, 2015, 08:40:12 AM
Just started using some of the mods but I ran into a problem. How do i get the plans to craft turrets? Looked through all of the production benches that would make sense for it to be under and also checked the merchants that passed by but I'm not finding anything. Currently I cant build turrets at all which is the only thing I really hate about the mods right now.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: kaptain_kavern on July 16, 2015, 08:58:10 AM
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: mokonasakura on July 16, 2015, 09:11:02 AM
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Yes but to build them it requires the items such as M2 heavy machine gun, turret stun gun, ect, instead of stuff like steel bars. I have found no way to get these items and as such cannot build the turrets.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: kaptain_kavern on July 16, 2015, 09:31:15 AM
In my game, i can construct turret base early. They are basically a turret point in where you have to add a weapon (normal weapon, like the one used by your pawn, even bows ^^) to make them a manned turret

(https://ludeon.com/forums/index.php?action=dlattach;topic=3612.0;attach=8706;image)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 16, 2015, 12:23:58 PM
Research projects labeled "security" will progressively grant you access to Turret under the "security" tab. Manned one's first and automated.
Yes but to build them it requires the items such as M2 heavy machine gun, turret stun gun, ect, instead of stuff like steel bars. I have found no way to get these items and as such cannot build the turrets.
You can't build these, you need to buy them from trader or wait for some Siege raid.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 16, 2015, 07:55:35 PM
Currently two stacks of metal ore smelt into three stacks of metal bars. This is inconvenient and doesn't make much sense. Realistically melting removes material from the ore, and bars are easier to store compactly than heaps of ore. So I'd suggest raising the stack limit of metal bars to 150. I did this and it made my production cycles much more manageable.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 17, 2015, 04:11:30 AM
Is it only me, or the disassemble weapon bill is missing?
And why can't I install any ranged weapon on the sentry turret base? I have a lots of weapons and I could only install one on each turret, rest were greyed out.

EDIT1: Also, I can't use clay at all. I can make clay bricks just fine, yet even with all research done, the option to use them in walls (and whatever) doesn't appear.
EDIT2: Found the disassemble weapon bill at the weapons workbench.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 17, 2015, 09:18:48 AM
Yep, clay is just for floors, same with concrete.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 17, 2015, 10:43:33 AM
1.9a:
The fusebox still get destroyed on a short-circuit. This don't happen at the regular mod.
Then i don't need to do that research when the cheaper makeshift fuse do the same job.
And the fusebox should withstand 3000W, i build 3 fusebox and 6 batteries. All 3 fusebox got destroyed after a short circuit.

i think the makeshift fuse are to expensive for something that get destroyed: I think the Elec. chips and synth material should be removed.

And the fusebox got a strange description:




[attachment deleted due to age]
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: projecttemp on July 17, 2015, 01:29:15 PM
1.9a:
The fusebox still get destroyed on a short-circuit. This don't happen at the regular mod.
Then i don't need to do that research when the cheaper makeshift fuse do the same job.
And the fusebox should withstand 3000W, i build 3 fusebox and 6 batteries. All 3 fusebox got destroyed after a short circuit.

i think the makeshift fuse are to expensive for something that get destroyed: I think the Elec. chips and synth material should be removed.

And the fusebox got a strange description:
This is cause by incorrectly installed mod that have translatable string, the easy fix for now is just to copy everything except the def and assemblies folders from the original fusebox mod into the fusebox_sk and override everything.

As it stand right now, the research descriptions are completely wrong, the amount they can withstand in the definition is 2000/800 respectively for fusebox/makeshift fuse.

I am not sure why they are getting destroy, but i think it might be because the when they block a surge, the dll damage the building using the damage type "Bomb" and the 2.5X multiplier cause it to be completely destroy instead of only 90% of it's hp. (Too lazy to check the source :P)

Code: [Select]
victim.TakeDamage(new DamageInfo(DamageDefOf.Bomb, Rand.Range(0, (int)Math.Floor(0.1f * victim.MaxHitPoints)), null, null, null));
Confirm damage type to be Bomb, the 2.5X multiplier will kill the fuse.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: kaptain_kavern on July 17, 2015, 01:43:51 PM
Yeah looking at the XMLs (diff between SK and Original) the only thing that jump at my eyes (besides tje obvious change in costlist) was the damage tag.

Now that you explain it's with the .dll i understand why i haven't understood before ^^

Can the problem came from the Injector.xml config?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Red Perversion on July 17, 2015, 02:33:06 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.

Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: projecttemp on July 17, 2015, 02:51:38 PM
Yeah looking at the XMLs (diff between SK and Original) the only thing that jump at my eyes (besides tje obvious change in costlist) was the damage tag.

Now that you explain it's with the .dll i understand why i haven't understood before ^^

Can the problem came from the Injector.xml config?
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.

Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.

Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
The hopper is a standalone build that needs to be built next to the dispenser like the steam generator and it's hopper.

The cost in wood parts is the same as the cost in vandicium parts.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: kaptain_kavern on July 17, 2015, 02:58:39 PM
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.

Yeah i got that. What  i try to mean is : by reading comments in it, it looks like the variable should be changed or something like that
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: projecttemp on July 17, 2015, 03:08:36 PM
The injector building is a dummy building, it is not accessible by any mean in regular gameplay and even if you can access it, it doesn't use hp, so it can't be kill and even if you kill it, it will just respawn when u load a save. However it is a critical building needed for mod to function, so don't delete it.

Yeah i got that. What  i try to mean is : by reading comments in it, it looks like the variable should be changed or something like that
Oh, those comments :P. Those comments are there cuz the fusebox author copy pasta the injector from another mod. They also provides guidelines for people who wants to use the same method to inject into the game's source. Nothing important there.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 17, 2015, 03:41:00 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
You managed it to build the nutrient paste dispense, but the food hooper is at the MISC section not at the production like the dispenser.
You need just to build 1 or 2 next to the dispenser.

Quote
Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
This is quiet easy to see what you need.
Just replace the Vancidium part of the recipt with Wooden, the other non-vancidium don't change.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 17, 2015, 04:50:19 PM
Hey,
Is there any way to heal that Frail torso with this modpack? Would be awesome.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Red Perversion on July 17, 2015, 08:11:09 PM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
You managed it to build the nutrient paste dispense, but the food hooper is at the MISC section not at the production like the dispenser.
You need just to build 1 or 2 next to the dispenser.

Quote
Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
This is quiet easy to see what you need.
Just replace the Vancidium part of the recipt with Wooden, the other non-vancidium don't change.
Thanks for the answers but I HAVE placed the hoppers. It's just despite being surrounded by hoppers and meat on top of them, the nutrient paste dispenser still cries for a food hopper...it is different than vanilla, so maybe it's bugged?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: lude on July 18, 2015, 01:38:41 AM
Hmmm, after trying three times it seems on my end the Stuff system is broken for some reason, possible buildings default to random building materials needed and don't have a drop down menu to pick what stuff they're supposed to be made of
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 18, 2015, 02:59:41 AM
Hey guys, how do I place hoppers for the nutrient paste dispenser to work? No matter how I place it, it gives me "Need food hopper" error. Quite urgent, please assist.
You managed it to build the nutrient paste dispense, but the food hooper is at the MISC section not at the production like the dispenser.
You need just to build 1 or 2 next to the dispenser.

Quote
Also, I wish you could change the materials of the items without having them so I can actually see what is required to build a WOODEN version of butcher table and not the VANCIDIUM one that seems to be there by default.
This is quiet easy to see what you need.
Just replace the Vancidium part of the recipt with Wooden, the other non-vancidium don't change.
Thanks for the answers but I HAVE placed the hoppers. It's just despite being surrounded by hoppers and meat on top of them, the nutrient paste dispenser still cries for a food hopper...it is different than vanilla, so maybe it's bugged?
I don't use the paste dispenser myself, but i tested it and don't got any "need food hopper" msg. after i placed the hopper next to the dispenser.

You are sure you
- deleted all older mod's before you unzip the new ones into the mod folder (except core)
- copied the modconfig.xml

or maybe use some extra mods ?

AHH i found what you mean.
You speak about the refrigerated hopper not about the regular ones.
Yes with the Refrig. hopper's the food dispenser don't work even when the description say so.


BTW: Can you expand the storage for Refrigerated Tray rack for medicine ? There are some medicine who spoils and i would like to storage them at my sick bay.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 18, 2015, 03:20:05 AM
Hmmm, after trying three times it seems on my end the Stuff system is broken for some reason, possible buildings default to random building materials needed and don't have a drop down menu to pick what stuff they're supposed to be made of
When you don't see a right click menu, you don't have any nessesary resources in any of your stockpiles.

What you need to buildi first, take a look here:
https://ludeon.com/forums/index.php?topic=12996.msg150200#msg150200
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 18, 2015, 06:54:20 PM
Two observations:
1) Events freeze the game for a while. The more pawns spawn the longer it takes (Norbal high value raid takes like 2 minutes); I didn't have this issue in 1.8.
2) If a hunter downs an animal instead of killing it, the hunter doesnt finish the job (killing the downed animal) and just stays "Standing." not doing anything (can even starve to death). Draft-undraft doesn't help the issue, only if I shoot down the downed animal manually. I had this issue in 1.8, but not in vanilla.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 18, 2015, 11:59:16 PM
2) If a hunter downs an animal instead of killing it, the hunter doesnt finish the job (killing the downed animal) and just stays "Standing." not doing anything (can even starve to death). Draft-undraft doesn't help the issue, only if I shoot down the downed animal manually. I had this issue in 1.8, but not in vanilla.

This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 19, 2015, 02:40:05 AM
2) If a hunter downs an animal instead of killing it, the hunter doesnt finish the job (killing the downed animal) and just stays "Standing." not doing anything (can even starve to death). Draft-undraft doesn't help the issue, only if I shoot down the downed animal manually. I had this issue in 1.8, but not in vanilla.
I don't got any trouble with that yet.
Hunter with Range goes close and finish the animal at close range.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: caucasianasian on July 19, 2015, 03:12:32 AM
Not sure if this was intentional or not

One cannot install a Prostronic Implant (BionicBrain) but can still buy one.  Had to play around with it but I think it really only needs to be added to the Surgery List. Not sure if this was intentional or not.  I can give you the exact location if you want.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 19, 2015, 04:27:46 AM
Quote
Not sure if this was intentional or not

One cannot install a Prostronic Implant (BionicBrain) but can still buy one.  Had to play around with it but I think it really only needs to be added to the Surgery List. Not sure if this was intentional or not.  I can give you the exact location if you want.
I have the same issue.

Quote
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 05:27:32 AM
Quote
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 05:33:07 AM
Gather sand doesn't work. If you set a tile to gather sand the colonists approach the tile and stay there, trying to do something which triggers a debug error.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 19, 2015, 05:57:06 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 06:15:36 AM
Just A2B, and a few small edits of my own that wouldn't affect this. It's called "Collect Sand" under Orders. The error is "Failed to find Verse.ThingDef named MD2SandPile. There are 1932 defs loaded."

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 19, 2015, 06:21:49 AM
Quote
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 19, 2015, 06:22:47 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 06:30:05 AM
Quote
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1

Confirmed with the plasma precision rifle. The colonist left the dromedary downed and decided to go for a walk. Meanwhile I was getting a ton of errors about him having more than 10 jobs in one tick.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 08:02:46 AM
The "textures" and "languages" folders under CrashLanding are lowercase, when they should be capitalized. On Linux it's case sensitive, causing the textures not to load. Same with "english" under languages.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 19, 2015, 09:18:57 AM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 19, 2015, 10:09:25 AM
About concrete mixer's.
What is the adv. of the electric one ?
The electric one need 15 sand,10 crushed and you are geting the same amount of concrete of of it like from the regular one and that just need 10 sand,10 crushed.
Yes i know the concrete result is dynamic, thats why i used both time the same crafter and i got 13 concrete each time.
I would suggest that the electric one use twice so much resources and double the output.

Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.

New weapon crafting:
Finaly found the disasamble weapon to slag bill at both weapon table ! :-)
Shouldn't the 2 weapon craft table move to hi-tech ?
Basicly a good idea to get the weapon components from this.
BUT you need to salvage alot of weapons to be able to craft a new one, because you don't get enough Weapon part form it.
I think these Weapon part's should be craftable at the assemble table, while the componets are only from salvaging.
At this way you can craft a new  weapon from the component you got from the salvaged weapon.
Maybe add a new Weapon trader who just sell components and weapon parts.

Power plants and heat:
Plasma reactor produce a nice amout of heat, nice feature ! :-)
But i didn't notice any heat from Steam generator or Coal burner, shouldn't they produce any heat too ?

Geothermal heater produce nice heat, even without power. Why are power needed anyway. Maybe a temperature control, it close the steam hole when the temp is reached.

Fusebox:
I raised the HP from 100 to 500, and after a short circuit 1 fusebox just got 40 HP left, not sure how much power got burned but i don't think i got much at the batteries.

Smithing table for mellee weapon should be moved to Crafting II i think. Maybe an electric smithing table to craft the armor parts.

Brewing:
All these recipts use "no skill" and crafter need to do the job.
I think this should changed to cooking, and some skill requirement.
Even the american moonshiners are proud of their wiskey and need some skills or they just create alcohol ! :-)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 19, 2015, 12:37:22 PM
This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.

I just wanted a glass house on the beach.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: djjmatexxe on July 19, 2015, 01:18:26 PM
By the way, is it intended that a Grand Silver Sculpture (excellent) (it costs 26*(20*40)=20800 silver to make) only sells for a mere 1000 silver? Its much more lucrative to use stone blocks for sculptures this way, which is somehow wierd imo.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 19, 2015, 03:10:19 PM
Thanks for 1.9a bugreports! Soon fixes...
Lacks of free time.. new girlfriend eats it completely  :-*
Maybe A11 it's the last version for project Hardcore SK.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 19, 2015, 04:43:37 PM
Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 19, 2015, 07:05:06 PM
Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !

Yes.. i'am shocked by the amazing features in next A12. Really want to play in it and a desire to work with A12 too.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Threepounds on July 20, 2015, 02:53:22 AM
Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 20, 2015, 02:59:23 AM
Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.

This is only patch, which add and changes 5-6 files. Before that, need to install Zombie Apocalypse mod and then install patch.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Threepounds on July 20, 2015, 03:54:49 AM
Derp. I was spoiled and being lazy, probably because of the luxury of the modpak. ^_^;

 Thank you very much!
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 20, 2015, 12:29:13 PM
Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 20, 2015, 12:41:30 PM
But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.

But you can add the mending mod without problem at the end of the modpack.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 20, 2015, 10:09:42 PM
Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea

Good idea! Thank you)

But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.

But you can add the mending mod without problem at the end of the modpack.

No... there are a few ideas.. we can increase х3 or.. more deterioration to all weapions, clothes...  ;)

Conveyor belts are here!

I modified A2B to be compatible with this modpack. To research the A2B techs, first research mining (drilling rig/extractor).

Each segment, loader and unloader costs 2 steel parts, 1 mechanism, and 1 rubber. Splitters and mergers take an additional mechanism. Selectors require an electronic chip and piece of glass. If you're building underground you'll need reinforced concrete. Overall the raw materials cost is about the same as vanilla A2B, but you have to make parts!

To install just copy the mod to your Mods folder and load it after everything else. This is compatible with both 1.8c and 1.9a. It is save game compatible.

Download link (github) (https://github.com/teewikit/RW_A2B_SK)

Note: You can place an ore extractor so it drops its goodies onto a loader, but the loader must be built before the extractor.

Big thanks for this work! In next version! ;)


Also, ready in the preliminary stage global rework for all research tree by Yagulya. Now only in Russian language.
(http://clip2net.com/clip/m54307/84a5c-clip-70kb.jpg)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 21, 2015, 04:49:11 AM
I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.

Edit...

Here they are.

Selectors (https://github.com/teewikit/RW_A2B_selectors_SK)

These cost the same as the selector from the main mod.

Teleporters (https://github.com/teewikit/RW_A2B_Teleporter_SK)

Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 21, 2015, 05:59:20 AM
What about the Mobile sentry base?
When i craft one it get placed next to the table/crafter.
Shouldn't it be a minified version, so you can place it like a telescope/TV somewhere else?
Is the weapon on the weapon base a random one ?

Edit:
Fusebox again.
Ok got another Short circuit,  6 batteries, 4 fusebox. Like i said before i increased the HP of the fusebox from 100 to 500. I got around 3000Wd stored.
2 fuse got destroyed the other 2 remain unharmed.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 21, 2015, 02:38:33 PM
Quote
Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.
Ohhhkayy, i found out that you don't need 60 steel bar, you need 60 elec chips and 35 steel bar.
Thanks to the recipe maker. But i think this need to switched, 60 chips are far to expensive.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 21, 2015, 05:21:09 PM
Quote
Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.
Ohhhkayy, i found out that you don't need 60 steel bar, you need 60 elec chips and 35 steel bar.
Thanks to the recipe maker. But i think this need to switched, 60 chips are far to expensive.

already fixed in next version. Thank you for this!

What about the Mobile sentry base?
When i craft one it get placed next to the table/crafter.
Shouldn't it be a minified version, so you can place it like a telescope/TV somewhere else?
Is the weapon on the weapon base a random one ?

Edit:
Fusebox again.
Ok got another Short circuit,  6 batteries, 4 fusebox. Like i said before i increased the HP of the fusebox from 100 to 500. I got around 3000Wd stored.
2 fuse got destroyed the other 2 remain unharmed.

In next version, i removed damagemultipliers for all fusebox. This should solve the problem?

I'll get the A2B selector expansion set up. After playing with just the base pack, I've concluded that more options are a necessity. Not sure about the teleporter for hardcore, but I'll go ahead and do it and make it expensive.

Edit...

Here they are.

Selectors (https://github.com/teewikit/RW_A2B_selectors_SK)

These cost the same as the selector from the main mod.

Teleporters (https://github.com/teewikit/RW_A2B_Teleporter_SK)

Each teleporter or receiver costs two steel parts, two vancidium parts, 4 mechanisms, 2 advanced microchips, and 2 glass.

I think we take A2b + Selectors without teleporter.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 22, 2015, 01:17:21 PM
Wow great work guys, I hope this sticks around for the final release. It's almost necessary haha.

Ideas: More traits and conditions + psych counseling to help them.

Memory Loss: This could be an incurable sickness from say a hit to the head. Could be a temporary condition, if possible, from drinking/smoking too much weed. Would cause the pawn to refresh/change his job queue, dropping what he was carrying.

OCD: Trait that forces the pawn to have to clean up messes near him, but he does it faster and maybe adds a little beauty if possible to code in.

Narcolepsy: Trait that makes the pawn have a chance to fall asleep randomly, being injured/overheated could increase this chance. Could probably be done easiest through a incurable illness.

Rage: Makes the pawn uncontrollable if in combat (or maybe if injured by someone), focusing only on killing the enemy. Would boost his combat abilities, but would make him more likely to be hurt.

Just think it would be cool to add more traits/conditions that really change how you have to play, rather than just stat bonuses alone. Psych counseling would be a new job that would draw from medicine and social traits. Maybe using a similar system as the operations from doctors to make it easier to code. It could remove or maybe even give traits/conditions if possible at the cost of time. Maybe you would need to buy objects (ie psych books/pills) from traders for use too, like how the doctor needs medicine to do operations.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 22, 2015, 02:40:10 PM
Hey Chief,
maybe you didn't notice this, this isn't a mod, this is a mod-PACK. A collection of existing mod put together and modified to work and balance together.

Your suggestion are pointless here.
You can suggest to add some special mod you maybe would like to be integrated.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 22, 2015, 09:58:40 PM
Yes I did, as I have suggested that conveyor belts and mending be added in. I have suggested these ideas separately, but figured why not add it in here as well if anyone would like to pick it up and integrate it in since it fits. Its up to the creators of the pack to use it or not, or look for something similar in the future (ie. RT necromancy).

Just because they are focusing on integrating the mods together doesn't mean they might not want to add things themselves, they're shaping the game how they want it to play anyways. I can assume they can code, since they are integrating mods together. In a sense this is a mod, because you're already hard changing existing code to form one final product that changes the game in certain ways. These ideas could fairly easily be added onto the extended medical mod work, which they have already tailored to their style/code structure. Why wait for someone else to do something, and have to change it, when at this point it would most likely be easier to do it yourself

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 24, 2015, 10:47:25 AM
Soon  update to... 1.10: Phenomenal
New in A11 v 1.10: Phenomenal
69) A2B Conveyor Belts by A2B corporation
70) A2B Conveyor Selectors by A2B corporation
71) Mechanoid Terraformer by Rikiki
72) Prison Improvements By Wastelander
73) Fish Industry by Rikiki
74) Misriah Armory's by iWilliBlecha
75) Auto Seller by Supes
76) Tools for haul by BBream
77) Survival Mode by JustinC
78) Mending by Wastelander
79) More Vanilla Turrets by Marnador

And about 70+ changes. Changelog for next 1.10 only on Russian language:

Code: [Select]
--------------
Hardcore SK 1.10: Phenomenal, на 24.07.2015
----------------
Круглое число = масса серьезных изменений и нововведений, буду пополнять список.

На счет урезанной (Lite) версии. Будет предназначена для слабых компьютеров. Основное отличие от обычной версии будет в сборке без части модификаций, которые нагружают модпак не принципиально важным контентом... например Aparello - мод добавляющий большое кол-во одежды, но почти никак не влияющий на процесс игры.

1) Добавлен мод Mending - возможность ремонтировать вещи.
2) Добавлен обновленный мод Fish Industry.
3) Добавлен мод BackForHaul - возможность крафтить рюкзаки и переносить в них вещи.
4) Добавлен мод AutoSeller - возможность настроить автоматическую торговлю.
5) Добавлен мод A2B: conveyor belts - Создание конвейерных лент. Развиваем тему производства!
6) Добавлен мод A2B - Selector Options - Добавляет новые возможности для конвейерных лент.
7) Добавлена тюремная дверь из мода PrisonImrovements, которую могут открывать заключенные.
8) Обновлен мод AdditionalJoyObjects до последней версии с новыми возможностями и багфиксами. (в 1.9 бывает крашит торговцев, перестают прилетать.)
9) Добавлены семена для Спектаго.
10) Обновлен мод Hospitality до последней версии исправляющей несколько ошибок.
11) Добавлен Wave Survival Mode - Новый режим рассказчика.
12) Обновлен модуль CombatRealism с багфиксами.
13) Добавлено несколько новых исследований.
14) Обновлен модуль SuperiorCrafting
15) Обновлен модуль MD-Droids с багфиксами. Дроиды заранее будут идти заряжаться.
16) Обновлен модуль LT_RedistHeat до последней версии.
17) Переработаны амбразуры.
18) Мульчу теперь можно делать из бамбука тоже.
19) Уменьшена скорость открывания бамбуковых дверей (открывались быстрее автоматических).
20) Обновлен мод CrashLanding.
21) Поправлена стоимость на светодиодный дюролайт.
22) Обновлен мод Anti Tank Weapons до последней версии.
23) Добавлен Capsule Reactor (переносной источник энергии. Можно купить у торговцев, но достаточно дорогой).
24) Добавлены стены из бревен, доступные с начала игры.
25) Убран damageMultipliers для предохранителей.
26) Обновление мода VegetableGarden до последней версии. Новые красивые текстуры растений! И многое другое.
27) Полностью переделаны семена в соответствии с последним обновлением VegetableGarden.
28) Убран "клон" торговец из мода AdditionalJoyObjects.
29) Полностью переписаны торговцы, теперь они торгуют почти всем что есть в Hardcore_SK в том числе деталями оружия и имеют больше денежных средств.
29) Увеличен шанс появления Альфало и Муффало в тундре.
30) В Хазмат контейнер можно складывать все оружие и боеприпасы.
31) Прописаны правильные размеры для всех станков протезов.
32) На научный стол и часть других столов теперь нельзя "залезать".
33) Снижена до 150 очков стоимость изучения обычного станка протезов и кол-во досок для камнерезного станка с 60 до 40.
34) Поправлена стоимость изготовления ручного элекрошокера в соответствии с 1.8 производственной цепочкой.
35) Оба стола для изготовления оружия теперь во вкладке "Инновации".
36) Топливная электростанция теперь дает тепло. Увеличен выход тепла у Парогенератора и биогенератора.
37) Изменен крафт Электроники, микрочипов, искусственной кости в соответствии с 1.8 производственной цепочкой.
38) Полностью переработан крафт протезов (ЕПОЕ) в соответствии с 1.8 производственной цепочкой. (Халява кончилась. В оригинальной версии стоимости производства протезов  необоснованно занижены в разы к их рыночной стоимости. Время создания протеза на станке увеличено в 7 раз. Биоматерия теперь один из основных ресурсов для создания топовых протезов.)
39) Винторез: снижена дальность с 50 до 40. Увеличено время сведения. Немного уменьшена точность.
40) Пистолет Вектор: незначительно увеличена время сведения и перезарядки.
41) В лаборатории теперь можно преобразовать биоматерию в биотопливо и наоборот.
42) Увеличен выход песка из осколков, а также при крошении щебня  в 2 раза.
43) Стак серебра увеличен с 400 до 1000 в одной кучке.
44) Возделывание земли перемещено в "Разное".
45) Добавлено 5 новых турелей (Вулкан -20мм убойная штука- смесь тяжелого пулемета с 30 мм пушкой. Две новые ракетные установки (Выпускающая одну ракету и три ракеты. Более точные чем тяжелая на 6 ракет.) Лазерная установка стреляющая пучком раскаленной плазмы на большие дистанции. А также "Девастатор" - мортира эффект от снарядов которой схож с вакуумной бомбой. В радиусе поражения становится настолько жарко.. что все живое начинает сгорать заживо.)
46) Добавлен обновленный Mechanoid terraformer
47) Колючая проволока и траншеи не будут создавать крышу, а также пропускают свет.
48) Полностью изменены в меню все иконки туррелей.
49) Переделаны консервы на консервном столе. Теперь можно делать мясные в жестяную банку или растительные консервы в стеклянную банку. В разы увеличивает срок хранения. Далее колонисты могут использовать произведенные  консервы для готовки нормальной пищи. В крайнем случае консервы можно хавать и так, получая эффект "сырой пищи".
50) В связи с тем, что в 1.10 будет доступен стол для починки вещей и оружия.  Увеличен коэффициент износа всех вещей и оружия в 3 раза, а не которых еще больше. (Часть оружия в 1.9 имеет коэффициент износа 0.3, будет 3.0, т.е. увеличение в 10 раз.)
51) Обновлен Pawn State Icons до последней версии.
52) Практически полностью восстановлена цепочка появления растений через изучение технологий.
53) Исправлен крафт Штурмового карабина.
54) Работорговец теперь приторговывает наркотой.
55) Наркота выделена в отдельную категорию Drugs (1.9 находится вместе с пищей)
56) Полностью переработан крафт пищи в соответствии с 1.8 производственной цепочкой. Теперь необходима посуда. Посуда двух типов: Стеклянная и металлическая. Изготавливаются на соответствующих столах. Для производства консервов теперь нужно сперва сделать стеклянные банки или из жести.
57) В процессе: Полностью переработан крафт дроидов в соответствии с 1.8 производственной цепочкой. Теперь производство дроидов тесно связано с протезами из которых делаются части тела дроида, а на завершающем этапе соединяются воедино образуя дроид.
58) Добавлено 5 единиц нового оружия из Misriah Armories. В том числе не дорогая снайперская винтовка улучшенного типа "advanced" которая будет редко но использоваться атакующими. Разобрав её, можно будет собрать топовые снайперки типа "advanced". В 1.9 версии их можно было только купить у экзотик трейдера.
59) Исправлено сильное затемнение экрана при сочетании модов Darkness_SK+Mechanoid Terraformer (Кто помнит такая проблема была в А10). А также увеличено время до появления инциндента с новым тераформером. Тераформер теперь можно выучить и построить самому ближе к концу цепочки исследований.
60) С разделочного стола убран клон-рецепт приготовления консервов, все типы консервов теперь делаются на консервном столе мода Vegetable Garden.
61) Найдено и убрано задвоение рецепта для крафта микрочипов в двух разных файлах.
62) Исправлена ошибка с фильтром приготовления салата с грибами.
63) Убран крафт суперкомпьютера, терминала, сентри-платформы на электронном столе. Они же теперь строятся.... Изменен рецепт крафта помпы в соответствии с новой произв. цепочкой.
64) Кухонные принадлежности (посуда) теперь требуется как тара для производства большинства "конечных" продуктов и алкогольных напитков.
65) Значительно уменьшена точность всех снайперских винтовок на близких дистанциях.
66) Увеличен урон дробью для всех дробовиков. Улучшены показатели большинства дробовиков.
67) Полностью убрана возможность появления ванильных одноразовых doomsday rocket и  triple rocket launcher.
68) Все оружие рассортировано на складе по типу.
69) Поправлены текстуры кофемашины, кофе, чашки кофе. Новые текстуры кофейного и табачного дерева.
70) Переделана цепочка получения стекла, с новым ресурсом.
71) Лазерная винтовка теперь может иметь качество. (В 1.9 не имеет)
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Uglyr on July 24, 2015, 12:27:15 PM
Soon  update to... 1.10: Phenomenal
Wohoo! Can't wait!

