I like the idea of passive generation of resources, all though there are a few similar mods out there, but with some cleanup on the model it might become popular for those who want a simplified way to get resources without going head deep into a deep tech tree
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1 2
#2
Outdated / Re: [A14]Harvest mod - Black money(fix)
August 14, 2016, 06:00:30 PM
Been trying it out. You need to make the "fake torso" (should maybe get a rename?), then operate on the prisoner and at the bottom (depending or your mods) select Operate (Fake Torso). It will give you all the organs contained in the torso regardless if it fails or not, if it fails you can do it again and get double organs. It seems to kinda break the immersion of the game. I like the concept, but I think it would be better to make a machine (maybe based on the soylent machine) that inputs a live pawn, and spits out organs (and maybe minced meat? ). It would instantly kill the pawn, and make it more of a "Harvester", and less of a tailored item you place on pawn
#3
Outdated / Re: [A13] Scheduled Caravans with Supply & Demand
August 12, 2016, 03:26:58 PM
Looking forward to trying this out in A14
#4
Outdated / Re: [A14]Harvest mod - Black money(fix)
August 12, 2016, 02:22:53 PM
Anyone tried this out? Compatible with EPOE or other organ mods?
#5
Releases / Re: [A13] [MODPACK] Hardcore SK global project 3.0: Cataclysm+
August 09, 2016, 04:48:49 PMQuote from: skyarkhangel on August 09, 2016, 11:31:58 AM
Soon in A14 release.
Can't wait for A14. Great work and great "modpack" (Somehow seems so wrong to just call HardcoreSK a modpack )
#6
Releases / Re: [A13] Panzer muffalo - the solution for transport safety (16.04.2016)
August 09, 2016, 04:47:25 PM
Would be awesome to have this in A14 =P
#7
Outdated / Re: [A12d] [Poll] Silage: A meal for your animals! V1.1 (16/10/2015)
August 09, 2016, 04:31:42 PM
@Loki88 Don't know if you still work on this mod, but I would love to have it in A14. I even forgot it wasnt vanilla, and was scratching my brains out trying to find it in vanilla when I got A14 Kibble is fine and all, but I like having the Silage. Also gives you some options, i.e. Kibble for your trained animals and Silage for your livestock?
#8
Outdated / Re: [MOD] (Alpha 8) Rim-Cartels - Black Market Traders (v1.1 update: 19/01/15)
August 09, 2016, 03:07:11 PM
Anyone know of any similar mods like this, that works for A14? I have Panda's RimPharma, but was looking for something a bit more in line with this mod
#9
Unfinished / Re: [A14][WIP] Prisoners & Slaves - Testing Release
August 08, 2016, 12:35:37 PM
Anyone have any feedback on how this is working atm? I know it is under development, just wondering how it handles in its current state
#10
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 21, 2016, 08:22:49 PMQuote from: Edgewise on March 21, 2016, 07:47:51 PMQuote from: Kadrush on March 21, 2016, 01:14:15 PMQuote from: Sekmeth on March 21, 2016, 10:06:09 AM
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
A single egg can substitute any ammount of meat in a food recipe. Example, lavish meal (guess thats the name) costs 5 meat and 5 ingredients, you can replace the 5 meat for a single egg, which is incredibly usefull as meat is not much easy to find, specially with zombies and ants wandering around the map.
Holy crap, really? 1 egg = all the meat in a recipe? The recipes don't actually list eggs and when I had chickens, my cook never grabbed them but that was a month or so ago, 2.5 has changed a fair bit since.
And also, the tailoring stations are a bit buggy and sometimes it tries to make things out of the wrong material type then fails to complete. Manually cancelling the project does fix it, but it's about 50/50 after that that the next time it happens again.
Hmm, my colonists have never even touched an egg, they eat them raw in a pinch but not for cooking :/
#11
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 21, 2016, 10:06:09 AM
I was wondering, are there no uses for chicken eggs? I cannot find any recipie that uses them, they are great for trading but would be nice to figure out how I cook them =)
#12
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 12, 2016, 08:15:15 AMQuote from: Tiberiumkyle on March 12, 2016, 12:50:45 AM
Latest bleeding edge update is bleeding a bit more than usual, started a new colony, opening research tab gives this in debug log with empty research tab. Clean mod install, restarted after getting load order situated, all the stuff that normally gets a working game.
I have the exact same issue, and tried the same troubleshooting.
#13
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 12, 2016, 08:12:32 AMQuote from: Sekmeth on March 11, 2016, 04:52:47 PM
Unsure if I did something wrong, but when I open the research menu there are no techs there.
Screenshot: http://clip2net.com/s/3vs07iL
Tried doing a full reinstall of both the game and the mod, still no go.
Screenshot: http://c2n.me/3vsV8tz
Anyone else had this happen?
#14
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 11, 2016, 04:52:47 PM
Unsure if I did something wrong, but when I open the research menu there are no techs there.
Screenshot: http://clip2net.com/s/3vs07iL
Screenshot: http://clip2net.com/s/3vs07iL
#15
Mods / Re: JuliaEllies Mod List
June 13, 2015, 08:20:10 PMQuote from: Adamiks on June 11, 2015, 10:44:02 AM
Alpha 11.
Minute of silence for Julia
Aww, do you think she will be back?
Pages1 2