So, i was with 4 colonists for about a long time... suddenly a event about someone asking for help appeared and with him, a fucking raid with 6-7 guys full loaded, that's normal? How i'm supposed to deal with that?
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#2
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
June 21, 2017, 07:14:00 AMQuote from: sidfu on June 21, 2017, 06:33:31 AMQuote from: Xbalanque on June 21, 2017, 06:22:15 AM
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
medince dont realy effect diseaes. for diseases u want a high immunity gain bed+antibotics(tinitures also are antibotics) and or anything that improves bloood filtration.
So, can i spare my high quality medicine and just use doctor care?
Megasloth's Bed incoming...
#3
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
June 21, 2017, 06:22:15 AM
Wtf is Malaria in this modpack?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
Medicine + Sleep all time + Doctor skill 12
and still impossible to survive that, any tips?
#4
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 14, 2017, 02:01:59 PM
27 days and not a single raid, thats a bug or something...?
I'm playing on mediocre difficulty
I'm playing on mediocre difficulty
#5
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 13, 2017, 11:50:12 AMQuote from: CreepyD on January 13, 2017, 11:48:16 AMWhen you say Primitive Machining Table, you talk about the Sandstone/Granite Machining Table?
Primitive machining table is a priority as without it you cannot make the blocks to build it.
Grill and slaughter bench thingy for making jerky so you don't starve.
Then I typically slaughter a lot of something to make some proper beds (muffalo if possible).
Low level forge next so you can make the tin to make the research bench (unless you can't see any tin to mine).
Then it opens up after that really.
#6
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 13, 2017, 11:37:02 AM
What is the start order build for this mod? Sawmill and after that...?
#7
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 05, 2016, 03:41:27 PMQuote from: Xbalanque on May 05, 2016, 03:34:26 PMUnfortunately, some dogs are listed as carnivores, but others as omnivores
Guys, my settler caught malaria, and after 1/2 days, was miraculously healed, it's a bug?
#8
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 05, 2016, 03:34:26 PM
Guys, my settler caught malaria, and after 1/2 days, was miraculously healed, it's a bug?
#9
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 01, 2016, 02:25:56 PM
Ok, anyone knows why i still have "Shared Bedroom" debuff? (Set owners options isnt working, nothing happens)
#10
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 30, 2016, 05:49:30 PM
Anyone knows why my dog wont eat? I have alot of Hay and Potatos...
#11
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 29, 2016, 01:59:42 AM
Anyone know why i cant build walls from wood planks? Yes, i've tried to right click
#12
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4a: Syndicate (23/11/15)
November 27, 2015, 04:34:21 PM
It's correct? installed modpack and have 52 mods in the list of active mods in the game (Just to know)
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