But one thing make me nervous: the need for "dishes" to craft most of the food. Will the dishes come back after eating? Or else I hope they are produced in bulk numbers...
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: skyarkhangel on July 24, 2015, 02:05:49 PM
Soon  update to... 1.10: Phenomenal
Wohoo! Can't wait!

But one thing make me nervous: the need for "dishes" to craft most of the food. Will the dishes come back after eating? Or else I hope they are produced in bulk numbers...

No... but such cheap for production. Glass or any metal. 10 pcs for one craft. 1 dishes = 1 prepared meal... So for one craft dishes you can feed 10 people.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 24, 2015, 03:20:00 PM
I think my next colonist pawn's will get paste dispenser or Berry for their future. Or Jerky's if they don't need dishes.

More weapons more armor? Sorry don't you think there isn't allready alot of these junk weapons/armor ?

Another idea based on the Nappa leather from https://ludeon.com/forums/index.php?topic=12580.0 :

All the leather/fur you got from the animal are only used for 1 basic beginning bed and tribal armor.
From these leather/fur you need to craft Nappa first that can be used to craft all these other furniture/armor you could craft with leather before.

Can you overhaul serveral things a bit ?
- Microchips which are needed for Droids only, should be changed into Adv. elec. chip.
- Power armor/helm can be crafted at 2 different table with 2 differen recipes and mats.
- Same with personal shields.
- Kevlar, it sounds like you should be able to craft that somewhere, but i never found any table to craft that. Then it should be removed.
- You want add "tools for haul" currently backpack and pers. shield share the same equipment slot (your modpack + tools for haul) you should adjust that.

I didn't test it yet self, but how does the modpack works when you remove serveral mod ? I am not a big fan of all these useless armor and weapons. Iron socks, socks, where are the other underwear parts ? Gah don't need that, that isn't a fashion simulation :-)




Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Delekhan on July 24, 2015, 03:44:33 PM
I think having to use dishes and other materials to prepare food is a bad idea and will make food processing un-fun. Think about it, the cook has to fetch each item to make a meal. Travel time to get items now more than doubles, and the kitchen becomes cluttered with items.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: blinari on July 24, 2015, 07:40:20 PM
Dishes could be fine if they are reusable, left behind after a colonist eats. If they're used up it sounds like a horrible resource drain.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 24, 2015, 08:09:34 PM
Perhaps if dishes could remain, but have a permanent decay rate (lessened by material? ie aluminum vs steel vs wood) that if possible would make the colonist unhappy if used when its low? Kinda gives you the best of both worlds; realistic in making meals, but not tedious enough to be unfun. Having a high stack value would also help and make sense not to clutter storage, and maybe they could give a happiness/nutrition bonus to meals?

I like the idea of more weapons and armor, always adds diversity to the trading and pawns. Project armory will hopefully be updated.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 24, 2015, 08:14:47 PM
I guess it should be one of those things that aren't necessary, but adds a worthwhile happiness/value to your meals if you do make them. Perhaps a bonus to eating speed could be applied too if possible? You don't want to make it too hard to get meal production up.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: The13thRonin on July 25, 2015, 12:29:20 AM
How is this different to the Ultimate Overhaul Modpack?

Sorry I'm new.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: yrod on July 25, 2015, 06:11:17 AM
Hey, there is one thing what i dont like: opportunity to use items only when they lie in stock. So many stupid things happened with this, when one detail have long travel to the stock and then immediately take long way back.
Can it be disabled? Or how can i disabled it myself?
Thnx.

P.s.: I cant find medical bed after researching it. Where is it?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: Canute on July 25, 2015, 07:51:19 AM
Craftingtable, lower the search for reagents radius, and made a small stockpile for nessesary resources next to the table.

Similar for seeds, made a stockpile for seeds next to the growing field.

For armor, try to create an armor role (overview) with armor you only got at home.

Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 25, 2015, 03:04:42 PM
Hey The13thRonin,

I haven't tried the other pack, but this seems to be larger and adds in things that make the game more difficult in that there is more to do. In the base game you could get say solar power up easily, now that requires research and more advanced parts. You use a steam generator by burning kindling, which is made from cutting logs, to get your early power.

I like it because it follows the progression of crashing on a planet a lot more and it extends the game in a meaningful way. All these mods are put together in a way that makes sense and works/balances well, especially the tech tree. There are some minor grammar issues because the creators are Russian native and you may find bugs (I have not), but overall it gives the game a nice complete feel and ties in all the mods nicely giving good tech/crafting progression.

You can download this and get a full painless experience, rather than downloading all the mods yourself. You can do it and it will work, but if nothing else having the research flow and balancing all the weapons/turrets are a pain to do manually. The creators are active as well, and are constantly adding/bug fixing. They listen to suggestions too.

Give it a try, its very easy to set up and you can always get rid of it. Only takes a couple minutes to download, unpack in your rim world mods folder. The config file is there to tell the mods what order to load in, and helps if you place it in the proper folder as it tells you in the readme. If you don't like it, try the other one. I would recommend trying this one first though, because it is harder.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: nugarin on July 26, 2015, 04:11:39 AM
Auto-hunt beacon does allow auto-harvesting mushrooms. Tried adjusting the mod load-order, but game stopped working, so I reset them to original order. Any tips how to get the beacon to mark cave-flora for harvesting?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: nugarin on July 26, 2015, 04:12:58 AM
Nano-storage concept is a bit daft. Since we have a 2d world, how about renaming it to the "underground storage"? So it would be cellar with some kind of dead-waiter system.
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: TheGentlmen on July 28, 2015, 02:02:55 AM
60) Crush Landing (easy) (https://ludeon.com/forums/index.php?topic=8967.0)  (This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky. Pods with colonists, containers with resources, engines with flammable fuel, and other useful and dangerous things.) by Katavrik

Crash... not crush  :D

Ps:How do you set easy mode for Crash Landing?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: ChiefSlapahoe on July 28, 2015, 02:44:38 PM
It's automatically the 'easy' version of the mod. It makes the pawns/items you start with come down safely in their pods as normal before the event, opposed to them coming down with the crash, potentially killing/destroying them.

BTW, are you thinking of adding the Rimsenal weapons/armors/faction?
Title: Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
Post by: jpat01 on July 28, 2015, 06:02:20 PM
hello - does this mod work with the latest version of the game? 11d ??
Title: Re: [A11b-d] [MODPACK] Hardcore SK Global modpack 1.10a: Phenomenal (26/07/15)
Post by: skyarkhangel on July 29, 2015, 05:35:05 AM
I'm sorry. I had problems with access to account. Now, all problems solved. Big thanks to ludeon support. I missed you. :D
Updated to 1.10a - 26.07.2015.

Soon hot bugfixes and only full support 11d version.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on July 29, 2015, 12:54:02 PM
Changelog for 1.9a to 1.10a: 26.07.2015
1) Added mod Mending - able to repair things.
2) Added mod Fish Industry.
3) Added mod BackForHaul.
4) Added mod AutoSeller - the ability to set up automatic trading.
5) Added mod A2B: conveyor belts.
6) Added mod A2B - Selector Options.
7) Added the prison door from the mod PrisonImrovements.
8) Updated AdditionalJoyObjects fashion to the latest version with new features and bug fixes.
9) Added the seeds for Spectago.
10) Updated Hospitality mod to the latest version fixes several bugs.
11) Added Wave Survival Mode - The new storyteller.
12) Updated module CombatRealism with bug fixes.
13) Added some new researches.
14) Updated module SuperiorCrafting.
15) Updated module MD-Droids with bug fixes.
16) Updated LT_RedistHeat module to the latest version.
17) Reworked embrasures.
18) Now Mulch can be made from bamboo too.
19) Reduce the speed opening bamboo door.
20) Updated mod Crash Landing.
21) Fixed cost for LED Ropes.
22) Updated mod Anti Tank Weapons to the latest version.
23) Added Capsule Reactor (portable energy source. It can be purchased from merchants, but quite expensive).
24) Added a wall of logs, available from the beginning of the game.
25) Remove damageMultipliers to all fuses.
26) Update VegetableGarden mod to the latest version.
27) Completely redesigned SeedPlease with the latest update VegetableGarden.
28) Removed the "clone" merchant of mod AdditionalJoyObjects.
29) Completely rewritten traders, they now sell almost everything, that is in Hardcore_SK including details of weapons and have more money.
29) increased the chance of Alphalo and Muffalo in the tundra.
30) In Hazmat container can put all weapons and ammunition.
31) Fixed sizes for  prostheses buildings.
32) At the Research table and other tables colonists can no longer to "climb".
33) Reduced to 150 points cost for basic prostheses table and for stonecutting table from 60 to 40.
34) Fixed recipe for tazer.
35) Both the weapon tables are now in the "Innovation".
36) Fuel Power Plant now provides heat. Increased heat output fort steam-gen and biogenerator.
37) Modified craft electronics, microchips, artificial bone with  according to the 1.8 production chain.
38) Completely redesigned craft prostheses (EPOE) in accordance with the production chain 1.8.
39) Threat cutter: Reduced the range from 50 to 40. Increased cooldown. Slightly reduced accuracy.
40) Vector Pistol: slightly increased cooldown.
41) In the laboratory, biofuel can now be converted into biomatter and vice versa.
42) Increase number of sand from stoneblocks and from rubble.
43) Stack of silver increased from 400 to 1,000.
44) Tilled soil moved to "Misc" menu.
45) Added 5 new turrets.
46) Added updated Mechanoid terraformer mod.
47) Barbed wire and trenches will not create the roof.
48) Completely changed icon menu for all turrets.
49) Full reworked canning table. Now you can make meat in cans or vegetable preserves in glass jar. it reduces the detorioration. Then the colonists can use canned meals for cooking normal food.
50) Increase the detorioration rate of all things and weapons about 3 times. (Some weapons have in a 1.9 detorioration rate of 0.3, it will be 3.0, i.e. a 10 times increase).
51) Pawn State Icons Updated to the latest version.
52) Almost completely restored the appearance of plants through the study of technology.
53) Fixed craft Assault carbine.
54) The slave trader is now haggling dope.
55) Drugs a separate category Drugs (1.9 is with food)
56) Completely reworked craft cooking according to the production chain 1.8. Now the necessary tableware. Two types: glass and metal.
57) added 5 new weapons from Misriah Armories. Including not expensive improved type "advanced" sniper rifle available for attackers.
58) Fixed dark screen with a combination of mods Darkness_SK + Mechanoid Terraformer. And increased time for new incindent.  Teraformer can now learned closer to the end of the chain of research.
59) Removed clone recipe for canned food.
60) Found and removed clone recipe for craft microchips in two different files.
61) Fixed a bug with filter cooking salad with mushrooms.
62) Removed craft supercomputer terminal, sentry platform on the electronic table. Changed the recipe for crafting the pump in accordance with the new 1.8 production chain.
63) Tableware (dishes) is now required as a container for the production of most of the "end" products and alcoholic beverages.
64) Significantly reduce the accuracy of all sniper rifles at close range.
65) Increased the damage and  other stats for all shotguns.
66) Completely remove vanilla doomsday rocket and triple rocket launcher for attackers.
67) All the weapons in the warehouse sorted by type.
68) Fixed texture coffee machine and coffee. New textures of coffee and tobacco tree.
69) Remade chain of production of the glass, with a new resource.
70) The laser gun can now have quality. (1.9 has not)


Changelog for 1.10a to 1.10b: 29.07.2015
1) modconfig: Support version 11d
2) Fixed red errors with thingcategories.
3) Increased the damage of 2 to 16 at the new combat rifles.
4) Fuel power plant can now be rotated.
5) Fixed a bug with deterioration display of Soylent
6) Fixed cost calculation and beauty for small and large table.
7) The effect of positive mood "still alive" Wave Survival mod has been reduced from 35 to 10.
8) Fixed description of the glass production chain recipes (Eng. Lang.)
9) Added button to enable / disable for the glass door.
10) Remove clone stone surface.
11) Fixed a bug in SeedPlease: Now Cotton -> raw cotton and Devilstrand -> raw devilstrand.
12) Fixed a bug with the plant Lettuce and Onion without SeedPlease mod.
13) Norbals are ready for EPOE surgery. (Needs activated EPOE mod. Please check!)
14) Removed the yellow errors with Russian translation.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on July 29, 2015, 02:53:46 PM
I just got an idea.
There are alot of production tables.
You allready made a new menu for Hi-tech.
Why not create a few more menu's. For each Research Tier one menu. Production T-I to Production T-IV.
At this way you can notice faster if there is a maybe higher tier production table.

And since furniture are overfilled with stuff too, there could be some extra too.
At last the container you could seperate.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: blinari on July 29, 2015, 03:44:55 PM
Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on July 30, 2015, 06:14:33 PM
Quote
11) Added Wave Survival Mode - The new storyteller.
Oh nice, you did just the same like ninefinger, add the new storyteller and don't know what happen.
For this storyteller it is important to have a trade beacon.
Without trade beacon, the storyteller can't send you resources that helps you to build up the base.
But with the current research tree, you will need days or better weeks until you research all nessesary parts and be able to build a trade beacon.

Best solution: Modify the trade beacon, to be minified. And add a trade beacon to the start. Add a recipe to the electronic workbench for new minified Trade beacons with the current building mats.

Alternate: Add a Simple trade beacon to the construction, no research needed, just 20-40 Steel bar's, 1 spare part, 2-4 steel part. Reduced Hitpoints.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on July 30, 2015, 08:35:50 PM
Quote
11) Added Wave Survival Mode - The new storyteller.
Oh nice, you did just the same like ninefinger, add the new storyteller and don't know what happen.
For this storyteller it is important to have a trade beacon.
Without trade beacon, the storyteller can't send you resources that helps you to build up the base.
But with the current research tree, you will need days or better weeks until you research all nessesary parts and be able to build a trade beacon.

Best solution: Modify the trade beacon, to be minified. And add a trade beacon to the start. Add a recipe to the electronic workbench for new minified Trade beacons with the current building mats.

Alternate: Add a Simple trade beacon to the construction, no research needed, just 20-40 Steel bar's, 1 spare part, 2-4 steel part. Reduced Hitpoints.

Thank you, Canute  ;)
Now, i'am working on next update.

Active changelog but on russian lang:
Code: [Select]
--------
Версия: 1.11а
--------------
На 03.08.2015:
1) Добавлен HotCold Biomes, усложненная версия для части биомов внедрена в Core_SK. А также реализована его совместимость с остальными модами.
2) Добавлен LessIncindentTrolling уменьшающий шансы схода с ума животных.
3) Поправлены платформы для всех турелей.
4) Добавлено почти два десятка новых историй для колонистов.
5) Добавлен Harsher Map Conditions. Делает похолодание, жару и вулканическую зиму более серьезными, чем раньше. Увеливает силу эффекта и их продолжительность даже до 4х месяцев...
6) Добавлен долгожданный мод MoreMechanoids, превращающий механоидов в одну из самых интересных фракций. Реализована совместимость с вооружением механоидов модпака.
7) Моды Tools_SK, TilledSoil_SK, FloorLights_SK и BetterFurniture_SK внедрены непосредственно в Core_SK.
8) Обновлен CrashLanding до последней версии 4.32
9) Добавлен сельскохозяйственный торговец, который будет торговать семенами, продуктами, рыбой, мясом.. и другими вкусностями.
10) Переработана минимальная дистанция, для большинства турелей.
11) Перерисованы иконки всех турелей. Теперь у каждой турели есть своя уникальная иконка!
12) Новые текстуры для ванильных мортир.
13) Добавлен мод Powerswitch. Открывает новые возможности по автоматизации выключателей.
14) Перерисована тяжелая плазмапушка механоидов и добавлена тяжелая лазерная установка механоидов.
15) Поправлен радиус отображения действия силового щита при постройке.
16) Здания FishIndustry теперь доступны.
17) Теперь у двух торговцев будет доступна к покупке рыбная продукция.
18) Жареное и вяленое мясо теперь не требуют посуды.
19) Разрушенный корабельный реактор теперь испускает туже радиацию, что и разрушенная АЭС.
20) Добавлен ров. Защитная полоса, сильно снижающая скорость передвижения.
21) Супер-компьютер теперь нельзя купить, его можно только построить.
22) Обновлен Miscellanious до последней версии. Появились новые интересные фишки.
23) Добавлено еще два типа посуды: глиняная и пластиковая.
24) Вернул телегу для мода ToolsForHaul. Рюкзак теперь не такой тяжелый как был.
25) Крематорий: При сгорании тела или вещи, будет образовываться пепел. Который теперь нужен как ингредиент для удобрения почвы.
26) Добавлен перевод на русский язык мода ToolsForhaul от Vuursteen
27) Добавлен перевод на русский язык мода Mending от Rey
28) Добавлен перевод на русский язык мода RW_A2B от Rey
29) Добавлен перевод на русский язык мода RW_A2B_Selector от Rey
30) Добавлен перевод на русский язык мода PrisonImprovements от Rey
31) Добавлен мод AlertSpeaker - позволяет ставить систему оповещения (сигнализация).
32) Для шахтеров добавлена каска с фонариком из мода MiningHelmet.
33) Обновлен Community Core Library до последней 11.4 версии.
34) Исправлен фильтр крафта консервов. Раньше можно было из консервов делать консервы.. о_О
35) Откат Miscellanious мода с последними новов0ведениями до версии 1.10b из-за множества пока не решенных багов.
36) Удаление из сборки MoreMechanoids из-за багов с "работой". Множество красных и желтых ошибок, пока автор не решит с ними проблему. Более того, механоиды с этим модом начинают хотеть спать.
37) Дозатор пасты теперь работает нормально и его текстура возвращена к ванильному виду.
38) Добавлен перевод на русский язык мода RWAutoSell от Rey
39) Добавлен перевод на русский язык мода Wave Survival Mode от Rey
40) Добавлен перевод на русский язык мода Miscellaneous_Animals от Rey
41) Ром и сидр теперь тоже нуждаются в таре.
42) Уменьшен вес гранатометов.
43) Уменьшены некоторые стоимости изучения технологий дроидов.
44) Добавлена куча новых красивых текстур. Автор: neuffs
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on July 31, 2015, 05:34:05 PM
Can you manufacture Synthetic material or do I need to sell my soul to traders?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on July 31, 2015, 05:55:26 PM
Yes you can at the tailor's loom,  raw cotton + plasteel ore.
And at the same table hyperweave too.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on July 31, 2015, 08:39:48 PM
question
why does the most basic of joy items need to be researched?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on July 31, 2015, 10:32:34 PM
Yes you can at the tailor's loom,  raw cotton + plasteel ore.
And at the same table hyperweave too.


So i need to sell my soul to traders for the cotton :( , -20C in SUMMER is cruel...

EDIT: The tailor's loom needs Synthetic Material... So I need to sell my soul to traders for the Synthetic Material so i can start selling my soul more for the cotton... Just great...
question
why does the most basic of joy items need to be researched?

Becuase they don't know how tohave fun... duh.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on July 31, 2015, 11:16:36 PM
Yes you can at the tailor's loom,  raw cotton + plasteel ore.
And at the same table hyperweave too.


So i need to sell my soul to traders for the cotton :( , -20C in SUMMER is cruel...

EDIT: The tailor's loom needs Synthetic Material... So I need to sell my soul to traders for the Synthetic Material so i can start selling my soul more for the cotton... Just great...
question
why does the most basic of joy items need to be researched?

Becuase they don't know how tohave fun... duh.

must have been caused by the crash

anyways, this modpack is damned near impossible when playing on an ice sheet, takes soo long to get to even be able to make a light so i can start growing things, i miss that wood torch already

somehow im still enjoying myself... except when im forced to cheat in food just to continue on D:

hrm, i must be missing something, or its just this hard to grow stuff but first time planting and they are only growing at 17%

and another question, how do i unlock the fishing pier? no idea what research i need to do to unlock it
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 01, 2015, 03:12:22 AM
Didn't played on ice sheet yet.
Are there no animal you can hunt ? You should focus on these and not to try to farm until you can keep it warm and bright (sunlamp).
Since it is allways cold, you can made a good stock of meat.

Ok when you don't even have animals there, you are doomed to be a cannibal and eat all visitors ! :-)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 03:15:13 AM
Didn't played on ice sheet yet.
Are there no animal you can hunt ? You should focus on these and not to try to farm until you can keep it warm and bright (sunlamp).
Since it is allways cold, you can made a good stock of meat.

Ok when you don't even have animals there, you are doomed to be a cannibal and eat all visitors ! :-)

yea been living mostly off of of being a canibal, im set up at the coast so i should be able to fish but im not sure what to do to unlock the pier, i do get wargs every now and then though
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 01, 2015, 06:09:27 AM
Conduit walls need Metallic bar, but Power conduit need wire's.
Shouldn't Conduit walls need wire's too ?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: kaptain_kavern on August 01, 2015, 09:30:31 AM
anyways, this modpack is damned near impossible when playing on an ice sheet, takes soo long to get to even be able to make a light so i can start growing things, i miss that wood torch already

Clever use of EDBpreparecarefully can be of a great help in that case. (start with lot more wood if needed,start with some spare parts or synthetic material, take off those expensive apparels and cloth them with cloth or else parka, etc)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 01, 2015, 12:32:04 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.

If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 02:01:55 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.

If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.

ive only had traders in the summer though that might just be my story teller
i chose an easier spot, highest ive seen the temp go is something like 10C though it averages around freezing
lowest ive seen is -60C got a cold snap once that brought it down to -90C at night
i played with points enabled, started with 50 food, about 1k wood and minimal skills... so wish i upped the skills in some spots, also wish i could figure out how to start fishing

i was an idiot early on and used all my potato seeds to try and farm, didn't realize they actually died after 4 or so days whether or not they fully grow, so no seeds for a year until I got more from cargo pods, well second set of cargo pods, first set got me something like 100 tobacco seeds

i also got excited around year 2 when i got traders, bought something like 60 synthetic threads, and only realized after they got killed by bandits that i needed other materials. hope I don't have to wait another year... do i get synthetics from those robots?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Uglyr on August 01, 2015, 02:02:29 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.

If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Hmm... Is it a bug in 1.10b? In 1.9 I had nice ice colony (with Cassandra basebuilder without using prepare carefully) and traders flew pretty often. As for visiting traders I'm not sure if it was once or not at all.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 02:18:15 PM
think i found a bug, tried to buy bio-matter from some of the ground based traders, they took my silver but i got nothing from them
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 01, 2015, 02:37:25 PM
Quote
also wish i could figure out how to start fishing
Bad news for you, even when the Fishindustry mod is active, i don't see any fishing pier or these indoor fishing tank, when i activate God mode and see all possible structures to build.

Quote
bought something like 60 synthetic threads, and only realized after they got killed by bandits that i needed other materials. hope I don't have to wait another year... do i get synthetics from those robots?
Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.


Made a m
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 01, 2015, 02:40:46 PM
I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.

If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Hmm... Is it a bug in 1.10b? In 1.9 I had nice ice colony (with Cassandra basebuilder without using prepare carefully) and traders flew pretty often. As for visiting traders I'm not sure if it was once or not at all.

Nah.. probably randy random being evil...

Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.

Gonna test that out!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: kaptain_kavern on August 01, 2015, 03:07:57 PM
Guys Read the ***** Manual lol

The first research project says :
Code: [Select]
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.

;)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 01, 2015, 03:20:42 PM
http://postimg.org/image/9wdnhfs31/5e17775b/

We got a exotic goods trader... we now have Elder Scones & RimColony plus a Tv & other games.

Guys Read the ***** Manual lol

The first research project says :
Code: [Select]
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.

;)

1- I don't need turrets.. the cold plus zombies is enough defence...
2- And? I already did that...
3- I don't think I can just get 'Synthetic Mateial' from a mine... Somthing in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
5- Processed into what? Not exactly useful knowledge
:D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 03:47:41 PM
Foooood! moar fooood!

(http://i1213.photobucket.com/albums/cc462/Rugaard/screenshot1_zpshi0lizel.png)

lol usualy i hate these things but now im looking forward to their invasions!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Uglyr on August 01, 2015, 03:57:00 PM
Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 04:04:51 PM
Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).

im not that set up to be able to have defenses like that so i use all my colonists, though only 3 do most of the killing, one with a greasegun smg one with a survival rifle and one with a sniper.
the rifle pair killed wargs in 3 hits without failin this fight, rifle hits first, by the time he can fire again sniper also fires and the warg is dead

final raw food count, not including those used in the few days it took to butcher it all almost 1200
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: kaptain_kavern on August 01, 2015, 04:34:20 PM
3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier (https://ludeon.com/forums/index.php?topic=12996.msg155234#msg155234)
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)
5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?
The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."

Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.

When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 01, 2015, 05:17:44 PM
Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.

http://cmiplanners.com/wp-content/uploads/2014/08/approved.jpeg

It works...

3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier (https://ludeon.com/forums/index.php?topic=12996.msg155234#msg155234)

Yes. What I was trying to point out is that its not necessarily clear how to get Synthetic Material & most people wouldn't without experimenting conclude that You can get Synthetic Material from a mine.

4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)

I thought a Drill would be an electric tool (https://www.google.ca/search?q=electric+drill&espv=2&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAWoVChMInLm-jeKIxwIVU1uICh2g5wQG&biw=1920&bih=979).

So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.

Then I looked thru every bench... It did not appear to me that it could be in the Machining table... a thought the only thing you do in the table is disassemble mechs.

5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?

 :-[

The oil processing research does not apear untell you do the mining reasearch... Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel.


The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."


Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel. The point I was tring to make is that its not exacly clear on what to do. It says do X, but it doesn't state how or with what to do X with.



Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.

 :-[ Sorry, I wasn't tring to insult him or anything, I was stating it wasn't that clear on what to do.

When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man

I wasn't tring to start an argument but I probably was a little harsh.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 05:34:30 PM
anyway to remove synthetic parts from a corpse or do they have to be alive?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 01, 2015, 06:46:58 PM
anyway to remove synthetic parts from a corpse or do they have to be alive?
You only can do operations on living people not on corpse.
So when you want some Bionic or Synth. organs, you should try to capture them.
Remove the part and let them starve to dead or release them if they survive the operation.

Quote
So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)


[attachment deleted due to age]
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 01, 2015, 06:59:14 PM
aw dang it, got a colonist without a stomach and theres a corps in my dump pile that has a synthetic one

also my story teller loves throwing mechanoids at me
here have a couple mechanoids on top of your base.... no? that didn't do much, how about an invasion with 3 centepeds carrying plasma with a couple scyths? you managed to fight that off? ok here's an evil ship
btw just before that invasion i accepted sheltering a colonist running from raiders, which arrived at my base just before i killed the last centipede

meh dont like double posting so im just gonna add it to this

trying to trade gets me this

Code: [Select]
Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.RCellFinder.GeneratedTradeDropCenter () [0x00000] in <filename unknown>:0

  at RimWorld.RCellFinder.TradeDropSpot () [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.DropThing (Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.<FillWindow>m__283 () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 01, 2015, 08:28:52 PM
anyway to remove synthetic parts from a corpse or do they have to be alive?
You only can do operations on living people not on corpse.
So when you want some Bionic or Synth. organs, you should try to capture them.
Remove the part and let them starve to dead or release them if they survive the operation.

Quote
So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)

I was talking about the drill :)

How did i not see the Synthetic Materials in those tables? :-\
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: ChiefSlapahoe on August 02, 2015, 12:11:23 AM
For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: The13thRonin on August 02, 2015, 02:18:04 AM
For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments

These should definitely be included.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 02, 2015, 03:28:45 AM
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)

I was talking about the drill :)

How did i not see the Synthetic Materials in those tables? :-\
Noone said the Synth. Material are from the Drill !
The Crude oil are from the drills.
The Crude oil is splited into Petrochem components at the Chem. Lab.
The assembly create Synth Mat. out of these components.

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 02, 2015, 12:02:28 PM
it seems the story teller decided to take pity on my colonists, got a cargo drop of about 200 meals in cans, so no more cannibalism for a few months, though it did make me work for it. Poor colonists were more or less drafted for 2 days straight fighting off a raid and simultaneous warg pack that was about 20 strong. The mass infection and having both doctors wandering in a broken daze most of the time didnt help much either, thankfully, i had no deaths
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 02, 2015, 12:36:57 PM
http://s27.postimg.org/o8t4o6rb7/Screenshot_185.png

Multch need wood? NOO... ITS THE VAIN OF MY EXISTENCE  :'( :'( :'(
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: kaptain_kavern on August 02, 2015, 01:49:52 PM
Try with bamboo if possible, it's fast growing.
But ..... I'm not sure you had access to bamboo seed ....
:[
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 02, 2015, 02:44:11 PM
Bought 4k wood for 3k silver... those mines do a good job of producing silver... I'm starting to drown in it  ;)





Zombies vs Mechs vs Pretransedants! Who will win? ZOMBIES! 8) Perfect Defence.


Ps: I added the Pretransdenats & pirates mod. I also swapped out Darkness_SK for the darkness mode... I like not seeing anything, its beautiful :), It was like fireworks: http://postimg.org/gallery/13rymtpb0/54283feb/ & http://postimg.org/gallery/3fbgu3pp4/90acad26/
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 02, 2015, 05:29:53 PM
finally got to making synthetics, but dang it has been a painful run so far, also 3 years and i still have yet to grow things, also got no lights considering the immense cost of electronic circuits
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 02, 2015, 06:06:56 PM
Bug: Their is no fish related stuff, the reaserch unlocks nothing, checked in godmode & thier is still nothing. The mod is loaded.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 02, 2015, 06:32:38 PM
any way to stop my wardens from chatting with visitors all the time? they have other jobs i would rather have them do

also it seems that anyone can use the tailors workbench no matter what jobs they have enabled, had someone with all jobs related to crafting set to 0 working on clothing someone else started, wouldn't be surprised if this happened with other crafting things like this
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: ChiefSlapahoe on August 02, 2015, 11:07:21 PM
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).

Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 02, 2015, 11:27:48 PM
Click on the prisoner and deselect friendly chat. Its in one of the gold tabs when you click on a pawn (ie like character and gear).

Yeah I've noticed like the machining bench has two different options when you right click on it, opposed to just craft at table, it says something like use table too. I think that issue is the same with the tailors loom, and probably you don't get crafting exp from the machining table I've seen.

im talking about visitors, not prisoners, and doing that to them doesnt work as it only works for the pawn that i disable it on not the group or even the faction
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: ChiefSlapahoe on August 02, 2015, 11:56:31 PM
You'd have to mess with the code to stop it from setting visitors to automatically try to boost reputation
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 03, 2015, 01:44:56 AM
next time i get a free volatile free colonist as my first recruit, im shooting him in the head
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 03, 2015, 02:27:26 AM
I'd just lock him with the zombies  ;D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 03, 2015, 11:48:07 AM
Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
Yes, Electronics are far to expensive.
I suggest
25 Sand
2 Wire
2 spare part
2 SILVER bar/part

Basicly you need too much of Spare parts at the most designs.
I suggest for each item you craft, you just need 1 spare part.

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Lairdjoker on August 03, 2015, 12:38:55 PM
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Uglyr on August 03, 2015, 04:05:35 PM
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?
Try to reinstall everything from 0?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Endovior on August 03, 2015, 04:57:06 PM
I have installed the mod pack but for some reason it wont let me create a new world. Press generate button and it does nothing. Anyone have any ideas?

Did you install the Zombies? I was playing around with this a bit earlier, and got an exception related to Zombies when I started the game, and got the same worldgen behaviour you described. It worked fine after I reinstalled, sans Zombie patch.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 03, 2015, 05:30:20 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: The13thRonin on August 03, 2015, 05:36:58 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 03, 2015, 05:50:50 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!

you misunderstand, all of my colonists are dead, as in game over
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 03, 2015, 05:51:57 PM
talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

I think you mean lucky. So much free meat!

Um... they all died.

talk about unlucky, moving all my colonists in to deal with a siege, and the moment all my colonists decided to bunch up a mortar shell hits the group dead center killing everyone

You have enough food for NaN days.

I think you mean lucky. So much free meat!

you misunderstand, all of my colonists are dead, as in game over

You have enough food for NaN days.

Edit: Put 'You have enough food for NaN days.' in the wrong place  :-[
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 03, 2015, 07:07:27 PM
im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 03, 2015, 08:06:40 PM
Hi guy's if you think I haven't read topic its wrong... :D
Work is in full swing! I suppose in 1-2 days new version!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 03, 2015, 08:47:43 PM
im starting to regret playing on a flat map with very little rock to mine, starting to wish the fissure miners also mined up rock chunks

Always do mountains... Why you ask? Cuase thiers tons of resources & It's so defenable...

No mortar's may hit... And those pesky sappers get eaten by the zombies before thier anywhere close  8)

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 03, 2015, 09:21:24 PM
i dont have zombies in my game for some reason and im rather happy that i dont

also for some reason when i strip norbals that have shields the personal shields just disappear, is that intended? cause i find thats the best way to get those circuits
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 03, 2015, 10:35:59 PM
Never noticed that... Can't be bothered to clear 100 or so zombies just for some clothes.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 03, 2015, 10:45:33 PM
Speaking of zombies... thier are none in the modpack by deufult. You need to get it from here (https://ludeon.com/forums/index.php?topic=3635.0) & drag it into your mods folder then drag the Zombies Patch from this modpack on to it to make them more evil...

Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.

It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.

The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.

Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png

Edit 2: Crashed... so unstable
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 12:07:36 AM
scary

also, the moment you realize, your primary doctor is in a broken daze, your secondary doctor is missing a leg, and the rest are incapitated or ina broken daze and half the colony has infections that you have a major problem
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 01:26:53 AM
Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 01:33:47 AM
Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.

im not too sure about this and someone should try testing it, im too lazy to do it myself >.>
i think it might be the clothing mod, the game has to decide from a much larger pool to clothe the pawns, ive noticed that the larger the group the longer it takes and im not too sure but it might be taking even longer the colder it is, since it has to give the pawns even more clothes to even be comfortable in the cold weather
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: blub01 on August 04, 2015, 06:42:59 AM
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

EDIT:

figured it out, and is there any way to make heat strokes less crazy, or disable them? I just had to abandon a colony because i got a heatwave before i managed to get power going, and got a raid with 3 of my 5 colonists incapacitated, and one died almost immediately fighting a raider.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 06:59:09 AM
Don't fear... thier's 5x as much zombies  ;D

@sky I've noticed that whenever the game needs to spawn pawn it lags out for a while... I originally fought it was becuase of my storyteller editing so I used the default setting but it still lagged! this doesn't happen in vinnila (Where I still have my "Hardcore" ) SO i believe its cuased by the modpack.

Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 07:08:10 AM
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.

Please, build assembly bench.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: blub01 on August 04, 2015, 08:01:28 AM
It might help if a very basic part of the game wasn't in "high tech".
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 04, 2015, 08:04:23 AM
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.
They coming from the Assembly workbench at Hi-tech menu, no research needed.

And before you ask, Rubber,plastic,Synth Material coming from the Mine extraktor over the Chem lab.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Uglyr on August 04, 2015, 09:23:19 AM
Need test, with disabling some mods. Perhaps it with a specific faction? I have encountered similar freeze bug, when enemies comes, Rimworld generate randomly apperel and weapon with specified cost for a each unit. In some situations with "wrong" cost values, Rimworld begins freeze. Please, check with whom start freezes. Its exactly due with "PawnKindDefs" some faction..
In my experiense all spawns cause lags. Enemies and visitors and crashed colonists.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 04, 2015, 10:19:25 AM
Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 12:10:28 PM
it seems easier playing on challenege rather than rough, so far my colonists are living comfortably off of wargs

food storage:

(http://i.imgur.com/Nu0AfMmh.png)

but im keeping a backup

emergency food storage:

(http://i.imgur.com/hncNDHPh.png)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 12:51:25 PM
Lol. exactly will not die of hunger for 1 year.. damn cannibals! :D

Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.

I'll try to male lite version without some massive, not very important mods.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 01:10:42 PM
apparantly the story teller decided it will have none of that, higher than average summer tempratures, went up to 15C where the average is -6C. all those corpses are now rotted
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: vexen88 on August 04, 2015, 01:13:05 PM
iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 01:15:06 PM
iam haveing a issue with installing the game the right way then getting a black screen that never ends can someone help?

when black screen?
If when load savegame, try to switch language after launch Rimworld and before loading savegame! It helps..
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 01:16:25 PM
i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 01:18:29 PM
i think there's something wrong with the lighted walls, they only provide light for a few seconds only when a colonist walks directly in front of it

so conceived as a motion sensor :) It looks nice. But sorry, i havent written about this in the description. Added descrition for next version (2 walls with this function.)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Product on August 04, 2015, 02:15:10 PM
Really would love to use this modpack, but it seems to be disabling my ability to change construction materials (no dropdown menu appears to select wood or stone etc)

Im assuming this isnt intentional. Starting to build with only Gold Doors is going to take awhile...

anyone know what could be happening? I already tried reinstalling multiple times
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 02:23:13 PM
Really would love to use this modpack, but it seems to be disabling my ability to change construction materials (no dropdown menu appears to select wood or stone etc)

Im assuming this isnt intentional. Starting to build with only Gold Doors is going to take awhile...

anyone know what could be happening? I already tried reinstalling multiple times

you need to have the material you want to use available before you can make the stuff out of that material, when you load the game it just selects a random material, so for a wood door you need wood planks lying around somewhere before you can do the right click thing
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Product on August 04, 2015, 02:40:51 PM
Ooohh, thats different! Tested and you are right, will try to learn to play this way.

Thank you for the quick reply Ember
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 02:49:46 PM
Lol. exactly will not die of hunger for 1 year.. damn cannibals! :D

Yes, but when you compare these lag with a raw vanila game spawn lag, it is massive.
And i think apparello and maybe the many different (junk) weapons cause this.

I'll try to male lite version without some massive, not very important mods.

Mechs don't cuase it so I think its due to mods like apperello.
Hope you do fix it... I refuse to change the Randy Random Setting.... I like the challenge  :D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 04, 2015, 03:15:07 PM
Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 03:17:04 PM
Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.

look back a page and a couple comments down, you will see his comment about just what he plays against
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Product on August 04, 2015, 03:35:00 PM
Maybe I am just having a bad day, but now that I am progressing I realize I need "spare parts" for a lot of construction. Cant seem to figure out how to make them.

Help plz?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Canute on August 04, 2015, 03:58:01 PM
I'm somewhat confused. I need a bunch of items like "parts" and "mechanism" and such to make a lot of things, but have no idea how to get them. it is probably just a research that I'm missing(crafting 2 maybe), but i just don't get it.
They coming from the Assembly workbench at Hi-tech menu, no research needed.

And before you ask, Rubber,plastic,Synth Material coming from the Mine extraktor over the Chem lab.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 04:06:19 PM
Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.

---snip---
Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.

It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.

The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.

Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png

---snip---

The rimarsenal & wave survival are for kiddies...  8)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 04:27:11 PM
Mechs why you do dis :'(, They killed everything...

I will have my revenge... it will be so cold that it kills you all completly....
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 04:41:39 PM
Mechs why you do dis :'(, They killed everything...

I will have my revenge... it will be so cold that it kills you all completly....

ohh yes  :P My mech puppies also were not ignored and have a full set of powerful weapons to  eliminate pathetic humans  ;)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 04:49:46 PM
---snip---
Been Moved mate
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 05:45:24 PM
i really need to get around to setting up proper defenses, just had a norbal attack that knocked down half my colonists
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 05:47:51 PM
Zombies are a good defence.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 04, 2015, 05:52:40 PM
TheGentlmen's Tuff Luck Patch

Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.

Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing

Features:
  • Bigger Badder Raids
  • More Likely Raids
  • Zombie Virus Airborn is More Likely
  • Zombies Stuff already Setup Already Setup
  • Longer & More Likely ColdSnaps & Heatwaves
  • Longer & More Likely Volcanic Winters & Toxic Fallout

*Must Use Randy Random

Interesting, attach to first message?

Zombies are a good defence.

When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: TheGentlmen on August 04, 2015, 06:18:54 PM
TheGentlmen's Tuff Luck Patch

Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.

Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing

Features:
  • Bigger Badder Raids
  • More Likely Raids
  • Zombie Virus Airborn is More Likely
  • Zombies Stuff already Setup Already Setup
  • Longer & More Likely ColdSnaps & Heatwaves
  • Longer & More Likely Volcanic Winters & Toxic Fallout

*Must Use Randy Random

Interesting, attach to first message?


Sure.


Zombies are a good defence.

When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.

I'll see... I'll problably make the game think thier Jaw is a 3rd arm. ;D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Ember on August 04, 2015, 07:52:20 PM
all i can do is shake my head in exasperation, got two norbals in prison and all they wanna do is beat each other up X3

really need to make more rooms

and then i lose one because the stupid doctor treated the 20 or so bruises rather than the 2 infections
and then the other one dies at 99% immunity... damn it

whatever happened to the powered version of the stone cutter workbench? i thought there was one that helps reduce stone cutting craft time

this game is cruel sometimes, just had a colonist die of the flu
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: Thurak126 on August 05, 2015, 04:04:06 PM
Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 05, 2015, 04:13:42 PM
Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?

assembly bench also needed to receive from research, but there kraft tools.. so i decided to make bench without any research.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: zenfur on August 05, 2015, 04:40:01 PM
Hey, loving your modpack. I don't use any additional mods.

Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt (http://imgur.com/a/3uqmt)

Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 05, 2015, 08:09:58 PM
Hey, loving your modpack. I don't use any additional mods.

Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt (http://imgur.com/a/3uqmt)

Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.

Yes, because Overhaul already updated to newest version Autosell mod. In next 1.11 also updated... very soon... willingness to 95%

Work is required in 3 times larger.. than in Overhaul. Because, not including all the innovations, modpack also full support Russian language for all mods. The quality of its translation exceeds English (Thank for support to Humort, Rey). Russian translation have excellent unofficial core translation (99.9% translated, 0 errors)  because official just sucks. That is why in Russia popularity Hardcore SK = 99% Overhaul = 1%. On ludeon forum ~600 messages in mod topic. On Russian forum ~1400.

It would be good if there were players who would be willing to support other languages like German or French. I would gladly work together.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
Post by: skyarkhangel on August 06, 2015, 03:08:06 AM
(http://s018.radikal.ru/i526/1508/8e/adbab9a26129.png)

1.11: Red Alert

Changelog:
1) Added HotCold Biomes, complicated version of the biomes introduced in Core_SK. As well as implement its compatibility with other mods.
2) Added LessIncindentTrolling such reduces the chance of going crazy animals.
3) Fixed platform for all turrets.
4) Added nearly two dozen new backstories for the colonists.
5) Added Harsher Map Conditions. It makes cold, heat and volcanic winter more serious than before.
6) Fashion Tools_SK, TilledSoil_SK, FloorLights_SK and BetterFurniture_SK introduced directly into Core_SK.
7) CrashLanding updated to the latest version 4.32
8) Added agricultural merchant who will sell seeds, food, fish, meat and other goodies ...
9) Revised the minimum distance for most of the turrets.
10) Redraw the icons of all turrets. Now, each turret has its own unique icon! By skyarkhangel.
11) New textures for vanilla mortars by skyarkhangel.
12) Added mod Powerswitch. It opens up new possibilities for automation switches.
13) Redraw the heavy mech plasmagun and added a mech heavy burst laser system.
14) Fixed the display radius  of force shield during the construction.
15) Buildings FishIndustry now available.
16) Now the two traders will be available to purchase fish products.
17) Roast & jerky meat now dont require tableware.
18) Added a moat. Protective strip, greatly reduces the movement speed.
19) Super-computer is now impossible to buy, it can only build.
20) Miscellanious updated to the latest version. There are new interesting features.
21) Added two more types of tableware: clay and plastic.
22) Returned cart to ToolsForHaul. Backpack is no longer as heavy as he was.
23) Crematorium: the body or things will produce ash. Which now needs as an ingredient for fertilizers of ground.
24) Added a Russian translation for mods: ToolsForhaul by Vuursteen
25) Added a Russian translation for mods: RWAutoSell, Wave Survival Mode, PrisonImprovements, Mending, RW_A2B, RW_A2B_Selector by Rey
26) Added mod AlertSpeaker - allows to put warning system (alarm).
27) Added to the miners helmet with a flashlight from mod MiningHelmet.
28) Community Core Library updated to the latest version 11.4.
29) Fixed filter canned craft. Previously, it was possible to make canned from canned .. o_O
30) The dispenser is now working fine and texture brought back to vanilla style.
31) Rum and Cider now also need a tableware.
32) Reduced weight for RPG and LAW.
33) Reduced some of the cost of studying technology droids.
34) Added a bunch of new beautiful textures. Redraw all the alcohol. Almost complete replacement of all textures of fruits and vegetables. Author: neuffs
35) Fixed fuel texture.
36) Changed the craft for all fabrics.
37) Reduced the effect of the joy of drinking tea.
38) In order to craft electronics reduced the number of required steel parts, but increased the number of sand.
39) Added to the table loom recipe for Kevlar fabric.
40) Tailor loom no longer require synthetic materials for construction. (For quick construction)
41) Added 4 new power plants. Mod CTS.
42) Changed the costs of most power plants. Most power plants can now be done from different materials.
43) Added the matter converter (inorganic). Now any possible apparel or weapon turn into inorganic matter, and from it to receive the fabric, polymers, glass, or any metal.
44) Almost complete translation into Russian, with Rey. Perhaps even something not noticed.
45) Fixed value of certain buildings. Used rule: No more than 7 kinds of resources on the building.
46) Miscellanious updated to the latest version of 8.4, such as the stable operation. Translation by Rey.
47) Added LT_Infusion, stable version of Igor (Vuursteen). Big thanks to him
50) Found and removed several clone defs  with plants in Vegetable Garden.
48) Glass doors are now consume energy as automatic.
49) Correction of russian translation errors from players bug reports.
50) Added the baking of bread and baked potato.
and other small changes...
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Thurak126 on August 06, 2015, 05:50:36 AM
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 06, 2015, 10:05:36 AM
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.

This. Could we get a better way to mine sand? Maybe it could come as byproduct of mine operation. If we couldn't, it would be nice to bring omnigel to this mod with possibility to craft stone chunks but not steel slag (as it would be redundant and useless). It's pretty primitive to haul a stone chunk and grind it by hand for some sand, especially while playing on the desert. Maybe at least add more efficient electrical crafting table to speed up the process?

Also I'd like to point out, that to make silver bars you use around 20x20 for... 30 bars? that's 400 silver, which is around 13 silver per bar, while at any trader you can buy them for 2.40. I dislike idea of silver used as a material. It's horrendously expensive to craft anything from it and it's beauty/value doesn't suit this cost.

Did you fix the raw cotton/raw devilstrand in this patch?

I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.

Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?

@EDIT: PS: you can still craft silicone which isn't used for anything here
Cheers
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 06, 2015, 10:28:47 AM
Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.

Yes...removed ability to collect sand.. Sand can be obtained in other ways.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 06, 2015, 10:34:25 AM
Did you fix the raw cotton/raw devilstrand in this patch?

- Already fixed.

I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.

- there are to match changes, most likely this isnt possible to load save from 1.10.


Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?

- With "fertilizers", i think soon rebuild completely production chain with researches.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 06, 2015, 01:08:44 PM
Also... I cannot find food syntethiser's  hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 06, 2015, 01:23:50 PM
it broke! o.o

(http://i.imgur.com/p2PyarZh.png)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 06, 2015, 01:31:19 PM
Also... I cannot find food syntethiser's  hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?

In Misc designator 2 food hoppers.

it broke! o.o

Yes.. Miscellanious recently updated and may have bugs. Thank you, fix'em

Update..
*uck.. i forgot to update Autosell.. And need some hotfixes.

Also.. It will be implemented FAQ + in-game FAQ.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 06, 2015, 03:12:54 PM
-60C winter and then i get a cold snap.... now its -100C
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 06, 2015, 05:09:31 PM
-60C winter and then i get a cold snap.... now its -100C

Uh, welcome on Mars!

I am quite confused with weapon crafting here. How can I get weapon parts? Can I somehow disassemble them? I see only option to smelt them for metal.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 06, 2015, 05:23:08 PM
Game Over:

(http://i.imgur.com/8mlBx0sh.png)

not a fair event so im going to reload >.>
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: The13thRonin on August 06, 2015, 06:15:09 PM
Can I install A11 v 1.11: Red Alert over the 1.10 release?

Or will this break my save?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 06, 2015, 07:31:10 PM
Added FAQ for Hardcore SK.
https://ludeon.com/forums/index.php?topic=12996.msg131423#msg131423
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 06, 2015, 07:43:56 PM
Can I install A11 v 1.11: Red Alert over the 1.10 release?

Or will this break my save?

Never install over old version. This may lead to unstable work whole modpack, not only with old savegames, and even break yours newgame. When i made new version, this means that automatically old version savegames not compatible. If i made a,b,c.. subversion - this means - savegame compatible to "A" version, but sometimes there are exceptions, because A11 compared with A10 less stable to changes.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 02:04:42 AM
(http://s14.postimg.org/si8bt1joh/Preview.png)
(http://s14.postimg.org/atgl1f7xd/The_Gentleman.png)

Overkill much?  8)

Welcome to Tuff Luck Patch V2... Its mostly a reorganization of my code... Instead of dirrectly editing the core mod we add a mod call Tuff Luck... & instead of directly editing randy random I made my own storyteller called The Gentleman (Cause these are my stories... right?).

We also add a modorder file, so that you don't have to do it yourself!

Install:
Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.


Features:

*Recommend/Must use my custom storyteller for full effect.

Download:
https://drive.google.com/file/d/0B20MnOEi81xJT3NSSFQ3cTFkeGs/view?usp=sharing V2

V3 Out... Scrolll Down A bit.

[/list]
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 07, 2015, 06:19:41 AM
Did maybe someone create some cool custom outfit sets with this mod and would like to share? If they are cool enough we could include them to the main post as bonus, as primary ones: anything nudist worker soldier sucks, especially with lots of new content.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Canute on August 07, 2015, 06:49:11 AM
Cold loving, cold tolerant, Nudist hauler on an ice sheet ? :-)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 07, 2015, 09:36:29 AM
I have new posts at the beginning of the topic. 1st - main information.. 2nd - Would for patches. Recently started having problems with lack of space (20k limit) when i made links for all mods. 3th - FAQ

Cold loving, cold tolerant, Nudist hauler on an ice sheet ? :-)

Lol :)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 07, 2015, 11:46:05 AM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 07, 2015, 12:07:36 PM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.

I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 12:44:07 PM
I think the pictures are too big... can i shrink them?
Welcome to Tuff Luck Patch V3.2... this update we make the insidents in 'Harsher Map Conditions' Their own incidents.

Install:
Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.

Features:


*Recommend/Must use my custom storyteller for full effect.

Download:
https://drive.google.com/file/d/0B20MnOEi81xJU0hiUmYtT01hUXM/view?usp=sharing

V3.2
Edit: Minor Bug Fix
Edit: Major bug fix.


V4 is out. Scroll down a bit.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 12:46:32 PM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.

I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.

Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: zenfur on August 07, 2015, 02:54:37 PM

Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:
(http://i.imgur.com/7kYpLZM.png)

@edit: it's not generator, this is more often, don't know what causes it yet

Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?

@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: skyarkhangel on August 07, 2015, 03:29:06 PM
Soon i make 2nd post place for patches, where anyone can suggest your patch. Problems with 20k limit. Now, updating to 11b with hotfixes.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 07, 2015, 03:37:07 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 04:47:33 PM

Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:
(http://i.imgur.com/7kYpLZM.png)

@edit: it's not generator, this is more often, don't know what causes it yet

Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?

@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.

Interesting, log file?

Its currently a patch for this modpack. I'm trying to make it function independently... I'm slowly but surly getting thier.

Edit: Couldn't reproduce with V3.2
http://s3.postimg.org/iy39meeub/Screenshot_7.png
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 05:18:13 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 07, 2015, 05:23:29 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?

without
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 05:59:03 PM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?

without

Good... I don't need to fix bugs.  :D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Ember on August 07, 2015, 06:36:29 PM
I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater

i suspect the fan is the same way
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: TheGentlmen on August 07, 2015, 06:42:25 PM
I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater

i suspect the fan is the same way

But its so cute!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Delekhan on August 07, 2015, 10:38:06 PM
Yup the fan and the small heaters are useless, they should cost much less.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: skyarkhangel on August 08, 2015, 12:26:33 AM
Updated to 1.11b*
*may not support savegame because many changes in FishIndustry... try to remove before aquaponic basin + hopper.

1. Removed Harsher Map Conditions of the main pack, which enhances the effects of a heatwave or cold because of too high levels of lead for disbalance in some situations. It will be available separately patch.
2. Updated Tools For Jobs, now the tools needed to work on a mandatory basis.
3. Updated translations into Russian: Hospitality, VG, corrected found errors with the translation.
4. Updated mod Lights & Glass (Glassworks + Ceiling Lights), adding two new lamps  textures.
5. Returned button "Collect the sand."
6. Increased the strength of the log wall, but significantly reduced the construct time.
7. Color generator  for woodplank now like a woodlog.
8. Matter converter: Reduced time for conversion to matter almost 3 times. Added effect of saving electricity. Change the priority of the work machine.
9. Update FishIndustry to the latest version.
10. Lowered aggressive mobs. There were only aggressive: Cobra, Snork and Big Spider. Now it can be installed as separate patch.
11. Update mod AutoSell with bug fixes.
12. The assembly workbench moved to production menu.
13. Added In-game FAQ. To call, press SHIFT + K. (support Russian and English language by Rey)
14. Greatly increased the spawn for mosquitoes and flies ..
15. Now you needs leather for craft weapons too.
16. Changed the characteristics of the weight & work penalties almost of all weapons (by Rey)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
Post by: Canute on August 08, 2015, 05:16:50 AM
got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Did you try the object with an equiped bow or with another weapon ?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: Canute on August 08, 2015, 07:09:48 AM
Something wrong with tools for the Job.
One pawn who isn't set as constructor but for repair, haul item to a building project. He equiped a hammer from the repair he did before.
Other pawn who is set as constructor don't construct a building until he got forced to equip a hammer.

The Wave survivor Storyteller , drop resources and weapons from time to time.
But he drop undropable weapons too, like the hammer from the norbals or other weapons from Transcendent.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: skyarkhangel on August 08, 2015, 09:00:01 AM
Hotfix
Temporaly removed ToolForJob driver for repair job.
https://yadi.sk/d/WrvU9gNMiLcec

Just update over Core_SK.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: zenfur on August 08, 2015, 10:41:14 AM
The newest version is very buggy. I started and had to finish around 8 games because of bugs. For example there is a bug with assigning jobs, and many errors/exceptions about colliding or missing definitions.

This and previous version are too buggy to play imho :(

I was using hotfix, latest version and crash landing.

Also this version is missing texts for events like quest for treasure or low drone power level alert.

Here's a screenshot:
(http://i.imgur.com/TDALIIF.png)

Also, are my colonists idle because they don't have tools to do the work? Doesn't it add too much micromanagement with equipment? To have every colonist swap between tools and weapons for each raid... I don't think this change brings any good to the mod. IF you really want that aspect in the mod, and make mandatory crafting toolbelt for everyone to let them do their basic jobs, then halve (or even more) basic  work speed without tools and make tools give high bonus for doing the job to compensate. To be totally unable to do the job leads only to frustration and confusement.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: zenfur on August 08, 2015, 12:00:37 PM
By the way, where did crafting toolbelt recipe go? For tailor crafting station which requires synthetics?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: Canute on August 08, 2015, 12:05:26 PM
I don't encounter these "errors" like you show but i don't use Crash landing.

Do you use maybe a different lang. then engl. or russian ?

I got trouble with the installation before. I delete all old hardcore mods beside "core" and unziped them. But got blackscreen on starting.
I need to do a clean Rimworld install, then the modpack is working without errors.
You should try a fresh install too.

Did you try to load an old colony from previous version, That don't work and cause these errors for sure.

But you right "tools for the job" are at moment not working right, and playing is a pain.

skyarkhangel,
"Temporaly removed ToolForJob driver for repair job" That isn't working. Pawn's still want to use the tools, and my plant cutter refuse to harvest mushrooms at moment, with or without handaxe.

Stop playing at moment and wait for A12.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: zenfur on August 08, 2015, 01:55:53 PM
I installed from fresh copy and use English. I had more glitches than those which I shown but it's difficult to reproduce them. As is this one. Just lots of random weird bugs/glitches.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11b: Red Alert (08/08/15)
Post by: TheGentlmen on August 08, 2015, 05:17:30 PM
Can't reproduce the bug, colinists repair thing fine without the tool. I'm using the hotfix & TuffLuck V4.

Ps: V4 comes out in ~45 min
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: skyarkhangel on August 08, 2015, 05:39:32 PM
Updated to 1.11c*
*please reinstall modpack with full deleting all files. No updating over 1.11b or ToolsForJobs not be deleted.

1) Remove ToolsForJobs. Optionally, you can put them individual.
2) Fixed Miscellaneous events for the English language translation.
3) Rewrite for all the animals the chance to get manhunter. Peace animals like hire  will never going crazy.
4) Added the trading post as an early version of the trading beacon. Available at the beginning of the game.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: TheGentlmen on August 08, 2015, 06:40:26 PM
I think the pictures are too big... can i shrink them?
Welcome to Tuff Luck Patch V4... this update we make every fraction hate you, animals more agressive & change the prices for heater, coolers etc.

Kindling can now be made from wood planks & bamboo.

Install:
Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.

Features:

*Recommend/Must use my custom storyteller for full effect.

Download:
https://drive.google.com/file/d/0B20MnOEi81xJbVNLYU5naWtqRmc/view?usp=sharing

V4
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: The13thRonin on August 09, 2015, 08:21:44 AM
This is my new favorite mod-pack, keep up the good work, it completely revolutionizes Rimworld and I've put in over 50 hours so far! Feedback below (Beware stream of consciousness and wall of text):

Playing revision 1.11a at the moment (haven't upgraded yet due to not wanting to lose my save).

Additions?:

Five things in my opinion would greatly increase the appeal of this mod-pack.

1. More guns from the diverse range of gun mods out there would be great.

2. Better tool-tips for a lot of the content (the more information the better). For example:


If you need help creating tool-tips I'm sure more than a few people would volunteer, myself included.

3. The Zombie Apocalypse mod. A well established fort can lose any sense of danger. This mod can make danger come from within the fort.

4. Some way to dig out the roof of mountain terrain. This can be annoying on mountainous maps.

5. More factions. The Pre-Transcended and Ish's Medieval faction would fit in well.

Bugs?:

I have noticed that cotton plants drop cloth instead of raw cotton, I assume this is not intentional since we have the tailors loom?

Occasionally colonists will (hilariously and frustratingly) shoot themselves with the shotgun.

Balancing or Changes:

Synthetic materials and especially electronic chips are very painful to make taking a lot of steel parts which can only be made 2 at a time (even later when you have a fully functional base). I suggest perhaps providing a second recipe for electronic chips once the player can make silicon that uses less steel parts or making it so that 5 steel parts are created per workshop task rather than 2 (or even both)? Everything seems to rely very heavily on steel parts right now and I haven't found any real uses for aluminum or copper other than decoration. This may be intentional.

In fact the whole process of making steel parts is a little annoying right now. Even though spare parts can technically be made out of any metal I'm guessing most players are making them out of steel (cheapest and most accessible material). After making the spare parts out of steel then more steel needs to be added to the spare parts to make steel parts? It would perhaps be more sensible to have the steel parts simply made entirely out of steel rather than also spare parts (increasing their cost) so that the player is not having to assign spare part production and steel part production at the same time every time they want steel parts at the workshop.

Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?

Furniture technology progression seems a bit out of whack at the moment. The tech tree seems to have multiple tech lines dedicated to furniture, it's hard to tell what they unlock and when they are unlocked they sometimes provide access to objects that are worse than their predecessors (I'm looking at you beds). Everything else in the mod seems to progress very sensibly but furniture perhaps needs a rework.

There seems to be no advantage to using storage devices such as pallets over using simple stockpile zones? Both a square with a pallet and a square with a stockpile zone can hold 75 steel ore. Also pallets and other storage objects lower beauty(!?). A good change might be to either increase the amount a storage object can hold to justify the resource expenditure (my vote is this, changed to double) or to increase the storage objects beauty so at the very least they make the environment seem neater and more ordered than throwing everything on the floor.

It would be a nice addition if: a) somehow the mending workshop took resources like cloth to use. b) colonists would mend items they are wearing when they get below a certain damage threshold (50%) automatically. Right now you have to drop the item, unforbid it, wait until its mended and hope another colonist doesn't pick it up before your original colonist gets it back.

Making weapons does not make sense right now. To make one rifle you have to smelt approximately 5 weapons to get the weapons parts including an existing rifle to get the rifle components (or buy the components for more than the rifle will be worth when it's made). Weapon parts should be craft-able. My suggestion would be to make 'lighter' weapons such as pistols and shotguns only require steel and wood, heavier weapons should require plasteel, synthetic materials or plastic, etc to balance them out.

Embrasures are extremely powerful (to the point of being hideously overpowered). While I do not think they should be removed they need to be balanced somehow through heftier resource penalties, much lower HP (my vote if the next option is not possible), or optimally by making it so that enemy gunfire can get through and harm colonists but their is a greatly reduced chance of this (making them like better sandbags, Ish's Medieval Mods has a type of embrasure like this).

The new power options while welcome are not balanced. The cost in circuits and synthetic materials seems way, way too high.

Questions:

One question I had regarding the mod-pack was what's the deal with fissures and mining? Are there any advantages or disadvantages to creating a large fissure? Do large fissures require more power? Is their only advantage that they can select from a wider variety of resources? Do they extract resources slower or faster than their smaller counterparts? Is the only disadvantage of fissures that they take much longer to make?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: TheGentlmen on August 09, 2015, 01:57:02 PM
@The13thRonin Tuff Luck Patch V4:

Has Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies  only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Canute on August 09, 2015, 02:36:59 PM
At last the Transcendence you just put at the end of the Modlist and works fine.
I think that works with the Pirates too.
Since both are just faction with own armor&weapon which you can't craft it don't interfere with any hardcore crafting.
And the weapons from the faction arn't that strong like a mechanoid plasma turret, so they stay in balance with the current hardcore ones IMO.

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Ember on August 09, 2015, 02:42:48 PM

Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?

I believe ever since the part about items getting damaged during weather, you were no longer required to have a trade beacon outside and unroofed
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: skyarkhangel on August 09, 2015, 02:56:15 PM

Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.

There some bug with new trade tent, because of building size.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Ember on August 09, 2015, 03:34:03 PM

Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.

There some bug with new trade tent, because of building size.

there's a lot of things i wish had a bit more information, especially some research options. such as the furnature and base building options, they dont tell what they unlock. I've also noticed some resources just saying they are important for crafting and such, wouldn't mind some blurb about what they actually are
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: ChiefSlapahoe on August 09, 2015, 05:23:11 PM
Yeah I agree with the guys change points, although from what I remember at least from the defense mod, embrasures were not that overpowered and especially centipedes could kill through.

Hopefully project armory will be updated soon, and rimsenal might be nice to see too. There was another older mod with weapons that had great looking sprites, but i forget the name.

I really would like to see the storage furniture have doubled capacity and some beauty. It makes sense and makes them worth the investment. It's always nicer to have stuff organized instead of all over the floor.

Making use of other metals in crafting would be great too. Perhaps requiring aluminum for more solid objects and copper for power related things (ie wires, electronic parts, ect.), along with less steel requirements would help balance steel usage and represent alloying. It would broaden the resource management too, rather than just making sure you have steel.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Ember on August 09, 2015, 06:12:58 PM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: The13thRonin on August 09, 2015, 06:19:16 PM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires

Only problem at the moment is copper can't be obtained from the mine building. If we could alter it to also get copper and aluminum this would be great.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: donoya on August 09, 2015, 07:21:47 PM
I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so. I know that I enabled it for my colonists and I have multiple hammers available. it just won't get done. Do the hammers just have to be in a stockpile? I know that they don't have to be in order to put the materials in it. Is there any way that I can work around this until it's figured out, or do I just have to wait for a fix. Also, the graphics glitch out whenever I load my colony a second time and make the game completely unplayable. This happened all three times I made a colony and re-entered it. It would be greatly appreciated for a fix to be up as soon as possible.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Canute on August 10, 2015, 03:20:33 AM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
So far i remember the bill, you can made wire out of all metal's but they are wires not steel wires or copper wires..
Btw. from the electrical side, gold is the better conductor, then silver then copper ! :-)

Quote
I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so.
Yep i notice that too, that a problem with the new "tools for the job". Doesn't matter if a hammer is on a stockpile or outside.
Try to force equip the hammer, then you should be able to force them to build it.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: The13thRonin on August 10, 2015, 03:23:20 AM
yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
So far i remember the bill, you can made wire out of all metal's but they are wires not steel wires or copper wires..
Btw. from the electrical side, gold is the better conductor, then silver then copper ! :-)

I assume he was referring to only making wires out of copper rather than steel (makes sense). Copper is in use almost everywhere in the world due to its cost compared to gold.

Much in the same way that they build most things out of steel rather than diamond which is harder. Accessibility and price point.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: skyarkhangel on August 10, 2015, 05:18:42 PM
1.11d update*
it's time to change your strategy..
* Remove trade tent in savegame before update! Or.. black screen.

1) Reduce hitpoints of the barbed wire (5 times). Change hitpoints of the embrasures.
2) Moat now available only after studying the technology.
3) Reduce damage from 45 to 35 Anti-Matter bullet.
4) Reducing the rate of deterioration of ammo 2.5 times.
5) Through the embrasures, barbed wire can now move, but with very very low speed. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
6) Fixed doors and window,now they don't create roof if near walls that don't create the roof.
7) Scyther: reduced movement speed by 30%, increased endurance by 30%.
8) FishingPier is now made only of woodplanks, not from stuff. (Avoiding the red bugs)
9) Decreased vitality of a spindlecrib.
10) Reducing the cost about 2 times on the moat construction.
11) Increase by 50% cost for the plasma generators.
12) Remove the tent because of the incompatibility with mod AutoSell. The orbital trade beacon is now being studied with the console.
13) Miscellaneous updated to last version.
14) Removed EPOE the textiles and prosthetic trader. Prostheses are now sold at the slave trader.
15) Reduced manhunter for part of aggressive animals.
16) Fishindustry: Reduced number of resources in the crafting of fish.

New opportunity. Installer win En-Ru Hardcore modpack 1.11d.

(http://www.jinnah.edu/wp-content/uploads/2012/07/download-button.png) (https://yadi.sk/d/-ivd9qEFiNxNL)

Installation:
1) Clear Mod folder, except Core!
2) Install in Rimworld main directory.
autocoping modconfig.xml works on windows XP or later.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: The13thRonin on August 11, 2015, 04:37:12 AM
5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.

I'm sorry, I don't understand. Could you rephrase?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: Uglyr on August 11, 2015, 06:27:50 AM
5) Through the embrasures, barbed wire can now get through, but with very very low rate. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.

I'm sorry, I don't understand. Could you rephrase?
I think it's something like fixing exploit when you could create barbed wire "balcony" and stand there killing wargs. Wargs could not move through barbed wire so was doing nothing waiting for death. Now they can and will move through barbed wire (very slowly) to eat all of your colonists so you need to kill them quickly or make lots of wires.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 11, 2015, 07:29:53 AM
Yep, Uglyr right.
I think I finished with 1.11 fixes.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 11, 2015, 10:55:41 AM
1.2 now? Looking forward to new additions :D.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 11, 2015, 11:41:46 AM
Hey there, cool update.

I have few general suggestions:

1) it would make more sense if you could make mulch out of kindling instead of planks
2) for compensation let make kindling out of wood logs, bamboo or any planks
3) mulch is extremely expensive if you consider that you have to refine around 35x5 crude oil to get 5 synthetic ammonia. That is for 15 mulch, which is 1 tile or 1 hydrophonic device. I'd suggest to lower synt. ammonia cost or make it's cost alternative replaced by ash.
4) smelting slag at electric smelter takes ages and gives you only 10 steel. It's very low considering how fast mine can provide you steel. I'd suggest to halve it's work time and yield 15 steel bars instead steel.
5) we lack upgrade to stone cutting table, electric one with higher working speed would be nice
6) make electroncis a little cheaper in resources, but make them require copper parts instead steel parts.
7) to make above working, bring copper and aluminium for Mines.

Btw, anti-tank launcher seems to be not working. It always misses its target, I haven't hit anything with it yet.
I think that multi-shoot grenade launcher should get one buff of below:
1) shoot nades in quick succesion
2) have the explosion have same effect as frag grenade
3) have twice as fast missile speed

Also anti-tank launcher has still -100% glob. speed, while rpg has -200%

Oh, forgot. It would be nice to add Cave flora to Autohunter beacon to let auto-harvest shrooms.

There's very annoying bug with turrets - you can mount only 1 weapon out of all your weapons.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Ember on August 11, 2015, 07:47:55 PM
try to avoid double posting, as for turrets, the weapons need to be in your stockpiles
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 12, 2015, 05:48:30 AM
All of them are in my stockpiles, I am able to choose only one of them. Like here:
http://i.imgur.com/GfILswZ.jpg (http://i.imgur.com/GfILswZ.jpg)

Also depleted uranium is missing its beauty value. Sculptures made out of it have 0 beauty.

I believe mending table and clay collector belong to hi-tech tab, since they need lots of research and synthetic materials.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Haplo on August 12, 2015, 06:05:46 AM
That is intentional. It looks for the best weapon of one kind available and proposes it.
Else you would have an infinitely long list of weapons.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 12, 2015, 06:12:40 AM
The best weapon... Definetely not. It used to suggest me crappy pistol when I had grenade launcher and some rifles around. Also not always I want to mount there "best weapon". Perhaps it's not working well because there are additional weapons from other mods?

I prefer infinite weapon list. Especially how it's made now: if you right click again, you swap to next part of this list. I'd like to be able to choose any weapon though.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 12, 2015, 09:41:36 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?

I've been modding some new apparel and I'll kick it over to you skyarkhangel. You might be interested in it when I'm finished. But it's going to be under a Creative Commons license that prevents monetization because I used a base image that allowed use under those conditions.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Ember on August 12, 2015, 10:50:51 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 12, 2015, 10:57:42 AM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went

Oh? Where would it go in the load order? Perhaps the mod belongs on the front page?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 12, 2015, 01:26:38 PM
Any chance we could get Rimsenal and the Zombie Apocalypse mod?

as far as I'm aware the modpack is already set up for the zombie apocalypse mod, there was a patch available for download but I'm not sure where that went

Tuff luck ate it. 8)

Quote
Has Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies  only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 13, 2015, 04:51:00 AM
I'm really hankering for new weapons in this pack  :).

By the way I made some tribal textures. You can use them in the pack if you like sky. There's a thread here in the release forum.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 13, 2015, 08:44:35 AM
Hey, skyarkh. I've been posting a lot of suggestions here and I don't feel that you're concerned with them too much :P Do you keep your project on some github or other open repository? I'd like to fork this project and add my changes for other people to see how they will work out.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: blub01 on August 13, 2015, 11:58:04 AM
I have no idea if this was suggested previously, but making the heat waves and cold snaps somewhat less.. extreme would be nice. as they are in vanilla, you're dead when you get one and don't have temperature control. cold snaps aren't that bad, you've got campfires, but COOLING something is way harder, and especially in this modpack, so altering at least heat waves so they don't raise the temperature to 50, 60 degrees celius would be nice.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 13, 2015, 12:41:20 PM
Hey, skyarkh. I've been posting a lot of suggestions here and I don't feel that you're concerned with them too much :P Do you keep your project on some github or other open repository? I'd like to fork this project and add my changes for other people to see how they will work out.

i'am working on next part. There so many projects..  I can assure you the modpack will only get better and better. In next part you can see new nuclear.... production chain and perhaps something alike new "Rimarsenal".
I am aware of your suggestions. Please time.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 14, 2015, 04:30:03 AM
skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.

If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 14, 2015, 07:27:48 AM
skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.

If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?

Perhaps in the 20th august. This would be realized in next.. :)
Wires from copper with enhanced mines. And i increase copper in map generator.. Also i read your topic: https://ludeon.com/forums/index.php?topic=14972.0
and would like to implement your ideas too.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 14, 2015, 10:35:53 AM
The installer if awesome i have modded rimworld alot and know how to do it but the installer makes it so easy and fast this is also my first time using this modpack i have no idea how to start
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Canute on August 14, 2015, 12:38:20 PM
Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 14, 2015, 01:11:07 PM
HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 14, 2015, 02:26:09 PM
HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome

Yeah, maybe that part is a little too hardcore :P It makes difficult to create epic bases. Perhaps with epic research there could be crafting automates or sth to boost production of basic crafting resources a few times to reach that endgame fantasy epic base :P

Few more bugs to report:
- I am unable to place plasma geothermal anywhere.
- Mulch was supposed to have ash in its recipe, it doesn't

I am probably speaking about version C, didn't update to D.

Also an idea: maybe give more ash for cremating, and add production of ash by steam generator while burning kindling.

By the way, I'd appreciate some early game cook-stove which requires kindling for every meal and isn't electric (doesn't require very costly chips)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 14, 2015, 02:50:24 PM
Installer is nice, but it reseted my settings (like music volume). Not that critical but annoying.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 14, 2015, 05:22:14 PM
Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.

Any ideas how to fix that?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 15, 2015, 02:16:38 AM
Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.

Any ideas how to fix that?
Well it worked for me so it might be a problem with how you installed it
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 15, 2015, 08:58:27 AM
Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.

This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo.  the texture will changed, too. it's prototype. :D
(http://cs625419.vk.me/v625419435/41733/TNK2ogtut1A.jpg)

Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.

first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 15, 2015, 09:32:43 AM
There used to be a mod that let me create battle groups to quickly re-deploy pawns to saved position. Is it still in latest version? I think it gave me a tutorial pop-up before but not anymore.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: isistoy on August 15, 2015, 10:15:53 AM
Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.

This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo.  the texture will changed, too. it's prototype. :D
(http://cs625419.vk.me/v625419435/41733/TNK2ogtut1A.jpg)

Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.

first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.

It's looking great! Thanks for credits, but you did all the work :)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Sleban on August 15, 2015, 12:12:41 PM
Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: mickey on August 15, 2015, 01:16:55 PM
hi your mod pack bug for me impossilbe to load a savegame...
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: AntosicCZ on August 15, 2015, 01:26:37 PM
Hellou guys I like this mod a lot but I got stuck a little. Can't find out how to trade with rogue traders. And can't get any sand on my map and i need it on electro chips thx for answer
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Sleban on August 15, 2015, 01:28:54 PM
you can make sand in the stone cutter
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: AntosicCZ on August 15, 2015, 01:55:20 PM
Thanks for your answer sleban but how to trade with rogue traders i cant buy or sell with them?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Sleban on August 15, 2015, 02:02:16 PM
the ones that come to your settlement? you need to have someone with the negotiate skill activated and click on the tent and trade but you cant sell to them unless you have a trade beacon
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: mickey on August 15, 2015, 02:46:16 PM
nobody can help me?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Sleban on August 15, 2015, 02:50:23 PM
i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Canute on August 15, 2015, 02:53:33 PM
Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 15, 2015, 03:54:47 PM
Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).



And if your really having problems after reinstalling just use the installer
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: donoya on August 15, 2015, 05:25:11 PM
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: XanWasting on August 15, 2015, 07:28:03 PM
is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 15, 2015, 08:38:39 PM
is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.

OK here's a fix for the cotton/devilstrand: http://www.mediafire.com/download/jyaog7uc5vncv08/HGM+Patch.rar

Also I believe Skyangel is working on a powered stone cutting table in the future.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 16, 2015, 02:31:05 AM
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
I had this problem as well if you make glass in the glassworks table it gives you glass frames
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 16, 2015, 02:40:01 AM
I think it's just called create glass frame at the glassworks.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 16, 2015, 02:44:07 AM
well unless thats updated its called create glass
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 16, 2015, 03:17:50 AM
i now have the problem of my save not working and i haven't updated or changed the modpack
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 16, 2015, 05:26:34 AM
nvm fixed it
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 16, 2015, 05:57:59 AM
try to re-switch language before load, if problems with load savegames.
if not helped: check rimworld log in RimWorld877Win_Data\output_log.txt

The13thRonin, already fixed in 1.12
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 16, 2015, 09:43:54 AM
Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: XanWasting on August 16, 2015, 09:09:57 PM
Well, i'll just believe that you want to hear about all bugs and whatnot, so.
grass is dying out. when i tried placing it in dev mode it returned error stating that povertygrassplant verse is not found among defs or something like that.
and thanks for that fix, ronin, it really made big difference.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 17, 2015, 12:48:19 AM
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.

thank you. Found bug with clone-recipe for "old" glass in Recipes_Production_SK.xml

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?

Yep. Fixing found bugs. And full reworked most of all power plants. New restrictions.. I coded a new placeworker which restrict in 1.12 construction mines, geothermal plant, plasma georeactor closer than 20 squares to each other. Plasma generator now works as component to geoplasma generator and can only build with near it... Removed silver and gold parts for buildings... Walls, doors also will not offer to make them from gold and silver. Only some furniture can be build from this materials.. And some other things.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 17, 2015, 05:04:35 PM
Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Canute on August 17, 2015, 05:14:11 PM
Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.

Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 17, 2015, 05:44:14 PM
Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

Quote
Tuff Luck has Zombies. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse

The zombies mod overrides some things that EPOE & Core also override... Simply get the latest version of tuff luck and only add those 3 folders... Check the mod order file for where to load them.

Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.

Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.


It doesn't change crafting... but it does add new humanoid pawns... thats why you can't simply add Zombie Apocalypse at the start... Like I've stated, get Tuff Luck & only add those 3 folders & not the rest.




I WANT GLITTERTECH... its shiny...  ;D
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 17, 2015, 06:16:33 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 17, 2015, 11:02:59 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.

Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 18, 2015, 05:33:57 AM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.
Obviously I already have researched them, otherwise I would not see them. Going into Architect only lets me build turrets from "packages", but I do not know where to assemble those. No explanation whatsoever in the techs.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 18, 2015, 08:23:40 AM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.

You're running out of mods to add though, this saddens me :(.

I want to watch the mod-pack grow, it is so great already :).
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: isistoy on August 18, 2015, 09:43:23 AM
Don't worry, there is a big one coming and it's called A12 - Tameable animals ;)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Nanako on August 18, 2015, 09:53:53 AM
Hello author of this mod pack. Me and a friend have been playing for a week. I want to bring your attention to a glaring balance issue.

Soylent Green is kind of broken.
Currently, i'm running a colony in the extreme northern reaches of a planet, temperatures go as low as -75c, nothing grows here without fancy tech, living is hard, and cannibalism is my main food source. Or it was, that is normal cannibalism with cooking people into simple meals.

Soylent green changed all that, and made it too easy.
First of all, the market value is screwed up. With a nutrition of 60% and a market value of only $1.00 per block, soylent green is ABSURDLY cheap to just buy in bulk from passing traders, and live off of permanantly. I figured i'd be importing food, but this is so cheap it barely matters. i can sell a few mended shirts and feed my colony for several months.

It needs to be made more expensive to buy, okay? Thats the first issue.  OR just lower its nutrition so that each block matters less.

The second problem, is that the soylent green machine is worthless for food. It converts a human corpse into 5 soylent green, which is a total of 300 nutrition points. But this is far less than the total  nutrition you get by just butchering that corpse into useable human meat.  Butchering gives 75 chunks of meat, for 10 nutrition points each. 750 vs 300 is a clear no contest

Thirdly, soylent green machine is worthless for making money. A corpse fed into the soylent machine DOES NOT yield human leather, which can be sold for 50-80 dollars per corpse normally. And the soylent green itself is worthless as we've already established

Fourthly, soylent green, with its 60% nutrition value and its small stack size, is presumably intended as a finished meal, (compared to the usual 5-10% values for ingredients)
However its technically categorised as a raw ingredient still. This results in some wierd behaviour. For example, colonists will attempt to cook 10x soylent green  (600 nutrition points!) into a single simple meal, which only yields 85 nutrition

This is a massive loss of nutrition, its pretty broken


Because of all these problems, even though i'm still eating humans, i'm not turning them into soylent green. Instead i'm butchering the corpses, selling the meat AND the leather, and then using only some of that money to BUY soylent green from traders, making a huge profit in the process in both nutrition and money.
This is absurd, and the fact that this is the most efficient way to do it, indicates your balance is screwed


There are quite a few bugs here, i think you really need to step back and look at the original source material. Soylent green was supposed to be a way to provide a cheap food source by processing human meat into something more palatable. It should be a good option for people facing tough times.

As a result, i suggest the following balance changes:

1. Increase the value of soylent green, to somewhere around 3-6 dollars
2. Make the soylent green machine NOT take corpses, but instead directly take human or norbal meat chunks. You should butcher first and then feed the meat into the machine .This prevents the loss of leather.
3. With regards to the nutrition values, soylent green' value of 60 should be made with some entropy, so have it require 8 chunks of human meat to make one soylent green.
4. Have eating soylent green give a debuff the same as eating a nutrient paste meal. -4 mood
5. Have soylent green properly marked in the game files as being a meal, NOT an ingredient.  so that people won't try to put it in hoppers or make other meals from it. (this should also remove the "ate raw food" debuff)

As a result, this would make soylent green be what it was originally intended, a way for human meat to be incorporated into the regular food intake, without suffering such massive debuffs as are given for cooked cannibalism.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Nanako on August 18, 2015, 10:45:36 AM
Also i want to ask, what the heck is with auto turrets?

As far as i can tell, the only autoturrets you can have are a base with a normal gun mounted on top. Like, a personnell weapon. This seems really dumb

I've tried them out, and the interface is buggy as hell. When i right click the base, i'm given a list of guns to choose from, but only one of them is not greyed out, and thats the only one i can pick.  it took me a lot of fiddling and luck to mount a sniper rifle on one of them
wtf is going on?

What about all the other big turrets, like the Mg12, and the 50 cal antimateriel rifle? How can i make them automated, all i can seem to do is place them as mannable guns.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 18, 2015, 10:57:40 AM
Nanako, quality post  8) I agree with you. Regarding auto turrets I posted this issue a while ago.

I have some feedback again, lots of small things:

You can brew spectago tea only in simple cooking station. Imho it should be moved to brewery of coffee machine or add it to professional cook stove as well

The only way to repair broken rib is to craft damn expensive medical rib. Could you allow repairing ribs with artificial bones?

Advanced prosthetics in chem lab cost compared to bionic part is dirt cheap. Recipes for bionics have so many components... I wonder whether you could simplify it by using lower tier prosthetics in recipes of more advanced ones and add only few advanced parts. Also don't be afraid to use more plasteel in these advanced recipes than steel. Maybe entirely plasteel parts.

The amount of reinforced glass bionic eye requires is sufficient to build 15 reinforced glass doors. Just saying.

Don't be afraid to use more of biomatter in recipes, even for lower tiers. I've got full warehouses of this stuff.

Also funny thing: i't's possible to craft kevlar helmet which doesn't use kevlar at all :P

I was also quite confused with SAR-Device and its power armor crafting: with so many power armor parts introduced I didn't know which is which. I wonder how to fix it.

Renaming "Smelt weapon..." for "Deconstruct weapon..." or "Disassemble weapon..." would be more intuitive.

I've posted it once, but I'll post it again: making mulch sucks. A lot. It's 1$ for 1 at the shop so I just buy whole thing every time I can from the shop.

Introducing circuitry while your modpack already adds electronics is weird and confusing. Probably you could replace it with advanced chips and add some miscallenous ingredients like rubber for droids.

Shallow moat was originally in the mod indestructible... Did you change it? As the first raiders do is destroy my moat. It should be a terrain imho.

Also turrets you imported from that mod were automated with hoppers by design. Now they have to be mannable... which kinda sucks but it's understandable. Their description still suggests they are automatic, though (precision laser/plasma turrets, I'm looking at you)

Also some turrets require additional materials to be placed, while others - don't.

Please move advanced hydroponics pod to misc category as others. Also hydroponics is quite unbalanced. Advanced one is now the best effot, price and comfort-wise.

There is dicrepancy between crafting weapons' names and their names as items. Also regarding crafting and armor making: I think that crafting skill should be reserved for stuff like making parts. Smithing should be for ammo, weapon making/disassembling and armor making, while tailoring should be for, well, tailoring and looming. Crafting for the rest.

Orbital trading post doesn't offer any benefit apart from being smaller (which isn't really a thing) over trading post and they both work the same. Moreover, orbital trading is much more expensive than tent, so choice is obvious.

That's all. I hope you read this :P

Also I have a request: could you change disassembling mechanoids recipe to grant more electronic chips and steel/plasteel parts, spare parts instead just steel and plasteel? Possibly the more of it the more experienced dissasembler is.

Do you plan to add more mechanoids mod and rimsenal (tuned by rimfire overhaul I guess) to the mod pack? Rimsenal adds great stuff, it just could be tweaked so everything regarding that fractions is much more rare so it will make its items more exclusive.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Supes on August 18, 2015, 04:06:00 PM
New version Autoseller with bunch of red bugs too. Even worse than the previous one.

is the modpack using the latest Autosell (1.0.2.3b hotfixed)

if you're getting a 1.0.1.1 version error, most likely you need to update the Miscellaneous compatibility patch to the latest compatibility patch (https://www.dropbox.com/s/al508lgg3r0axm0/Haplo_TraderPawn%20with%20AutoSell.zip?dl=0)

also can you show me what error messages are showing up

Edit: Added Misc compatibility patch to attachments

[attachment deleted due to age]
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: prassel on August 18, 2015, 05:15:18 PM
alternative download links please
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 18, 2015, 05:21:46 PM
Any tips on floors? I want to build best (fastest) floor, but don't know what floor is best and what I need to reserach.
Where can I find floors movement speed modifier? I browsed their definitions but found nothing.

Also problem with research. I found ancient struture with stone slabs 144% - the best I'm aware of. But I have no recipe for that. Found FloorStoneSlabsLimestone def. I see there <ResearchPrerequisite>Stonecutting</ResearchPrerequisite>. "Stonecutting" is "Construction I" as I see in defs. But I already researched "Construction I" and still no recipe for that.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 18, 2015, 05:28:12 PM
Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.
Obviously I already have researched them, otherwise I would not see them. Going into Architect only lets me build turrets from "packages", but I do not know where to assemble those. No explanation whatsoever in the techs.

I still need help with where to build the MANNED turrets, please!
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 18, 2015, 06:35:08 PM
Any tips on floors? I want to build best (fastest) floor, but don't know what floor is best and what I need to reserach.
Where can I find floors movement speed modifier? I browsed their definitions but found nothing.

Also problem with research. I found ancient struture with stone slabs 144% - the best I'm aware of. But I have no recipe for that. Found FloorStoneSlabsLimestone def. I see there <ResearchPrerequisite>Stonecutting</ResearchPrerequisite>. "Stonecutting" is "Construction I" as I see in defs. But I already researched "Construction I" and still no recipe for that.


Trials and errors have shown that carpets are the best floor. They are the most beautiful and offer 144% as well. Also they are the cheapest, as you can buy cloth at textile/bulk resources trader for around 1$ a piece. Both concrete and steel bars are needed for numerous recipes, especially early game, so using them for floors would be such a waste.

I still need help with where to build the MANNED turrets, please!

They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.

I agree that all research is very obscure and should get upgrade in both in-game view and description.

BTW, skyarkh, SAR-Device recipes are using steel/plasteel ores instead bars. Is it intended? Could you upgrade the recipes to use bars?

(Oh, and upgrade force net to use bars too)

Do you know where can I craft scyther frame?

Cheers, zenfur
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 18, 2015, 07:07:38 PM
Trials and errors have shown that carpets are the best floor. They are the most beautiful and offer 144% as well. Also they are the cheapest, as you can buy cloth at textile/bulk resources trader for around 1$ a piece. Both concrete and steel bars are needed for numerous recipes, especially early game, so using them for floors would be such a waste.
I agree about concrete, but I had to wait long before textile trader came (is it bad RND or luck having 2 combat suppliers at a time?). And I need cloth to make best beds - it's more important than floor. At the same time I had lots of stones and chunks (which need to be transported away or turned into blocks which also need space) so I'd prefer to build with them.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 18, 2015, 09:29:27 PM
Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.

One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.

Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 18, 2015, 09:43:23 PM
They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.

I agree that all research is very obscure and should get upgrade in both in-game view and description.

BTW, skyarkh, SAR-Device recipes are using steel/plasteel ores instead bars. Is it intended? Could you upgrade the recipes to use bars?

(Oh, and upgrade force net to use bars too)

Do you know where can I craft scyther frame?

Cheers, zenfur

I have ideas in near future to rework Apparello with introduction 4-5 new factions. So all recipes for armors would be reworked.

Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.

One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.

Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.

Thank you. I will add information about you. Yep, in Russian community project have already 3 youtube let's players and streamers and their number is growing... It's time to start with the English-speaking and not only. You can wait for the next version, it such soon. Thank you :)


I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.

with 1.12 Hardcore SK reached a new level and have own .dll libraries and a little team. Now it's positioning itself as a global project. Kindergarten ended  ;)
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 18, 2015, 10:38:50 PM
New version Autoseller with bunch of red bugs too. Even worse than the previous one.

is the modpack using the latest Autosell (1.0.2.3b hotfixed)

if you're getting a 1.0.1.1 version error, most likely you need to update the Miscellaneous compatibility patch to the latest compatibility patch (https://www.dropbox.com/s/al508lgg3r0axm0/Haplo_TraderPawn%20with%20AutoSell.zip?dl=0)

also can you show me what error messages are showing up

Edit: Added Misc compatibility patch to attachments

Big thanks, Supes!  ;)
I wrote before about error in your topic that errors related with autoseller.config file. Trying to test with bugfixes.

...

Thank you Nanako. Reworked soylent green for next version.

Also i want to ask, what the heck is with auto turrets?

As far as i can tell, the only autoturrets you can have are a base with a normal gun mounted on top. Like, a personnell weapon. This seems really dumb

I've tried them out, and the interface is buggy as hell. When i right click the base, i'm given a list of guns to choose from, but only one of them is not greyed out, and thats the only one i can pick.  it took me a lot of fiddling and luck to mount a sniper rifle on one of them
wtf is going on?

What about all the other big turrets, like the Mg12, and the 50 cal antimateriel rifle? How can i make them automated, all i can seem to do is place them as mannable guns.

Since 1.4 version, there no automatic turrets.. except miscellanious. And each version I  also have the desire to remove them. This project firstly aproach goal to make Rimworld more realistic, sometimes with not popular methods and its not fits for all players. Here is much harder to play. That is why we are losing in popularity to Overhaul, but have own group of (a smart; those who wants to succeed) people. Other people download alternative modpack + glitter tech with golden trees, one click kill all enemies on full map and plasmagenerator with 100500+W and then remove Rimworld from PC. lol  :D ADDED A POLL for this question.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: ChiefSlapahoe on August 18, 2015, 11:06:35 PM
I say keep some automatic turrets, but make them more of an expensive supporting kind of thing. Where they will help your colonists win fights that happen later on against a lot of enemies, but won't win them alone and will drain your resources if you don't protect them. Perhaps allowing people to enable/disable them in the mod manager would work as well and make everyone happy.

Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: popster99 on August 19, 2015, 12:56:32 AM
I say keep some automatic turrets, but make them more of an expensive supporting kind of thing. Where they will help your colonists win fights that happen later on against a lot of enemies, but won't win them alone and will drain your resources if you don't protect them. Perhaps allowing people to enable/disable them in the mod manager would work as well and make everyone happy.

Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
I have to agree i've barely gotten to the crude oil part of my playthrough eg the mining drill getting crudeoil thats all i've done
and the main bottle neck is have about 4 of my 8 dedicated crafters just making steel and steel parts and they others are often idle waiting for the 4 to finish
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 19, 2015, 01:34:52 AM
Hey, I really enjoy playing this modpack, I think it makes it a lot harder and I'm having a lot of fun playing over and over trying to succeed.

One thing I've noticed is there's no playthroughs of it on YouTube except for Russian ones, so I started one since when I first came across the mod I had no clue what it was and was skeptical. So it would probably be useful to have screenshots or a video of some sort in the original post to show what it is like Ultimate Overhaul has. I'd love to offer mine, let me know if you want to see it.

Otherwise, great work on the modpack. Really enjoying playing it. Ran into some bugs with growing in 11b but all fixed now.

Thank you. I will add information about you. Yep, in Russian community project have already 3 youtube let's players and streamers and their number is growing... It's time to start with the English-speaking and not only. You can wait for the next version, it such soon. Thank you :)
When do you think it will be ready?

I maybe can delete my first video and just wait for the new version.

EDIT: Never mind I deleted anyways as I want to fix some audio issue. Looking forward to new version!
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 19, 2015, 02:27:02 AM
NO MORE AUTO TURRETs... I think the current ones should have thier prices doubled or somthing & that you shouldn't add more turrents
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Canute on August 19, 2015, 04:05:36 AM
Mod to look into: AstroTecLabs: off-world mining.
I'm not sure if it would be balanced, but looks interesting and could help expand the usage of more metals in the production cycles (too many steel parts needed), by making them more accessible. I have not tried it personally, but just wanted to bring it to your attention.
This mod only would made sence if we didn't got allready the mining drills.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Nanako on August 19, 2015, 08:22:08 AM
Re turrets: I'm a base builder, i like turrets. I want autoturrets, and i don't care what i have to do.

If you really don't like them, then how about moving them to lategame, and making them a part of a larger computer system. maybe in order to make autoturrets work, you need a central AI computer to control them, and cameras for them to see things, etc. Also give them limited ammo! i don't mind having to make or buy ammo for them

 In the original game it was too easy to build them. But once you add a bit of difficulty, people won't bother unless they really want them,

Regarding the miscellaneous turrets that you stick normal guns onto.I don't care whether you like them or not, but you have to fix them. Not fixing a buggy feature because you don't like it is silly.

The poll on the first post seems heavily biased, it's clear what the author wants. But it's also dumb. In a world with bionic limbs, combat robots, mechanoid hives, AI control cores, automated doors, etc. It's really stupid to call automated turrets "unrealistic". They are very realistic, they fit the gameworld perfectly, not having them would be a glaring omission.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 19, 2015, 08:55:09 AM
In my opinion auto turrets are important and cool part of this game. I wouldn't remove them.

What we can do is to reduce reliability of them and give tools for raiders to deal with them better. For example, add some weapons which are precise medium range EMP launchers and make EMP work on turrets (if it already does not). It's stunning power may be pretty weak on mechanoids, but considerable for turrets. Or maybe make any EMP damage flick turrets off power and require to flick them on manually.

We can also add a (quite rare) event that (specific) turret's AI is malfunctioning and it shoots at everything what moves until it's resetted. Smart colonists would provide flicking switch in safe place. Also make this event disabled when player has built tactical computer.

Also allowing raiders to be able to cause short circuits while melee attacking any powered device (maybe apart from doors) which would deplete all your batteries and cause traditional zzztt... battery discharge explosion event would help with reducing reliance on electricity.  (unless you have sufficient fuses, then just discharge). Or possibly "damage your grid" and cause mini solar flare type of event.

If you want more economic balance, maybe remove automatic turrets whatsoever, but introduce craftable (probably with AI-core or advanced electronic chips) targeting AI module which can be installed on any turret to make it automatic. If that doesn't work, maybe some kind of drone which can man turrets. It would be great to have something like that, together with ammo dispensers (hoppers) for heavier, artillery weapons.

Also add that raiders often use the chance of solar flare to attack your base when it's without power and your electric defenses are down.

Such as drones are great addition for the game, so is automating turrets and I wouldn't remove this great part out of the game.

Also I agree with Nanako.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 19, 2015, 10:26:05 AM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can if I have free time. But I can't promise about it. Also my english is far from ideal.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 19, 2015, 12:34:56 PM
I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can help too.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 19, 2015, 02:23:01 PM
I very appreciate you did great job sorting all mods' stuff into well fitted tabs. I have one request though, could you create separate category for bows?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: MarvinKosh on August 19, 2015, 02:30:48 PM
My approach to turrets in the Hot and Cold pack was this - give the player a good alternative to the default turret. So I have turrets which you can craft at a smithing bench, upgrade at the smithing bench, have limited range and firepower but can take more punishment because basically they're not squishy like colonists.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 19, 2015, 02:47:37 PM
My position about auto-turrets: they should be and should be expensive and tech consuming. So early game you fight only using colonists and in late game auto-turrets help (but not replace) colonists to fight hordes of mechanoids.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 19, 2015, 03:17:03 PM

I can post changelog for 1.12, but in Russian (what is already done). Can you help me to translate into english? Because the translation is time-consuming that i would have to spend for work. There are about 60 lines.
I can help too.


Active changelog for 1.12 Sky-High: 19.08.15

Code: [Select]
1. Seedplease: Очередная пачка фиксов с семенами.
2. Добавлен мод SK_Agriculture. Теперь все растения которые можно выращивать требуют соответствующего исследования. Добавлено порядка 7 исследований на изучения растений.
3. Добавлен мод SK_Tech. Изменяет работу большинства электростанций. Добавляет газовую центрифугу, которая обогащает природный уран-237 до урана-235.
4. Убран плазменный реактор. Исправления в работе плазменного геотермального реактора.
5. Переделан геотермальный нагреватель, теперь может строиться только рядом с одной из геотермальных электростанций.
6. Обновлен Clutter до последней версии. Появилась новая возможность для колонистов - читать книжки.
7. Добавлено 4 новые вида животных: ёжик, буффало, мамуфалло, носорог.
8. Добавлены в ручную новые механоиды: Механический краб, сталкер, мамонт, терминатор (м и ж).
9. Полный ретекстур сосны.. Пожалуй северные леса теперь самые красивые в римворлде.
10. Добавлены новые прически, шлем и броня из мода JaffaKree! (по фильму Звёздные врата).
11. Ретекстур ткани и ткани из дьяволотника.
12. Норблам теперь можно лечить шрамы биоматерией.
13. Добавлен новый тип двери "Штора", которая пропускает тепло между помещениями.
14. Добавлен по умолчанию обновленный ToolForJobs с багфиксами.
15. Теперь в шахте можно добывать медь и алюминий.
16. Серебро и золото выделены в отдельную категорию драгоценных металлов. Теперь из этих металлов можно строить только некоторую мебель. А изотоп урана (обедненный уран) убран совсем и теперь будет использоваться для производства боеприпасов.
17. Турбина гауса теперь изучается совместно с тесла-электростанцией.
18. Геотермальный генератор, плазменная геотермальный реактор и шахты теперь не могут быть построены ближе чем в 15-20 клеток друг от друга.
19. Найден и убран баг с клон рецептом стекла.
20. В рецепт мульчи добавлен пепел.
21. Добавлены рецепты приготовления мяса на костре.
22. Провода (проводка) теперь производиться только из меди.
23. Увеличен спавн меди и угля на карте.
24. Изменен крафт стали. Теперь она получается при обработке железной руды и угля.
25. Добавлен новый ресурс: титан. Редко встречающийся дорогой металл. По прочности превосходит пласталь, но уступает композиту и ванцидиуму.
26. Убраны детали из изотопа урана.
27. Изменена цветовая палитра железной руды(стали), пластали. А для композита сделана ярче... теперь строения не будут слишком темными.
28. Добавлен новый ресурс: селитра. Один из главных компонентов черного пороха, а также широко используемый для удобрений.
29. Сульфаты переименованы в серу, изменена текстура. Теперь один из компонентов пороха. Можно получить при переработке нефти или путем переработки железной руды.
30. В соответствии с нововведениями изменен рецепт изготовления черного пороха.
31. Добавлен новый компонент: напалм. Используется для производства некоторых боеприпасов.
32. Переписаны полностью рецепты изготовления боеприпасов. Исправлен крафт магнитных и вулкан боеприпасов.
33. Изменена текстура шахты и буровой установки.
34. Исправлен сбор песка.
35. Добавлен новый ресурс: Торф, который теперь можно собирать на болотах.
36. Добавлена новая топливная электростанция, работающая только на топливе.
37. Угольная электростанция теперь может работать не считая угля, теперь еще на торфе.
38. Изменена работа биогенератора, теперь работает на биоматерии или биодизеле получаемый из бобов. Убран ресурс Биоэлемент и связанные с ним рецепты.
39. Добавлена функция сбора щебня на местности.
40. В рецепте мульчи снова изменения. Убрано требования дерева, но теперь требуется селитра.
41. Обновлен Autosell до последней версии.
42. Добавлены новые цветы и две технологии разведения декоративных цветов. Увеличены бонусы красоты от цветов.
43. Порезана мощность ветрянных электростанций в 2 раза. А стоимость солнечной увеличена..
44. Увеличено получение муки и сахара. Привлекательность напольной подсветки увеличена.
45. Добавлены рецепты карбона, ванцидиума, пластали на начальный (медленный) верстак.
46. Добавлен новый ресурс: древесный уголь (charcoal) который можно получить прожигая дерево. Рецепт также доступен для костра. Для получения стали теперь можно использовать на выбор уголь или древесный уголь.
47. Консоль связи снова получила отдельную технологию для изучения. Также как и в одном из патчей требуется для открытия технологии изучить Маяк + Строительство 2.
48. Увеличен выход или скорость производства в нефтеперерабатывающей станции (бывшая хим. лаба) и в бетономешалке всех рецептов в 2-4 раза.
49. Ретекстур снеговика и сойлента.
50. Моды Apothecarius, OmniStorage, MedicalDrinks теперь являются частью Core_SK. CombatRealism Defence, Industrialisation и частично Superior Craft с Mechanical Defence2 (MD2) теперь являются частью нового проекта Tech_SK основанного на dll библиотеке. С этого времени, Hardcore SK начинает себя позиционировать как глобальный проект. Модпаки в прошлом.
51. Переделана работа сойлента.
52. Оптимизирован размер стаков для большинства ресурсов исходя из их рыночной стоимости.
53. Убрано почти 3 десятка лишних вещей из Апарелло и Норбалов. Выпелены все носки, а перчатки теперь одного типа и надеваются на обе руки.
54. Переработана схема производства биодизеля. Добавлен рецепт переработки семян в биодизель в переработчике топлива (bio refinery).
55. Все луки, арбалеты, пилумы значительно порезаны по дальности стрельбы, максимальная дальность некоторых из них всего 18 (меньше чем у пистолетов). Но значительно увеличена их точность и скорость применения. На небольшой дистанции теперь смертельно опасны и хорошо приспособлены для охоты.
56. Полностью переработано оружие ближнего боя в том числе оружия норбалов, делая его более эффективным в ближнем бою. Порезан дикий урон норбальского оружия. Все оружие норбалов имеет чуть лучшие характеристики.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 19, 2015, 04:25:43 PM
I don't speek russian tho... still I hoped I've helped save you some time...

Code: [Select]
1. Seedplease: Another pack which fixes seeds.
2. Added mod SK_Agriculture. Now all plants that can be grown require appropriate research. Added about 7 researches on the study of plants.
3. Added mod SK_Tech. Alters power. Adds gas centrifuges , which enrich natural uranium-237 to uranium-235.
4. Removes the plasma reactor. Changes things in the plasma geothermal reactor.
5. Changed the geothermal heating. It can now be built right next to one of geothermal power plants.
6. Clutter is now updated to the latest version. Colonists now can read books .
7. Added 4 new animals: hedgehogs , buffalos , mamufallos N1 and rhinos.
8. Added new mechnoids N2: mechanical crab, stalker , mammoth and terminator ( M and M ).
9. Added tekstura N3 pine... Now the northern forests will be the most beautiful forests in rimworld .
10. Added new hairstyles, helmets and armors mod JaffaKree!
11. Added tekstura Cloth and Cloth from dyavolotnika. N4
12. Now you can treat scars using biomater.
13. Now I have added a new type of door 'blind', which allows heat to vent between rooms.
14. Fixed ToolForJobs.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are now a separate category of precious metals. You can only build some furniture using these precious metals. One of the isotopes of uranium (DU) has been removed completely, and will now be used for the production of ammunition. N5
17. Gause Turbine is now researched in the same research that the Tesla Power Plant is researched in.
18. The Geothermal Generator, Plasma Reactor and Geothermal Mine can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug which caused 2 glass recipes to apear.
20. You now need ashes to make multch.
21. Added new recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only out of copper.
23. Increased the spawn of copper and coal on the map.
24. Changed the craft began. Now it is obtained in the processing of iron ore and coal. N6
25. Added a new resource: Titanium. Rare expensive metal. Stronger than plasteel, but weaker than composites and vanadium.
26. Removed parts of the isotopes uranium. N7
27. Changed the color palette for iron ore (steel) and plasteel... also the composite are now brighter... Now buildings will not be too dark.
28. Added a new resource: nitrate. One of the principal components of the black powder, and is widely used for fertilizers.
29. Sulfates renamed to sulfur. Also changed the texture. Now, one of the components of gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain ammo.
32. Completely rewritten recipes for ammunitions. Fixed magnetic crafting and Volcanic ammunition. N8
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in swamps.
36. Added new fuel power generator which runs only on fuel.
37. A coal power plant can now operate on non-coal material, like turf. N9
38. Changed biogenerator, it now works on biomater, or the biodiesel derived from the beans. Removed resouce bioelements and related requirements. N10
39. Added  the collection of rubble on the ground.
40. Changed mulch again. Removed the requirements of wood, but it now want nitrate. N11
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Overhualed energy generators. N12
44. Increased the amount flour and sugar you get from a harvest. The appeal of outdoor illumination has also increased increased.
45. Added the abilty to use Carboniferous, vanadium and plasteel to make the initial (slow) workbenchs.
46. ​​Added a new resource: Charcoal (charcoal) which is available from burning through the wood. The recipe is also available for the fire. For steel can now be used to choose carbon or charcoal.
47. The console connection again received a separate technology for learning. As in one of the patches is required to open the technology to explore the lighthouse + Building 2.
48. Increased yield or production rate in the refining station (ex chem. Lab) and mixer all recipes 2-4 times.
49. Overhauled snowman and Soylent Green.
50. Fashion Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and partly Superior Craft with Mechanical Defence2 (MD2) are now part of a new project based on the Tech_SK dll library. Since that time, Hardcore SK begins to position itself as a global project. Modpaki in the past.
51. Remade Soylent Green.
52. Optimized size of stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen extra things from Aparello and Norbals. All the socks and gloves are now the same type and are placed on both hands.
54. Changed the scheme of the production of biodiesel. Added a recipe for seed processing into biodiesel in fuel processors (bio refinery).
55. bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). But significantly increase their accuracy and speed of application. In a small distance is now deadly and well adapted for hunting.
56. Completely redesigned melee weapons including weapons norbals use, making it more effective in close combat. Cut the wild damage norbal weapons do. All weapons norbals use has a slightly better performance.

N1: What... Google translate being funky... forgot to mention... I don't speak Russian :]
N2: Google ain't so bright... it said and I quote "Added manually new AIM "
N3: Some sort of tree?
N4: Got no idea what that means...
N5: Don't exactly understand the uranium part...
N6: What?
N7: N5 all over again...
N8: Not sure what it means exactly
N9: Not sure what the proper resource name is...
N10: N9 again...
N11: N10/9 again...
N12: 'Cut the power plants rubella, chicken 2 times. And the cost of increased solar...' Um no...
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 19, 2015, 05:01:59 PM
Oh, also one minor thing: coffee and rainbow petals (spectago plant) aren't in "cooking stuffs" category (which could be renamed "cooking ingredients" tbh)

spectago is used for 2 things: spectago tea and painting

Stun gun and stun grenade are in "Others" instead "Weapons" in inventory menu.
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
Post by: Red Perversion on August 19, 2015, 05:09:36 PM
I still need help with where to build the MANNED turrets, please!

They are in security tab with M letter. The research path for them is Security: path. Probably they are as early as in battle platforms.

I agree that all research is very obscure and should get upgrade in both in-game view and description.
Thanks for reply mate, BUT have you LOOKED at the COMPONENTS required under Security path of Architect? I already got them researched, I got them in Security tab, but you can't construct them from Security tab as far as I can see. I.e. to build a Vulcan it requires you to have 1 x Vulcan package. Where do you make those packages apart from looting or buying them from traders?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 19, 2015, 06:02:53 PM
You didn't add my tribal headdress :'(?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 19, 2015, 06:47:27 PM
You didn't add my tribal headdress :'(?

Added :)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 19, 2015, 06:49:23 PM
I don't speek russian tho... still I hoped I've helped save you some time...

Code: [Select]
1. Seedplease: Another pack which fixes seeds.
2. Added mod SK_Agriculture. Now all plants that can be grown require appropriate research. Added about 7 researches on the study of plants.
3. Added mod SK_Tech. Alters power. Adds gas centrifuges , which enrich natural uranium-237 to uranium-235.
4. Removes the plasma reactor. Changes things in the plasma geothermal reactor.
5. Changed the geothermal heating. It can now be built right next to one of geothermal power plants.
6. Clutter is now updated to the latest version. Colonists now can read books .
7. Added 4 new animals: hedgehogs , buffalos , mamufallos N1 and rhinos.
8. Added new mechnoids N2: mechanical crab, stalker , mammoth and terminator ( M and M ).
9. Added tekstura N3 pine... Now the northern forests will be the most beautiful forests in rimworld .
10. Added new hairstyles, helmets and armors mod JaffaKree!
11. Added tekstura Cloth and Cloth from dyavolotnika. N4
12. Now you can treat scars using biomater.
13. Now I have added a new type of door 'blind', which allows heat to vent between rooms.
14. Fixed ToolForJobs.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are now a separate category of precious metals. You can only build some furniture using these precious metals. One of the isotopes of uranium (DU) has been removed completely, and will now be used for the production of ammunition. N5
17. Gause Turbine is now researched in the same research that the Tesla Power Plant is researched in.
18. The Geothermal Generator, Plasma Reactor and Geothermal Mine can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug which caused 2 glass recipes to apear.
20. You now need ashes to make multch.
21. Added new recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only out of copper.
23. Increased the spawn of copper and coal on the map.
24. Changed the craft began. Now it is obtained in the processing of iron ore and coal. N6
25. Added a new resource: Titanium. Rare expensive metal. Stronger than plasteel, but weaker than composites and vanadium.
26. Removed parts of the isotopes uranium. N7
27. Changed the color palette for iron ore (steel) and plasteel... also the composite are now brighter... Now buildings will not be too dark.
28. Added a new resource: nitrate. One of the principal components of the black powder, and is widely used for fertilizers.
29. Sulfates renamed to sulfur. Also changed the texture. Now, one of the components of gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain ammo.
32. Completely rewritten recipes for ammunitions. Fixed magnetic crafting and Volcanic ammunition. N8
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in swamps.
36. Added new fuel power generator which runs only on fuel.
37. A coal power plant can now operate on non-coal material, like turf. N9
38. Changed biogenerator, it now works on biomater, or the biodiesel derived from the beans. Removed resouce bioelements and related requirements. N10
39. Added  the collection of rubble on the ground.
40. Changed mulch again. Removed the requirements of wood, but it now want nitrate. N11
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Overhualed energy generators. N12
44. Increased the amount flour and sugar you get from a harvest. The appeal of outdoor illumination has also increased increased.
45. Added the abilty to use Carboniferous, vanadium and plasteel to make the initial (slow) workbenchs.
46. ​​Added a new resource: Charcoal (charcoal) which is available from burning through the wood. The recipe is also available for the fire. For steel can now be used to choose carbon or charcoal.
47. The console connection again received a separate technology for learning. As in one of the patches is required to open the technology to explore the lighthouse + Building 2.
48. Increased yield or production rate in the refining station (ex chem. Lab) and mixer all recipes 2-4 times.
49. Overhauled snowman and Soylent Green.
50. Fashion Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and partly Superior Craft with Mechanical Defence2 (MD2) are now part of a new project based on the Tech_SK dll library. Since that time, Hardcore SK begins to position itself as a global project. Modpaki in the past.
51. Remade Soylent Green.
52. Optimized size of stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen extra things from Aparello and Norbals. All the socks and gloves are now the same type and are placed on both hands.
54. Changed the scheme of the production of biodiesel. Added a recipe for seed processing into biodiesel in fuel processors (bio refinery).
55. bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). But significantly increase their accuracy and speed of application. In a small distance is now deadly and well adapted for hunting.
56. Completely redesigned melee weapons including weapons norbals use, making it more effective in close combat. Cut the wild damage norbal weapons do. All weapons norbals use has a slightly better performance.

N1: What... Google translate being funky... forgot to mention... I don't speak Russian :]
N2: Google ain't so bright... it said and I quote "Added manually new AIM "
N3: Some sort of tree?
N4: Got no idea what that means...
N5: Don't exactly understand the uranium part...
N6: What?
N7: N5 all over again...
N8: Not sure what it means exactly
N9: Not sure what the proper resource name is...
N10: N9 again...
N11: N10/9 again...
N12: 'Cut the power plants rubella, chicken 2 times. And the cost of increased solar...' Um no...
Thanks. Some fixes:
8. ... terminator (male and female) - probably this was ment
9 (and later). "tekstura" means "texture" but I guess it's obvious. Pine is pine-tree (to avoid confusion).
11. "dyavolotnika" i think means "devilstrand" but not sure (never played on russian language)
12. Not "now" but "Norbals"
13. added new door "curtain" that allows heat to pass
16. DU means "depleted uranium"
24. Steel is now made of iron ore and coal.
26. Now you can't make parts out of uranium isotopes.
28, 40. Not sure about ingame name, but IMHO most common name is "saltpeter"
29. Can be obtained by oil refining or processing of iron ore.
32. ... magnetic and volcano ammunitions (don't play long enough to be sure abot exact names)
35,37 Turf and Peat is the same thing. Don't know what word will be used.
42. added new flowers and 2 techs to grow them. more beauty bonus
43. Wind turbines nerfed to produce 2 times less power. Solar power plant cost increased.
44. original has no word "harvest" so maybe it's "crafting" (never used them so unsure but seems more logical)
45. added recipies to make carbon, vanadium and plasteel to initial (slow) crafting table (not sure which one)
46. New resource charcoal. Can be gained by burning (perhaps special action on special workbench)  wood. Recipie is also available for campfire. To make steel you can use either coal or charcoal.
47. Comm-console again has own tech to research. Prerequisites are: to research beacon and construction II as before.
49. Retexturized snowman and Soylent Green.
51. Reworked "work of soylent". I don't understand it even in russian. Perhaps something like crafting Soylent Green. Or making food of Soylent Green. Or else. 
53. :) socks are not placed on both hands. Socks are removed completly. Gloves are of one type and placed on both hands.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 19, 2015, 06:59:38 PM
...

everything correctly. You canhelp to make full translation.

already done:

Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 19, 2015, 07:28:43 PM
Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.

57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now. (yeah-yeah)
58. Production speed increase on assembly tables (perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone (not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete). (strange example. concrete is counted as stone?)
60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table. (not sure about exact names)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 19, 2015, 07:53:39 PM
Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.

57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now. (yeah-yeah)
58. Production speed increase on assembly tables (perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone (not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete). (strange example. concrete is counted as stone?)
60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table. (not sure about exact names)

In 1.11 you can get shiv from reinforced concrete  :D yep. Reinforced concrete have stone stuff.
All everything right.

62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).

I hope finally end bugreports today.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 19, 2015, 10:41:16 PM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: TheGentlmen on August 19, 2015, 11:10:19 PM
Eat it raw...
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: skyarkhangel on August 20, 2015, 12:04:13 AM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?

you probably turned warehouse into a room for prisoners  :D there is such a trick!
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 20, 2015, 12:55:03 AM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?

you probably turned warehouse into a room for prisoners  :D there is such a trick!
No i have them separate

The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Canute on August 20, 2015, 02:38:35 AM
Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
Do you played version 11c ? At some version you needed dishes even for jerky!
At the latest version you can made jerky just out of meat.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: The13thRonin on August 20, 2015, 02:53:07 AM
This is legitimately the greatest mod-pack ever...

I have super high hopes for the future of this mod-pack.

skyarkhangel #1 Russian modder! :)

I highly approve of the new names of the red medical flower, green medical flower and yellow medical flower!

PS - 6 hours until D-day for the new release here in Australia...

Hope you're working under that timeline... I wanna get home from a long day at work tomorrow and smash out some RimWorld :).
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Canute on August 20, 2015, 04:47:02 AM
Yes "wild rose, mint and hypericum." to sound to much like the decoration plants. ... Medical flower sounds dumb but it is much more clear then special name.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: Uglyr on August 20, 2015, 05:05:06 AM
As you adding a wide use of coal and charcoal can you please also add a simple cheap coal heater? To be able to heat on ice biomes before you get electricity.
Something like that:
http://aquagroup.ru/articles/otoplenie-doma-uglem.html
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 20, 2015, 07:57:06 AM
The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?

I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.

Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.

As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).

So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 20, 2015, 10:09:13 AM
Wow the range one sounds like it will work great, that makes a ton of sense so he doesn't go across the map to butcher when everyone is starving. Thanks!
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 20, 2015, 11:09:35 AM
I am experiencing a weird bug now. My main bionic crafter (he has Bionic Pal, Adv hand, 2 Adv legs and Adv Spine) is invisible.

Also game became even more buggy and crashes often.

By the way, what do you guys think about increasing seeds' stacking to 400 per pile?

@edit: I was thinking, there are merely 2 plasma weapons and 1 laser weapon, unless I forgot about something. Anyways, I'd suggest to merge Plasma w. component and Laser w. component into Energy w. c. (possibly also Advanced Energy w. c.) and use this instead.
Also stun gun/stun beacon/stun grenade are pretty underwhelming for their overwhelming price.

@edit2: Yet another minor bug report: Cup of tea has stacks of 75 while it's meal. Also Industrial cooler (smaller one) has electronics in its recipe 2 times.

@lastedit: Also I can't find a way to install advanced prothetic arms/legs. Other body parts work fine, these two seem to be unappliable. It requires more investigation.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: isistoy on August 20, 2015, 01:44:58 PM
The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?

I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.

Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.

As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).

So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
Makes a lot of sense, yes.
A good split in mechanics does make a big difference for producing enough resource to survive. I love it!
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: zenfur on August 20, 2015, 04:00:17 PM
Another minor bug report: Genetics aspect of plants' growing speed is not working. They can have either 70% or 170% still they grow up at the same time.

Even if you don't comment most of my reports, I hope that you read them and take notes, skyarkh :)

@edit: there is also funny bug with coffee: when you zoom out it minimises
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 20, 2015, 11:39:58 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.

Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa

Let me know what you think
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: notfood on August 20, 2015, 11:55:11 PM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.

Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa

Let me know what you think

I'd have waited a few more hours to start. Updated pack is coming very soon.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 21, 2015, 12:16:53 AM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.

Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa

Let me know what you think

I'd have waited a few more hours to start. Updated pack is coming very soon.
Problem is I only have tomorrow to record. Do you think it will be out then?

Edit: if the modpack is updated every week or two there's no way I can stay on the latest version always if I want to finish a series.
I will try to load save with new version but if that doesn't work I will stick with this version.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: notfood on August 21, 2015, 12:38:40 AM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.

Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa

Let me know what you think

Watch out for those areas above 10x10, roof tiles without support in an area of 6 blocks will collapse. I noticed you designated a large area that would most likely colapse before you found the cave.

So far doing alright. You are easy to understand.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
Post by: losinator501 on August 21, 2015, 12:52:37 AM
Started my series today! I finally started to get the hang of it, its a lot easier when you have lots of colonists from the crash landing.

Link here: https://www.youtube.com/playlist?list=PLqMXksOj3tb7Wc9wNhZqTj3L4uGqU8pRa

Let me know what you think

Watch out for those areas above 10x10, roof tiles without support in an area of 6 blocks will collapse. I noticed you designated a large area that would most likely colapse before you found the cave.

So far doing alright. You are easy to understand.
Haha yeah I always collapse things on people without remembering :(

Anyways just wanted to post that for skyarkhangel as a suggestion for video for the front page. I don't want to derail the thread (go off-topic) :P
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 02:27:51 AM
(http://s019.radikal.ru/i629/1508/f9/a55100009493.gif)

Hardcore SK global project 1.12a: Sky-High (21/08/15)

Special  movie for update: https://www.youtube.com/watch?v=MUe2TScXZU0
It canbe used as logo for all, e.g. Let's players.

Changelog in English:
Code: [Select]
1. Seedplease: Another pack with fixes.
2. Added mod SK_Agriculture. Now, all the plants that can be grown require appropriate research. It's about 7 research for plants.
3. Added mod SK_Tech. Adds gas centrifuges, which enrich natural uranium-237 to uranium-235.
4. Remove the plasma reactor. Reworked plasma geothermal reactor.
5. Changed the geothermal generator, can now be built just next to one of plasma geothermal power plant.
6. Clutter is updated to the latest version. A new opportunity for the colonists - read books.
7. Added 4 new pawns: the hedgehog, buffalo, mamufallo, rhino.
8. Added manually new Mech: mechanical crab, stalker, mammoth, terminator (Male-Female).
9. Full Retexture for pine .. Perhaps the boreal forests is now the most beautiful in Rimworld.
10. Added new hairstyles, helmet and armor mod JaffaKree! (by the film Stargate).
11. Retexture for cloth and devilstrand cloth.
12. Norbals is now possible to treat scars by biomatter.
13. Trading orbital beacon is now available again from the beginning of the game, also removed the requirement of glass and electronic components.
14. For default added ToolForJobs 1.2 with bug fixes.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are a in separate category of precious metals. Now, from these metals can only build some furniture. A Depleted uranium has been removed completely, and will now be used for the production of ammo.
17. Gause turbine is now being research with Tesla power plant.
18. The geothermal generator, a plasma geo reactor can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug with a clone recipe glass.
20. Added ash for mulch recipe.
21. Added recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only from copper.
23. Increased the spawn of copper and coal on the map.
24. Now steel obtaining in the processing of iron ore and coal.
25. Added a new resource: Titanium. Rare expensive metal.
26. Removed parts of the depleted uranium.
27. Changed the color palette of iron ore (steel) and plasteel. Now plasteel have beautiful blue overlay. Carbon composite such brighter... now the building will not be too dark.
28. Added a new resource: Nitrate. One of the main components of black powder, and widely used in fertilizer.
29. Sulfates renamed to sulfur changed texture. Now, one of the components for gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain munitions.
32. Rewritten completely recipes for ammunitions. Fixed magnetic recipe and the volcano ammo.
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in the swamps.
36. Added new fuel power plant to run only on fuel.
37. A coal power plant can now operate on coal and peat.
38. Changed biogenerator work, now works on biomatter, or biodiesel derived from the beans. Removed biocell's and related recipes.
39. Added the function of the collection of rubble on the ground.
40. The recipe of mulch changed again. Removed the requirements of the wood, but now needed nitrates.
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Nerf the wind power plants about 2 times. And the cost for solar plant increased.44. Increased obtain flour and sugar. The appeal of outdoor illumination increased.
45. Added recipes for carbon, vancidium to first (slow) workbench.
46. ​​Added a new resource: Charcoal which is available from burning through the wood. The recipe is also available for the campfire. It can now be to choose coal or charcoal for steel.
47. For the comms center needed to reseacrh Power I + Construction II technologies.
48. Increased yield or production rate in the peterchemical plant (ex chem. Lab) and concrete mixer for all recipes about 2-4 times.
49. Retexture for snowman and Soylent green.
50. Mods: Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and some part Superior Craft,
Mechanical Defence2 (MD2) are now part of a new project Tech_SK based on the dll library.
51. Remade Soylentgreen work.
52. Optimized size stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen things from Aparello and Norbals. Deleted all the socks and gloves are now the same type and are wear on both hands.
54. Changed the recipe of the production of biodiesel. Added a recipe for seed processing into biodiesel in bio refinery.
55. Bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). However, significantly increased the accuracy. In a small distance is now deadly and good ofr hunting.
56. Completely redesigned melee weapons including Norbals weapons, making it more effective in closer combat. Nerf max damage for Norbal weapons.
57. Installed compatibility patch for AutoSell with Miscellanious.
58. The acceleration of production on the assembly tables. For simple workable about 2 time.. For electrical about 4!. Also acceleration in processing of sand and rubble (crushed stone) in their workbenches.
59. Fixed craft melee weapons, now it cant be made of stone or wood.
60. Added a nice feather headdress for the tribals.
61. Removed the duplicate recipe tofu on canning table.
62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).
65. Added a chance to use apperel, hats, gloves, and boots from Aparello by guests, that were previously inaccessible.
66. Walls with wiring and light are now demanding more wires, but remove the requirement to electronics for all walls that used them. Such rebalance of resourses for the walls.
67. Hydroponics doesnt require synthetic materials.
68. Incresed glow  for Rope and power consumption about 2 times. Slightly increased the demand for the wiring.
69. Decreased the bonus for the beauty of some stone surfaces from 3 to 2.
70. Reworked tilled soil and rich soil. Added nitrates and tilled soil require Agriculture II tech.
71. LAW is now work properly.
72. Added a stone heater (furnace), is available from the beginning of the game, working on peat and coal. Well heats the room.
73. Added ability to collect the blocks of snow from the snow.
74. Removed clay collector. Reworked recipes for clay bricks and related prescriptions.
75. Retexture of soft clay, clay brick, rubber and seeds.
76. Resources rebalance on the EPOE tables. Increased the cost for electric assembly table.
77. Increased slightly the cost of all the heaters that works on electricity.
78. Professional cook stove now also saves energy.

Чейджлог на русском:
Code: [Select]
1. Seedplease: Очередная пачка фиксов с семенами.
2. Добавлен мод SK_Agriculture. Теперь все растения которые можно выращивать требуют соответствующего исследования. Добавлено порядка 7 исследований на изучения растений.
3. Добавлен мод SK_Tech. Изменяет работу большинства электростанций. Добавляет газовую центрифугу, которая обогащает природный уран-237 до урана-235.
4. Убран плазменный реактор. Исправления в работе плазменного геотермального реактора.
5. Переделан геотермальный нагреватель, теперь может строиться только рядом с одной из геотермальных электростанций.
6. Обновлен Clutter до последней версии. Появилась новая возможность для колонистов - читать книжки.
7. Добавлено 4 новые вида животных: ёжик, буффало, мамуфалло, носорог.
8. Добавлены в ручную новые механоиды: Механический краб, сталкер, мамонт, терминатор (м и ж).
9. Полный ретекстур сосны.. Пожалуй северные леса теперь самые красивые в римворлде.
10. Добавлены новые прически, шлем и броня из мода JaffaKree! (по фильму Звёздные врата).
11. Ретекстур ткани и ткани из дьяволотника.
12. Норблам теперь можно лечить шрамы биоматерией.
13. Торговый маяк теперь снова доступен с начала игры, убрано требование стекла и электронных компонентов.
14. Добавлен по умолчанию обновленный ToolForJobs с багфиксами.
15. Теперь в шахте можно добывать медь и алюминий.
16. Серебро и золото выделены в отдельную категорию драгоценных металлов. Теперь из этих металлов можно строить только некоторую мебель. А изотоп урана (обедненный уран) убран совсем и теперь будет использоваться для производства боеприпасов.
17. Турбина гауса теперь изучается совместно с тесла-электростанцией.
18. Геотермальный генератор, плазменная геотермальный реактор и шахты теперь не могут быть построены ближе чем в 15-20 клеток друг от друга.
19. Найден и убран баг с клон рецептом стекла.
20. В рецепт мульчи добавлен пепел.
21. Добавлены рецепты приготовления мяса на костре.
22. Провода (проводка) теперь производиться только из меди.
23. Увеличен спавн меди и угля на карте.
24. Изменен крафт стали. Теперь она получается при обработке железной руды и угля.
25. Добавлен новый ресурс: титан. Редко встречающийся дорогой металл. По прочности превосходит пласталь, но уступает композиту и ванцидиуму.
26. Убраны детали из изотопа урана.
27. Изменена цветовая палитра железной руды(стали), пластали. А для композита сделана ярче... теперь строения не будут слишком темными.
28. Добавлен новый ресурс: селитра. Один из главных компонентов черного пороха, а также широко используйщийся для удобрений.
29. Сульфаты переименованы в серу, изменена текстура. Теперь один из компонентов пороха. Можно получить при переработке нефти или путем переработки железной руды.
30. В соответствии с нововведениями изменен рецепт изготовления черного пороха.
31. Добавлен новый компонент: напалм. Используется для производства некоторых боеприпасов.
32. Переписаны полностью рецепты изготовления боеприпасов. Исправлен крафт магнитных и вулкан боеприпасов.
33. Изменена текстура шахты и буровой установки.
34. Исправлен сбор песка.
35. Добавлен новый ресурс: Торф, который теперь можно собирать на болотах.
36. Добавлена новая топливная электростанция, работающая только на топливе.
37. Угольная электростанция теперь может работать не считая угля, теперь еще на торфе.
38. Изменена работа биогенератора, теперь работает на биоматерии или биодизеле получаемый из бобов. Убран ресурс Биоэлемент и связанные с ним рецепты.
39. Добавлена функция сбора щебня на местности.
40. В рецепте мульчи снова изменения. Убрано требования дерева, но теперь требуется селитра.
41. Обновлен Autosell до последней версии.
42. Добавлены новые цветы и две технологии разведения декоративных цветов. Увеличены бонусы красоты от цветов.
43. Порезана мощность ветрянных электростанций в 2 раза. А стоимость солнечной увеличена..
44. Увеличено получение муки и сахара. Привлекательность напольной подсветки увеличена.
45. Добавлены рецепты карбона, ванцидиума, пластали на начальный (медленный) верстак.
46. Добавлен новый ресурс: древесный уголь (charcoal) который можно получить прожигая дерево. Рецепт также доступен для костра. Для получения стали

теперь можно использовать на выбор уголь или древесный уголь.
47. Для консоль связи требуется для открытия технологии изучить Электричество I + Строительство 2.
48. Увеличен выход или скорость производства в нефтеперерабатывающей станции (бывшая хим. лаба) и в бетономешалке всех рецептов в 2-4 раза.
49. Ретекстур снеговика и сойлента.
50. Моды Apothecarius, OmniStorage, MedicalDrinks теперь являются частью Core_SK. CombatRealism Defence, Industrialisation и частично Superior Craft с

Mechanical Defence2 (MD2) теперь являются частью нового проекта Tech_SK основанного на dll библиотеке.
51. Переделана работа сойлента.
52. Оптимизирован размер стаков для большинства ресурсов исходя из их рыночной стоимости.
53. Убрано почти 3 десятка лишних вещей из Апарелло и Норбалов. Выпелены все носки, а перчатки теперь одного типа и надеваются на обе руки.
54. Переработана схема производства биодизеля. Добавлен рецепт переработки семян в биодизель в переработчике топлива (bio refinery).
55. Все луки, арбалеты, пилумы значительно порезаны по дальности стрельбы, максимальная дальность некоторых из них всего 18 (меньше чем у пистолетов). Но значительно увеличена точность их скорость применения. На небольшой дистанции теперь смертельно опасны и хорошо преспособлены для охоты.
56. Полностью переработано оружие ближнего боя в том числе оружия норбалов, делая его более эффективным в ближем бою. Порезан дикий урон норбальского оружия.
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Пофиксен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов.
61. Убрано дублирование рецепта тофу на консервном столе.
62. Добавлен новый ресурс: сбор трав. Собирается из шиповника, мяты и зверобоя. Для английской версии: желтые, красные и зеленые цветы переименованы в шиповник, мяту и зверобой.
63. Убрано требование синтетических материалов из ткацкого станка.
64. Изменены количества требуемых ресурсов на обогреватели и кулеры. Уменьшено получение тепла от теплого пола в 5 раз (было слишком завышено).
65. Добавлен шанс использования одежды, головных уборов, перчаток и ботинок из сборки Апарелло, которые ранее были недоступны для случайного появления на гостях.
66. Стены с проводкой и с освещением теперь требуют еще проволку, но убрано требования к электронике для всех стен которые их использовали. Не большой ребаланс стен по ресурсам.
67. Гидропоника теперь не требует синтетических материалов и теперь гидропонику можно строить из множества ресурсов на выбор. Не большой ребаланс всей гидропоники по ресурсам.
68. Увеличена мощность свечения дюралайта и потребление электроэнергии. Немного увеличено требование по проводке.
69. Снижен бонус красоты для каменных покрытий.
70. Переработаны требования по ресурсам для улучшения грядок(возделывание земли). Одна теперь открывается при агрикультуре I, улучшенная с Алгрикультурой II. Добавлено использование нитрата калия.
71. Противотанковый гранатомет теперь работает нормально.
72. Добавлена каменная печка, доступна с начала игры, работает на торфе и угле. Хорошо обогревает помещение.
73. Добавлена возможность собирать снежные блоки из снега и делает из них стены.
74. Убран сборщик глины. Переделана работа по сборке глины и связанные с ней рецепты.
75. Ретекстур глины, глиняного кирпича, резины и упаковки семян.
76. Ребаланс требований по ресурсам на столах ЕПОЕ. Увеличена стоимость электрического сборочного стола.
77. Увеличена ненамного стоимость всех обогревателей на электричестве. А ванильные обогреватели теперь открываются только с Электричества 2.
78. Плита шеф-повара теперь тоже экономит электроэнергию.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 02:44:38 AM
Update links still link to V1.11, not 1.12.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 02:47:56 AM
Update links still link to V1.11, not 1.12.

ohh.. you right  ???
updated link.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 02:59:54 AM
May I ask, what does SK stand for?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Canute on August 21, 2015, 03:12:00 AM
compare sk with the name of the modpack author ! :-)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: StorymasterQ on August 21, 2015, 03:18:01 AM
That was I thought too, but then I don't think he spelled it Skyar Khangel :p
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 03:22:26 AM
compare sk with the name of the modpack author ! :-)

That was I thought too, but then I don't think he spelled it Skyar Khangel :p
Dis is what I also thought...
Title: Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
Post by: TheGentlmen on August 21, 2015, 04:32:34 AM
Moved
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 21, 2015, 04:50:18 AM
Wow! Coal heater is included!

And the snow blocks and walls sound like fun. But will they melt on heat?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 04:54:38 AM
compare sk with the name of the modpack author ! :-)

because so..i was born in ArkhangelSK. Furthermore, I have a distant relative Mihailo Lomonosov. lol 8)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 04:59:12 AM
compare sk with the name of the modpack author ! :-)

because so..i was born in ArkhangelSK. Furthermore, I have a distant relative Mihailo Lomonosov. lol 8)


Wow! Coal heater is included!

And the snow blocks and walls sound like fun. But will they melt on heat?

nope... but snow blocks have 16-17 durability lol  :D
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 21, 2015, 05:08:01 AM
nope... but snow blocks have 16-17 durability lol  :D
Thats enough to build first room after landing. And perhaps internal walls (but if they are destroyed collapsed roof can destroy everything).
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: notfood on August 21, 2015, 07:06:43 AM
Using Sky High.

It seems that the book reading table in the joy tab generates error log when colonists try to use it.

Question: What's the best way to produce Ash? Corpse burning is waaay too slow.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 21, 2015, 07:30:44 AM
Using Sky High.

It seems that the book reading table in the joy tab generates error log when colonists try to use it.

Question: What's the best way to produce Ash? Corpse burning is waaay too slow.

Answer: buy it from a trader. It's dirt cheap. Also burn shitty apparel, it quickens things. Make 2 crematoria: 1 for burning people and incidential for burning apparel which these corpses had on them.

Great, update! Luckily I was finishing my current run, so I'll try this out soon.

By the way, notice me skyarkhangel senpaiiiiiii (>///<')
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: pajok on August 21, 2015, 01:10:25 PM
Hi!
Thanks for the pack and a lot of work!
I found this - prepare carefully - Hazmat suit and helmet
They are invisible in game.
What is the solution?



[attachment deleted due to age]
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 01:16:38 PM
Moved
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: losinator501 on August 21, 2015, 01:27:44 PM
I pressent...
ANTI-TOOLer

Tools For The Job has been very bugs in 1.12... I can't prioritize mining... or anything, colonists will only do Mining & Mining only... EVEN if their a 4 in mining but a 1 in everything else in the pirorites screen... They will not do joy activities... ext.

Now until Tols For The Jobs becomes more bug-free I have made this patch disabling it.

Download:
https://drive.google.com/file/d/0B20MnOEi81xJZGs5RFJUU0JQYk0/view?usp=sharing

Enjoy!

-TheGentleman
Really? For me it is working fine, I have one colonist priority 1 for construct, repair, and mining and she does construction and repair first using the hammer then mining after using the pickaxe, so it is working perfectly.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 01:58:54 PM
Changes from 1.11d to 1.12a in english:

1. Seedplease: Another pack with fixes.
2. Added mod SK_Agriculture. Now, all the plants that can be grown require appropriate research. It's about 7 research for plants.
3. Added mod SK_Tech. Adds gas centrifuges, which enrich natural uranium-237 to uranium-235.
4. Remove the plasma reactor. Reworked plasma geothermal reactor.
5. Changed the geothermal generator, can now be built just next to one of plasma geothermal power plant.
6. Clutter is updated to the latest version. A new opportunity for the colonists - read books.
7. Added 4 new pawns: the hedgehog, buffalo, mamufallo, rhino.
8. Added manually new Mech: mechanical crab, stalker, mammoth, terminator (Male-Female).
9. Full Retexture for pine .. Perhaps the boreal forests is now the most beautiful in Rimworld.
10. Added new hairstyles, helmet and armor mod JaffaKree! (by the film Stargate).
11. Retexture for cloth and devilstrand cloth.
12. Norbals is now possible to treat scars by biomatter.
13. Trading orbital beacon is now available again from the beginning of the game, also removed the requirement of glass and electronic components.
14. For default added ToolForJobs 1.2 with bug fixes.
15. Now, the mine can produce copper and aluminum.
16. Silver and gold are a in separate category of precious metals. Now, from these metals can only build some furniture. A Depleted uranium has been removed completely, and will now be used for the production of ammo.
17. Gause turbine is now being research with Tesla power plant.
18. The geothermal generator, a plasma geo reactor can no longer be constructed closer than 15-20 cells from each other.
19. Locate and removed a bug with a clone recipe glass.
20. Added ash for mulch recipe.
21. Added recipes for cooking meat on the fire.
22. Wires (wiring) can now be made only from copper.
23. Increased the spawn of copper and coal on the map.
24. Now steel obtaining in the processing of iron ore and coal.
25. Added a new resource: Titanium. Rare expensive metal.
26. Removed parts of the depleted uranium.
27. Changed the color palette of iron ore (steel) and plasteel. Now plasteel have beautiful blue overlay. Carbon composite such brighter... now the building will not be too dark.
28. Added a new resource: Nitrate. One of the main components of black powder, and widely used in fertilizer.
29. Sulfates renamed to sulfur changed texture. Now, one of the components for gunpowder. Can be obtained by the refining or processing of iron ore.
30. In accordance with the innovations changed the recipe for gunpowder.
31. Added new feature: napalm. Used for the production of certain munitions.
32. Rewritten completely recipes for ammunitions. Fixed magnetic recipe and the volcano ammo.
33. Changed the texture of the mine and the rig.
34. Fixed collection of sand.
35. Added a new resource: Peat, which now can be collected in the swamps.
36. Added new fuel power plant to run only on fuel.
37. A coal power plant can now operate on coal and peat.
38. Changed biogenerator work, now works on biomatter, or biodiesel derived from the beans. Removed biocell's and related recipes.
39. Added the function of the collection of rubble on the ground.
40. The recipe of mulch changed again. Removed the requirements of the wood, but now needed nitrates.
41. Autosell updated to the latest version.
42. Added new colors and two technologies of ornamental flowers. Increased bonuses from the beauty of flowers.
43. Nerf the wind power plants about 2 times. And the cost for solar plant increased.44. Increased obtain flour and sugar. The appeal of outdoor illumination increased.
45. Added recipes for carbon, vancidium to first (slow) workbench.
46. ​​Added a new resource: Charcoal which is available from burning through the wood. The recipe is also available for the campfire. It can now be to choose coal or charcoal for steel.
47. For the comms center needed to reseacrh Power I + Construction II technologies.
48. Increased yield or production rate in the peterchemical plant (ex chem. Lab) and concrete mixer for all recipes about 2-4 times.
49. Retexture for snowman and Soylent green.
50. Mods: Apothecarius, OmniStorage, MedicalDrinks are now part Core_SK. CombatRealism Defence, Industrialisation and some part Superior Craft,
Mechanical Defence2 (MD2) are now part of a new project Tech_SK based on the dll library.
51. Remade Soylentgreen work.
52. Optimized size stacks for most of the resources on the basis of their market value.
53. Removed nearly 3 dozen things from Aparello and Norbals. Deleted all the socks and gloves are now the same type and are wear on both hands.
54. Changed the recipe of the production of biodiesel. Added a recipe for seed processing into biodiesel in bio refinery.
55. Bows, crossbows, pilum significantly slashed on the firing range, the maximum range of some of them only 18 (less than the pistols). However, significantly increased the accuracy. In a small distance is now deadly and good ofr hunting.
56. Completely redesigned melee weapons including Norbals weapons, making it more effective in closer combat. Nerf max damage for Norbal weapons.
57. Installed compatibility patch for AutoSell with Miscellanious.
58. The acceleration of production on the assembly tables. For simple workable about 2 time.. For electrical about 4!. Also acceleration in processing of sand and rubble (crushed stone) in their workbenches.
59. Fixed craft melee weapons, now it cant be made of stone or wood.
60. Added a nice feather headdress for the tribals.
61. Removed the duplicate recipe tofu on canning table.
62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).
65. Added a chance to use apperel, hats, gloves, and boots from Aparello by guests, that were previously inaccessible.
66. Walls with wiring and light are now demanding more wires, but remove the requirement to electronics for all walls that used them. Such rebalance of resourses for the walls.
67. Hydroponics doesnt require synthetic materials.
68. Incresed glow  for Rope and power consumption about 2 times. Slightly increased the demand for the wiring.
69. Decreased the bonus for the beauty of some stone surfaces from 3 to 2.
70. Reworked tilled soil and rich soil. Added nitrates and tilled soil require Agriculture II tech.
71. LAW is now work properly.
72. Added a stone heater (furnace), is available from the beginning of the game, working on peat and coal. Well heats the room.
73. Added ability to collect the blocks of snow from the snow.
74. Removed clay collector. Reworked recipes for clay bricks and related prescriptions.
75. Retexture of soft clay, clay brick, rubber and seeds.
76. Resources rebalance on the EPOE tables. Increased the cost for electric assembly table.
77. Increased slightly the cost of all the heaters that works on electricity.
78. Professional cook stove now also saves energy.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 02:52:38 PM
I pressent...
ANTI-TOOLer

Tools For The Job has been very bugs in 1.12... I can't prioritize mining... or anything, colonists will only do Mining & Mining only... EVEN if their a 4 in mining but a 1 in everything else in the pirorites screen... They will not do joy activities... ext.

Now until Tols For The Jobs becomes more bug-free I have made this patch disabling it.

Download:
https://drive.google.com/file/d/0B20MnOEi81xJZGs5RFJUU0JQYk0/view?usp=sharing

Enjoy!

-TheGentleman
Really? For me it is working fine, I have one colonist priority 1 for construct, repair, and mining and she does construction and repair first using the hammer then mining after using the pickaxe, so it is working perfectly.

Its been super unstable for me... 
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 03:18:18 PM
Using Sky High.

It seems that the book reading table in the joy tab generates error log when colonists try to use it.

Question: What's the best way to produce Ash? Corpse burning is waaay too slow.

Answer: buy it from a trader. It's dirt cheap. Also burn shitty apparel, it quickens things. Make 2 crematoria: 1 for burning people and incidential for burning apparel which these corpses had on them.

Great, update! Luckily I was finishing my current run, so I'll try this out soon.

By the way, notice me skyarkhangel senpaiiiiiii (>///<')

yep. there so much content, and may still remaining errors, mainly for innovations. Because, I am late to make update to 20.08 and released without any test. But I believe that everything should work good. And yes. thank you TheGentmen for new Tuff luck. And i made myself patch with anti-tools, because you forgot to remove jobs. Just needed to remove toolforjobs jobdefs and workgiverdefs and colonosts would work as in vanilla. Not necessarily touch the dll library.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 03:30:41 PM
@Sky, ty... will update.


Edit: Nope, I don't change the dll  at all, I just put it their for redundancy...

Also, Core_SK doesn't have a jobdefs for Toolforjobs... only a workgiverdefs.

ANTI-TOOLer removes them from thingdefs, gets rid of their recipes from recipiedefs then removes their workgiverdefs.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 04:01:34 PM
Hot fix for crafting glass frame + rus_lang fix to 1.12a:

https://yadi.sk/d/0TpHkePoiarQM
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: losinator501 on August 21, 2015, 04:03:00 PM
Hot fix for crafting glass + rus_lang fix to 1.12a:

https://yadi.sk/d/0TpHkePoiarQM
What is the current problem with crafting glass?

Also when trading with people who come with the tents, where do the items you buy go?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 04:06:51 PM
Hot fix for crafting glass + rus_lang fix to 1.12a:

https://yadi.sk/d/0TpHkePoiarQM
What is the current problem with crafting glass?

Also when trading with people who come with the tents, where do the items you buy go?

Problem with recipe:

Code: [Select]
<RecipeDef>
<defName>MakeGlass</defName>
<label>make glass frame</label>
<description>Make glass frame from glass batch.</description>
<jobString>Making glass frame.</jobString>
<workAmount>600</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>GlassBatch</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Glass>2</Glass>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>

Sand in fixedIngredientFilter. Fixed to GlassBatch.
Without fix can't to produce glass frame from glass batch.

Don't know where this error сame.. itself  :D
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 04:31:21 PM
@Skyarkhangel Patches moved tho this thread:
https://ludeon.com/forums/index.php?topic=15173.new#new
--SNIP--
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Wivex on August 21, 2015, 04:50:18 PM
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 04:57:59 PM
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.

Yep. I like your mod and idea.. and can't to no use your awesome work.

And for some people:


Anti-Tools A11 for 1.12: Sky-High

Removes the requirement for use tools.

Install:
Just copy into Mods folder with files updating. 
Warning! To restore tools funtions, it would have to completely re-install Hardcore SK project.

(http://s020.radikal.ru/i708/1508/2f/76d376e3c505.png) (https://yadi.sk/d/hlXaonItiasvJ)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 05:05:52 PM
If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.

One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize. Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Wivex on August 21, 2015, 05:23:26 PM
One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize.

That's because pawns are made to always automatically mine closest reachable vein (same goes for woodcutting and building). It's a small drawback, but is required for the whole mod to work. I doubt i'll be able to make it the other way.

Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...

That's more relieving news for me, because my mod is not meant to be free compabile with others. But if you provide me with more feedback i could help you to tune it in with other mods.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 21, 2015, 05:40:34 PM
Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Wivex on August 21, 2015, 05:52:32 PM
Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?

You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 21, 2015, 05:59:21 PM
You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Ah thanks! But riht-click doesn't work if I want to order to collect snow or build snowy wall. I guess I'll have to use anti-tools.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: losinator501 on August 21, 2015, 06:32:42 PM
If I already started with the tools, can I use anti tools?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 06:44:21 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 21, 2015, 07:40:29 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 21, 2015, 09:13:52 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?

(http://images.akamai.steamusercontent.com/ugc/27356421801803075/82F5E30E6720E9D1D723664E44F55E51FCBE26EB/)

Too fast for private test... I expected the end of August.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 21, 2015, 09:21:31 PM
A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?

(http://images.akamai.steamusercontent.com/ugc/27356421801803075/82F5E30E6720E9D1D723664E44F55E51FCBE26EB/)

Too fast for private test... I expected the end of August.

Me too... Anyway... good luck updateing... The sad thing is that about 10% of mods never update... and if the mods don't update the modpack doesn't update. :(
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: popster99 on August 22, 2015, 01:00:20 AM
Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 22, 2015, 01:06:06 AM
Is anyone else getting really low raids?

Playing Randy Random at Rough difficulty... Only had maybe 2 raids in 70-80 days?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: TheGentlmen on August 22, 2015, 01:17:50 AM
Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha

Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 22, 2015, 03:43:39 AM
I'm gonna throw my hat into the ring about the tools mod being a bit on the annoying side.

I like what you've done with copper and the larger quantities of parts being produced.

Some resources still need balancing... Glass frames for example require ridiculous amounts of sand. A batch of 5 glass costs 25 sand and 8 batches of glass makes 2 frames so:

10 glass frames requires 40 glass batches which requires 200 sand.

A single solar panel requires 60 glass frames or 1200 sand... I think this is probably a little bit too much...

If it were me I'd half this by increasing glass frame production to 4 per 'job' so that a solar panel required 600 sand (it works out to be half of your return on glass batches too which is a nice even figure).

Steel production is feeling like its reached a good balance though.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 22, 2015, 05:26:05 AM
Could we reduce slowing factor on A2B components? For something closer to moving through furniture. It's really a pain when your builders freeze for ages to repair some element deep inside
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: isistoy on August 22, 2015, 07:27:15 AM
Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...

Not necessarily rewriting them, but it may take some time to get sources extracted back, compiling and working in a newer solution, particularly when you get iterators IL code to write back to clean, working c#.
It also depends on migration scenarios: for some mods, it's tough work (things changed in vanilla code since last mod working alpha), for others it can be straightforward.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: mickey on August 22, 2015, 08:25:21 AM
hi thanks you i use the windows install and this work ^^ ( alpha 11 ) you are test on alpha 12 ? :p thanks
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: bobisback on August 22, 2015, 09:42:52 AM
For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?

Thanks,
Bob

P.S how do you use multch? I still have not figured it out.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 22, 2015, 12:45:16 PM
For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?

Thanks,
Bob

P.S how do you use multch? I still have not figured it out.

I guess it's a bug with geo, I can't place it either (a11, modpack version c.).

Mulch: enrichen soil (ground) to make plants grow faster or after researching hydroponics - they need mulch in recipe.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: notfood on August 22, 2015, 01:06:10 PM
We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.

Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 22, 2015, 06:17:43 PM
We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.

Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.

That or copper should be spread around the map upon spawn such as steel so you always have at least a little bit... Same as steel.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 22, 2015, 09:16:41 PM
Marine pants are worn in the same slot as holstered chaps... which is kinda weird, don't you think?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: donoya on August 22, 2015, 09:58:36 PM
Out of curiosity, how easy is it to update mods from alpha 11 to alpha 12? Judging from the speed at which some of these mods have updated, I would imagine it's really easy. Also, is it allowed for someone like yourself to make an updated version of the mods just for your modpack? And finally, I know alpha 12 just came out about a day or two ago, but I would appreciate it if you could make a frequently updated way to see what progress is being made with regards to updates, bug fixes and original content. It could be a web of projects with indicators telling what stage that project is in (idea, working on, finished, or postponed), or it could be a changelog that lists progress on the next pack version(s) as well as what was worked on in previous versions. I just want something to tell me how soon the next update will be and what to expect with it.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 22, 2015, 10:38:22 PM
Anyone know how to use the auto-seller? What's the mod do?

I don't want to put trade beacons all over my base but I hate manually assigning goods to be hauled to the outside beacon.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 23, 2015, 05:52:05 AM
Well in "Overview" you have auto-seller tab where you can set rules on what to sell. Auto-sell button is only at ship traders. I've put trading tents all over stockpiles with resources I wanted to trade with. This whole "must not be under the roof" thing doesn't work, so don't worry about this.

Yeah, making pawns haul things you want to trade with manually is crappy solution. They don't have enough time for hauling all stuff anyways.

Also notice auto seller options in that tab, for example I didn't want to auto quit with auto sell in order to control how much silver I get/what I sell.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: iiSpeedy on August 23, 2015, 06:32:27 AM
Update for Alpha 12 Would be nice :D
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 23, 2015, 07:01:10 AM
Update for Alpha 12 Would be nice :D

Of course, duhh. Think about how many mods have to be updated in order to do that. Don't say such things please.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: bobisback on August 23, 2015, 08:45:11 AM
So toxic fallout hit, and now the game is so glichy it is unplayable. Anyone else get a prefrmance hit with toxic fallout?

Nevermind I restricted everyone to inside and it become unplayable. I removed the restrictions it runs fine.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 23, 2015, 09:01:08 AM
Update for Alpha 12 Would be nice :D

So soon update for A12.. :)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 23, 2015, 09:33:50 AM
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12

(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)

(http://clip2net.com/clip/m54307/a3bf4-clip-255kb.jpg?nocache=1)

Now trying to start Core_SK for  A12.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 23, 2015, 07:16:09 PM
Just tried a12 vanila after a long break (moreover not ice but swamp forest). OMG - it's a different game. I'm in panic - unknown techs, no usual buildings, others are available from the start, ... I forgot how to play that game, better stick with Hardcore SK.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: bobisback on August 23, 2015, 11:41:19 PM
For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: notfood on August 24, 2015, 12:21:56 AM
For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?

I think that selector is very buggy. I have had the same issue multiple times. Wouldn't it be better to just be able to equip the gun the pawn is using? Right click -> Equip Gun, it then equips the gun the pawn is using. Some checks need to be done so it only restricts them to ranged weapons, not tools or melee.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Dan on August 24, 2015, 04:23:09 AM
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12
(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)

Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2 (https://wiki.teamfortress.com/wiki/Mann_Co._Supply_Crate/Retired_series#6)? The original sprites from SeedsPlease look better, the current sprite looks bad.

Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 24, 2015, 05:40:25 AM
I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12
(http://clip2net.com/clip/m54307/7c47b-clip-816kb.jpg?nocache=1)

Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2 (https://wiki.teamfortress.com/wiki/Mann_Co._Supply_Crate/Retired_series#6)? The original sprites from SeedsPlease look better, the current sprite looks bad.


Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 24, 2015, 07:38:03 AM
Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: The13thRonin on August 24, 2015, 08:24:41 AM
Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.

If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).

At least 20 would be great. 10 would be an improvement. 5 is unbearable.

Also still no Rimsenal? :(
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 24, 2015, 10:24:43 AM
Rey (my assistant) and me.. working also on retextures for trees, this is boreal forest:
Now we changed pine and birch. In plans to redraw all the trees.
(https://pp.vk.me/c624418/v624418790/43b40/BqpeKjRnmfs.jpg)
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: popster99 on August 24, 2015, 12:55:15 PM
nice
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: isistoy on August 24, 2015, 04:28:16 PM
Yes, looks pretty neat
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 24, 2015, 05:53:38 PM
Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.

If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).

At least 20 would be great. 10 would be an improvement. 5 is unbearable.

Also still no Rimsenal? :(

That's why before I sow I create zone near growing area and order pawns to haul the seeds they need first.

Trees are looking great, but the most importantly: do they still do the whimpy-bumpy movement?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 24, 2015, 06:08:19 PM
Is there any way to make pawn to not reconsider players orders? I have desiganted two areas for mining: one in the base (ore) and other far away (coal). I right-click on far away base and pawn start to move there. At one third of the way it decide to mine near base and go back. I click again. After half a way it again desire to go back and I again have to order go to far. Not gamebreaking, but irritating.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 24, 2015, 09:10:37 PM
the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: isistoy on August 25, 2015, 02:37:03 PM
Is there any way to make pawn to not reconsider players orders? I have desiganted two areas for mining: one in the base (ore) and other far away (coal). I right-click on far away base and pawn start to move there. At one third of the way it decide to mine near base and go back. I click again. After half a way it again desire to go back and I again have to order go to far. Not gamebreaking, but irritating.

Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without mods?
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 25, 2015, 05:17:24 PM
the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
Thanks for idea about zones! As for other - not my case. It's start of the game and very cold outside so he have time just to move, mine one tile and return with mined coal before getting too much hypotermia ("Mission Impossible 12"  ;D ). So coming back make him lose precious time and bodyheat.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: Uglyr on August 25, 2015, 05:24:13 PM
Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without mods?
Sure I use Hardcore SK 1.12a with hotfix and Anti-Tools by skyarkhangel. If you mean any other mod - then no. No errors on loading.

As for playing without mods - I tried and couldn't play more than 15 minutes.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 26, 2015, 09:24:31 AM
I have some problems with updating.. without official update for Mechanical Defence. In A12 changed designationdefs, which results to the complete disappearance buttons "collect sand" and  fill with sand. I tryed to recompile MD for myself, it works, but without buttons  >:(

And that is why I dont make "the test version". Because i know the remaining problems for myself.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: notfood on August 26, 2015, 11:08:26 AM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: zenfur on August 26, 2015, 12:56:03 PM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.

Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: sociallyawkwardsurvivor on August 26, 2015, 05:29:54 PM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.

Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.

and then there was the time I hit a sand shortage in the middle of the desert. 
Title: Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
Post by: skyarkhangel on August 27, 2015, 06:36:45 AM
Updated to 12c

(https://media.giphy.com/media/l41lWD0kezoF6ImCk/giphy.gif)
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on August 27, 2015, 08:58:17 AM
With this update you didn't update all the mods that were in 11d?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 27, 2015, 09:52:36 AM
With this update you didn't update all the mods that were in 11d?

can't to update all mods. It hard to update from a11 to a12 mods, which it has own user interface. in some places, its necessary to completely rewrite dialog menu's. And some mod's without source, so.. only author can update them.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: notfood on August 27, 2015, 10:10:04 AM
Can we get a list of the mods that didn't make it?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Uglyr on August 27, 2015, 03:09:10 PM
Can we get a list of the mods that didn't make it?
Double. Maybe it's better to stick with A11 for a while?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: halcyforn on August 27, 2015, 04:38:50 PM
i find small problem in this last version what make game unplayable in frozen climate, can you change campfire to use logs. in climate when the highest temperature is - 20 its imposible to get anything my people die until i build something.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Uglyr on August 27, 2015, 04:50:17 PM
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.


[attachment deleted due to age]
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: notfood on August 27, 2015, 04:55:42 PM
i find small problem in this last version what make game unplayable in frozen climate, can you change campfire to use logs. in climate when the highest temperature is - 20 its imposible to get anything my people die until i build something.

I started in -40C. Best way to survive is just to find the closest natural building, deconstruct a wall to make an entrance, haul your wood, medicine and some food inside, and lock yourself inside with wooden log walls  until you have your hand sawmill. Make some kindling, make the campfire. Afterwards, play with restriction zones and deconstructing the wooden log wall avoiding frostbite. Haul some stone chunks, haul some slag if there is any and get yourself started.

If you start with prepare carefully, just bring a couple of spare parts to place a door between the outside, you and your mine.

I had the tools for jobs removed, I suppose it's just a matter of equipping a hammer before holeing yourself up.

It takes them some time to get frostbite anyway.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 27, 2015, 05:00:20 PM
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.

All mods that included, in first post. Yep, bulk food not updated yet. No source.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Uglyr on August 27, 2015, 05:15:11 PM
About differences. Maybe this comparsion of modconfig can be helpful. Sure it's not 100% correct as some mods could be reshuffled, but for example I couldn't find bulk food maker in the 2.0a.

All mods that included, in first post. Yep, bulk food not updated yet. No source.
Hmm... I'm far from modding Rimworld, but what's the big difference between bulkfood and any other food making? Buildings and recipies are looks like in xml files. The only dll is BeanTekAlert_NeedMealSource.dll and it's name say it's just alert, so can be removed.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 27, 2015, 05:55:49 PM
Soon will be added stone furnace in the start of the game. Previous one, not worked correctly. But Isistoy help with it. He create new "CompHeatPusherFeed" thingclass
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 27, 2015, 06:19:20 PM
First of all, you have done an amazing job with this mod pack Sky, it's easily my favorite mod compilation. Aside from the usual "Why is mod xyz not in the new update!?", there are a couple of things that are pretty weird. For instance, the new research tree, specifically the new 3 research projects ("Air circulation", "Temperature control" and "Gun turret cooling") that are available from the start really make no sense whatsoever. They don't unlock any new research and I don't see the reason for which they are available from the start.

Also, can I have your permission to modify some of the tooltips/descriptions so that they provide more relevant information? For example, information about the research projects that are unlocked if you research that specific project or how much power a specific plant generates, how much fuel it needs and so on.  Double also, where is the battery texture stored? Thanks in advance. :D
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Nanako on August 27, 2015, 07:44:05 PM
I think the lategame comes down to too much grinding for several specific items:

Electronic Chips
Synthetic Materials
Steel Parts

These are too slow to make, but required in too high quantity, and it really drags things down. In my last game i ended up making a huge fortune from years upon years of raiders before i really felt i was at the endgame.

I really would like to see the required number of synthetic materials reduced a bit, and microchips made easier to craft (less sand and metal please!)
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 27, 2015, 08:04:39 PM
First of all, you have done an amazing job with this mod pack Sky, it's easily my favorite mod compilation. Aside from the usual "Why is mod xyz not in the new update!?", there are a couple of things that are pretty weird. For instance, the new research tree, specifically the new 3 research projects ("Air circulation", "Temperature control" and "Gun turret cooling") that are available from the start really make no sense whatsoever. They don't unlock any new research and I don't see the reason for which they are available from the start.

Also, can I have your permission to modify some of the tooltips/descriptions so that they provide more relevant information? For example, information about the research projects that are unlocked if you research that specific project or how much power a specific plant generates, how much fuel it needs and so on.  Double also, where is the battery texture stored? Thanks in advance. :D

Thank you. It's very difficult to balance such a huge content, but it seems we are on the right track. Of course, send me tooltips/descriptions, will be very grateful. With the translation of the Russian version works even a few people!  Battery uses vanilla texture, so just does not get it  :D
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: MarvinKosh on August 27, 2015, 08:12:22 PM
I gave the modpack a go tonight and I have to say, there's a fantastic amount of content in there. Lots of crafting stages, but I was eventually able to figure out how to get a colony fitted out with doors and steel beds. :) Plus, has to be said, a lot of improved textures. Much kudos to the artists out there.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 27, 2015, 08:39:53 PM
Battery uses vanilla texture, so just does not get it  :D

Hmm, after I apply the mod pack, the batteries just look like plain gray rectangles. Is it a bug? :(

(http://i.imgur.com/DcBBCss.png)
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Nanako on August 27, 2015, 08:46:29 PM
So i'm playing the new version. It seems that the Night Owl trait is completely broken. It doesn't give any bonus at night, or any penalty during the day. doesn't do anything.


My colony is in the middle of a desert. How do i pick up sand off the ground for using?

Also, you should really update the tutorial messages to be more helpful. Like the one that says "Pirate raids will start soon, build some turrets". i'm not sure what we're supposed to do in the earlygame for defenses but turrets aren't it.

and i see you've added sex. How do i make that happen. i set people to do it and they don't seem to do anything. dpo i need to research double beds or something?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: bobisback on August 27, 2015, 09:58:35 PM
I think the lategame comes down to too much grinding for several specific items:

Electronic Chips
Synthetic Materials
Steel Parts

These are too slow to make, but required in too high quantity, and it really drags things down. In my last game i ended up making a huge fortune from years upon years of raiders before i really felt i was at the endgame.

I really would like to see the required number of synthetic materials reduced a bit, and microchips made easier to craft (less sand and metal please!)

Ya I agree I ended up having to mod this to get it to fit better with my play style. It was taking so long to build things in really bogged the game down.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Nanako on August 27, 2015, 11:50:26 PM
what did you do, and how?

maybe you could share some of those changes?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 28, 2015, 03:24:14 AM

Ok guys, to fix the battery texture issue that I posted earlier you will need to edit Core_SK\Defs\ThingDefs\Buildings_Power.xml. Specifically, search for the battery definition and change <drawSize>(1,2)</drawSize> to <drawSize>(2,3)</drawSize>
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: sociallyawkwardsurvivor on August 28, 2015, 10:22:46 AM
Thanks Alex.  Havent tested, but hope that works.

Skyhark, Although both "cats" and "more factions" seem to work okay when added, could you add them to the next sk release?  and may I request pre-transcendant and jaffa factions?  The jaffa patch only seems to add scout armor outfit and hat, could maybe add staff weapons... or am I not seeing it there?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: isistoy on August 28, 2015, 10:52:52 AM
Sky did quite a massive job deciphering other people's mods incompatibilities, possibly helping them pointing out impacting A12 changes, when possible and also adding new stuff that makes sense in SK but it really is a tough one, also in regards to other people's work due respect, or availability or personal plans for their own projects and finding/dealing with changes!

I dream about the perfect world where all modders could interact and share stuff freely in between each other, but it's maybe in another time/space/dimension :)

In another perfect world, maybe we would all be mastering Github perfectly, be constrained to share our work there with no other considerations but doing so systematically and be forking each other's work like a crazy modding team of maybe 50/100 individuals, ahaa.

Anyway... SC has not been communicating its plans for update so far, so it is impossible to make any call for now, but I get the feeling there will be a follow-up (I don't why I am saying this :D).
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: sociallyawkwardsurvivor on August 28, 2015, 12:25:56 PM
yeah, skyhark is incredible.  SK mod is handsdown the only way to play. Although, I didnt like the way he nerfed my favorite outfit this time around, the duster. ;-)   If you know what you are doing, the textures for the duster can be placed in the core sk directory (core sk > textures > things > apparel) and make the path change in Apparel_Various file (core sk > defs > ThingDefs).
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Nanako on August 28, 2015, 03:45:12 PM
Can anyone answer my two questions;

1. How do i take sand off the ground in a desert biome (for making chips with)
2. How does the new lovemaking mechanic work? I set people to do it as top priority job and nothing happened.

Also sky, are we going to be seeing a patch for the issues that have cropped up? (missing textures, Night Owl not working etc).

Bugs really...bug me
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 28, 2015, 03:54:13 PM
Can anyone answer my two questions;

1. How do i take sand off the ground in a desert biome (for making chips with)
2. How does the new lovemaking mechanic work? I set people to do it as top priority job and nothing happened.

Also sky, are we going to be seeing a patch for the issues that have cropped up? (missing textures, Night Owl not working etc).

Bugs really...bug me

it's a bug with Mechanical Defence and CCL = In progress for fix.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on August 29, 2015, 02:40:49 AM
Did you change lots of icons for weapons? Or you didn't yet update them for yours? These black ones (shotgun, pistol, sniper rifle...) are ugly and don't fit the style. Old ones were great!
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Dan on August 29, 2015, 07:04:03 AM
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...

Also, in A12 biodiversity somewhat breaks the taming system (tame animals are still aggressive)
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: notfood on August 29, 2015, 02:24:15 PM
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...

Just punch them, they die in one hit. They also provide meat, easiest meat source ever.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 29, 2015, 02:29:39 PM
Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...

Just punch them, they die in one hit. They also provide meat, easiest meat source ever.

bug with mosquito soon be fixed.. I am waiting for CCL 12.1 update.
It will also be other changes and innovations, for example... for industry - Oil Refinery, which auto-refine crude oil into selected resources  ::)

You can fix it himself, it just easy:
Mods\Enviro_SK\Defs\ThingDefs
File: Insect_Enviro.xml

Search: Mosquito

Change  in <race>
<manhunterOnDamageChance>1</manhunterOnDamageChance>
to
<manhunterOnDamageChance>0</manhunterOnDamageChance>

Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: guardianru on August 30, 2015, 12:12:15 AM
Some questions

1. How|where to manufacture mechanisms?
2. just for now weddings-love-romance mod doesn't do anything for now - just popups its notification... annoying-) and btw its up to 0.8 ver.
3. friendly factions com in little numbers 1-4 persons and enemy factions come in more 10 person groups. where i could fix it, so to make some friendly fire activity more intresting.
4. what about adding:
- Animal Hide Working v2.08
- Better Tribals V2.00
- M&Co. MMS
- EdB Interface
- Skullywags Weapons, Tools and Trinkets
- Enhanced Development
- AstroTec Labs: Interstellar Trading [v1.2 - Aug 2015]
and very valuable  -
Pawn State Icons and More Factions Spawn  (don't know how it will affect map, because there are shown faction placements... eh no ability to roam them in counter-attack yet)

5. ps... for mending - there no skill up and choose carefully has no ability to up it (no option with it there). Same as for tree cutters- they are always 3 lvl.

6. В версии а11 СССР-перевод когда где-то отсутствовал - заменялся на английский и было нормалек, а сейчас в этих местах  туча символов вопросов, что даже не понять что-как. Это где-то руками можно поправить?
и это звиздец как долго надо фигачиться, чтобы собрать нормально ресурсов bсоздать хоть что-то живое и не помереть раньше-)  с одной стороны стремишься вгрызться глубже в гору, чтобы меньше было сторон для защиты, с другой откровенная проблема с электричеством, особенно после ввода стекла и механизмов - с его строительством и обеспечением. деревья быстро исчезают,а  уж сколько надо разных вариаций полей... места даже на самой большой карте тупо не хватает на все-))
спасибо тебе за объединение множества модов в одну грозную кучку)
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on August 30, 2015, 03:09:01 AM
If you changed mines to require 20 space in between them, would be nice if you added the same requirement for fissure makers between themselves and mines.

How can we get clay without clay collector?

@edit: I noticed fissure generators also have the space requirement, but what I meant is intertwined relation mine-fissure. Probably you would have done this already if you knew how.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 30, 2015, 05:42:45 AM
1. How|where to manufacture mechanisms?

Assembling workbench, third option from the top, simple mechanism. :D
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: guardianru on August 30, 2015, 07:42:11 AM
1. How|where to manufacture mechanisms?

Assembling workbench, third option from the top, simple mechanism. :D

Oh... what a shame-)))) Thanks!

2sky
в переводе неточность: бабан ->> банан )
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Nanako on August 30, 2015, 11:49:48 AM
How do i take sand off the ground in a desert biome? can it be done?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: skyarkhangel on August 30, 2015, 04:21:39 PM
How do i take sand off the ground in a desert biome? can it be done?

Soon fixed, needed update CCL for 12.1.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: guardianru on August 30, 2015, 05:56:55 PM
+1 more
aluminium ore smelting has no coal or wood coal requirenments.

++bugs from second artefact activation. la-la-la signal gone somewhere and raiders catched it...

so funny pity raiders... they will come to saying hello terminators-)))

but...they don't fight! bug?

[attachment deleted due to age]
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: guardianru on August 30, 2015, 07:27:24 PM
no fight((

[attachment deleted due to age]
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Goo Poni on August 31, 2015, 06:10:28 AM
It looks like your modsconfig.xml could do with a quick change in build number to bring it up to date with Rimworld.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on August 31, 2015, 10:56:35 AM
I've had 3 lategame runs on your modpack and still I haven't figured out, how are you supposed to obtain carbon? To make carbon alloy.

Also with nitrite introduced, how can I get large quantities of this stuff? On non mountainous maps I barely see this thing.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Lascer on August 31, 2015, 03:05:10 PM
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.

Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.

ModPack looks interesting, but not if it's instant death rather than hardcore.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zoranjoza on August 31, 2015, 03:56:17 PM
am i able to build AI core in this mode on some workbanch?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: guardianru on August 31, 2015, 04:11:31 PM
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.

Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.

ModPack looks interesting, but not if it's instant death rather than hardcore.

haha... yes. just use to add from the begining some stuff (many-many stuff!-)) ), get 7 colonists  with weapons and dig in that hellish mountains!-))) or some super-powered mortars of pirate siege attacks will vanish all out-))
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on August 31, 2015, 05:43:25 PM
About that... you have a good point. In vanilla rimworld you get at the beggining lots of iron and wood logs which are needed for everything and recipes consists mostly of this stuff. You are able to build some useful stuff from this.

In this modpack however begginings are very boring and unappealing, sometimes also more challenging (esp. in challenging environments) because just with iron ore and wood logs you can't get the most needed stuff (butcher table, researching table)... You need to spend few days on basic stuff wasting your colonists' time for basic research. Food becomes a very big problem - your only early options are shrooms and if you are lucky enough - fishing. You can't hunt because you don't have butherer's table and potatoes won't grow fast enough to feed you early - even if they grow with just 8 seeds you are not going to get fed with just them. So 1 person is busy crafting 1 person is busy researching and 1 person must be building shelter/hauling - there's little time to get food anyways.

Because of these reasons I always prepare carefully and get instead 450 iron ore/wood logs - few spare parts, few steel parts, few wires and a bunch of wood planks and coal. Iron ore is usually scattered all around the map so it's not a problem, but copper ore and coal are not always easy to find.

I think it would be a generally good idea to by default give for start some spare parts/steel parts and wire instead just iron ore and wood logs. The idea is to be able to build anything useful out of it so the beginnings are more dynamic and interesting.

@edit: wait. herb medicine kit (not herbal medicine) has 130% medical potency, as much as glitter world medicine. I think something is not right here.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 31, 2015, 07:33:03 PM
Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.
Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.

ModPack looks interesting, but not if it's instant death rather than hardcore.

1. It's not really a bug but you can just change it as I will explain at 3.
2. No, you can build things using different materials but you need to have the materials first. So, for example, if you have planks and you want to build a research bench from planks, you will need to right click the research bench in the architect menu and select wood plank. If you however do not have the materials needed (in this case, the planks - or some other materials that the bench can be built from), nothing will happen when you will right click it.
3. Go to Mods\Enviro_SK\Defs\ThingDefs\Insect_Enviro.xml then serach for the Mosquito defs and change <manhunterOnDamageChance>1</manhunterOnDamageChance> to <manhunterOnDamageChance>0</manhunterOnDamageChance>. You can also do this with other creatures that annoy you.

Also, there is a bug with the battery texture. To fix it you need to go to Core_SK\Defs\ThingDefs\Buildings_Power.xml. Specifically, search for the battery definition and change <drawSize>(1,2)</drawSize> to <drawSize>(2,3)</drawSize>
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: tagelconar on August 31, 2015, 07:59:49 PM
hey, can't seem to find where to make electronic chips, my electronic table can make advanced chips or electronic  components but I can't seem to find regular chips :s.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 31, 2015, 08:04:34 PM
hey, can't seem to find where to make electronic chips, my electronic table can make advanced chips or electronic  components but I can't seem to find regular chips :s.

It's just a spelling error. I also searched how to craft electronic chips a hell lot of time before actually realizing they are the same with electronic components.  :(
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: tagelconar on August 31, 2015, 08:07:06 PM
Okay thanks
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Alex.QTK on August 31, 2015, 08:12:36 PM
How do i take sand off the ground in a desert biome? can it be done?

You could try this: https://ludeon.com/forums/index.php?topic=7380.msg166201#msg166201
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Avtomatik on September 01, 2015, 08:32:09 AM
Just started and having some problems...

To get a butcher table I need spare and steel parts. How to get them?
What is a must for having with you on embarkation?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: MarvinKosh on September 01, 2015, 09:23:28 AM
With enough time spent researching, you can get by with just the standard start, but if you can pile some extra meals in there that would be good.

You want to start by building a stone brick furnace to make steel bars. You need those to build the assembling table, which then lets you make spare parts, and if you combine spare parts and steel bars you can make steel parts. At least, that's what I remember!
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Avtomatik on September 01, 2015, 09:32:05 AM
Thanks. Although I don't see any logic in making a player do all that stuff for a butcher table, which is essentially a normal table with a knife on it, other than to make it harder game-wise
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 01, 2015, 10:14:38 AM
Thanks. Although I don't see any logic in making a player do all that stuff for a butcher table, which is essentially a normal table with a knife on it, other than to make it harder game-wise

Logic wise, spare parts kinda represent stuff like nails and screws to get things together, needed for all sort of things. So there's a sense to require that (steel parts - can be knife :P). However, I agree that gameplay-wise it would be better to be able to build it with planks only because it hinders the beginning a lot.

@edit: I found a bug where Tunic isn't in any apparel list. I think it misses in Mods\Apparello_SK\Defs\ThingDefs\Apparel_raider.xml lines:
Code: [Select]
    <thingCategories>
      <li>Apparellocategory</li>
    </thingCategories>
at 245 line.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: popster99 on September 02, 2015, 05:51:54 AM
whens the sand and other fixes comming out since ccl is updated to 12.1
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 02, 2015, 06:14:21 AM
whens the sand and other fixes comming out since ccl is updated to 12.1

I guess it's done when it's done.

Another bug report: with changed graphics of sleeping spot, it can be now uninstalled.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: tagelconar on September 02, 2015, 02:07:35 PM
My game keeps getting stuck on pause, and pressing space bar only unpauses it for 0.1-2seconds then pauses again, this never happened to me on vanilla before so I suppose it has something to do with this mod. any ideas?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 02, 2015, 05:19:17 PM
My game keeps getting stuck on pause, and pressing space bar only unpauses it for 0.1-2seconds then pauses again, this never happened to me on vanilla before so I suppose it has something to do with this mod. any ideas?

You have fiddled with developer mode, haven't you? Turn on development mode (in options) and make sure last (to the right) of white icons which appeared has x on it.

Another bug report: At tailor station alloy vest has raw resources listed for it - it means it can be made out of any raw resources such as crude oil, coal...

@edit: bug report: constructing geothermal heater then deconstructing it results in creating a steam vent

@2edit: I've got information that skyarhangel is unavailable until 06.09, so don't expect any updates until that date.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Dan on September 03, 2015, 02:36:37 PM
Why won't my animals haul things? I have had a tame rimdog for 6 months, he is trained in hauling 8/8 levels and has 53 carrying capacity but I have never seen him carry anything even though there is a lot of stuff to haul. He is not restricted to a stockpile. Is it a problem in the mod, a problem in A12, or am I doing something wrong? The dog is always "wandering".
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 04, 2015, 08:35:04 AM
Why won't my animals haul things? I have had a tame rimdog for 6 months, he is trained in hauling 8/8 levels and has 53 carrying capacity but I have never seen him carry anything even though there is a lot of stuff to haul. He is not restricted to a stockpile. Is it a problem in the mod, a problem in A12, or am I doing something wrong? The dog is always "wandering".

For me everything works fine. I have dozens of animals and they are doing most of the hauling jobs. I've observed that they are more likely to haul when they are near haulable objects. Also make sure restrictions are set right. As I observe my animals they haul about 1 thing per day.

I'm typing for another reason though. I am worried that aspect with using biomatter to heal scars is gone. Is it? At least I cannot find it. Is it possible it unlocks with some research? Anyone knows?

@edit: I also wish that one thing were changed: please add deterioration rate for weed and make it spoilable.

@edit: This mod modifies shops as well, right? I wonder where can I sell thrumbo horns...

Yeah. Now vanilla exotic trader has "exotics" trade offer which are horns.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: kobar on September 05, 2015, 06:27:07 AM
Playing on alpha11 version and modpack. Can't place drilling Rig and mine Extractor. Icon just don't appears, so i can't even place it as blueprint. Is it a bug, or what?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: Rhubarbs on September 05, 2015, 07:26:56 AM
Good job on making all the mods play nice with each other. I'm actually impressed by the amount of stuff in this pack. I do have some minor feedback, of course.

For me, the biggest issue is this: I really dislike the disposable tableware. It just feels like my colonists are morons, and somehow incapable of using glass or metal utensils and plates more than once. And given that there is nothing left after they're done with a meal, I guess they might be eating them as well.

So rather than it's current state, I'd suggest making them something you can place on dining tables, cooking stations and counters. Maybe a separate piece of furniture altogether. Instead of being necessary, it would improve the meal quality, give a positive mood for using fancy silverware, and/or reduce the chance of food poisoning.

If not, I'd just remove them entirely. In it's current state the tableware is just hardcore goofy, instead of immersive.

Then on to something I find much less severe. Here are some issues I've encountered in 2.0a:
- All the shelf-like furniture are oriented the wrong way now that they require a wall.
- All the candies spoil in 4 days, which is absolutely ridiculous.
- Some of the heaters (and coolers) complain about needing a heater hopper, despite being electric.
- Dried fruit shows two different values for spoiling (one for 4 days, one for 90 days). It's because it inherits the daysToRotStart from MealRottable, as well as has it defined. Just change it to MealBase.

Some opinions:
- The small plasma generators need too much space between them. I'd reduce the limit by at least 1 space, maybe more.
- A lot of clothes and the resources they need seem to be largely unbalanced. Basic pants need nearly as much as an elaborate vest, for example. Adding some metal or spare parts to the elaborate clothes, while reducing the cloth requirement for the basic ones might work. It makes more sense to me that you get at least a pair of pants from killing a deer, and right now it isn't happening.

And like I said, other than that, I'm fairly impressed. I know what I wrote might seem negative, but it's just that I have no reason to complain about everything else, since it's just about spot on.
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: blub01 on September 05, 2015, 07:32:49 AM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 05, 2015, 01:22:35 PM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: blub01 on September 05, 2015, 02:09:42 PM
I think this was mentioned somewhere, I just can't find where, but how do i make the drill head for the drilling rig?
100 iron bars at machining table (hi-tech tab) or at deep mine industries trader

thanks.

EDIT: I sent half of my pawns to help a visitor whose brother had been captured by slavers, they haven't returned for a few months now. is that normal?
Title: Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
Post by: zenfur on September 06, 2015, 02:37:49 PM