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Messages - Alex.QTK

#2
Quote from: 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.

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:(
#3
Mods / Re: Difference between the two modpacks
August 31, 2015, 08:00:41 PM
Indeed, you are seeing it right. I personally enjoy the Hardcore SK more than Ultimate Overhaul. It just seems to add a better progression to the game and also make it last much longer. I also love the new additions to the crafting system. You have dozens of new resources and parts that you need in order to actually craft more advanced stuff. For example, it could very well take you a year or more to just build a geothermal generator because you will need Advanced Microchips (that require specific resources on their own and are pretty hard to make), synthetic materials (which are again, extremely hard to make [ - you will need to build a drill head, then build a drilling rig to crack the ground (the whole thing is 1 use only), then build another drilling head, then build a mining rig on top of the fissure you have created and set it to extract oil, then build a petrochemical laboratory and refine the oil into several components (synthetic ammonia, rubber, plastics, paraffins, fuel) and then use the resulting materials to craft just a little bit of synthetic material; You will also need LOTS AND LOTS of power to even try and keep 1 mining rig operational - ] reinforced concrete and some other materials.

So yeah, I find the Hardcore SK mod pack more enjoyable with a better progression system and a bit more balanced. You can't just stomp on everything in a year and you can't start building a gigantic base right from the very start.
#4
Quote from: 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.

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>
#5
Does anyone know when will his new mod be released or perhaps when we can test it? Thanks.
#6
Quote from: guardianru on August 30, 2015, 12:12:15 AM
1. How|where to manufacture mechanisms?

Assembling workbench, third option from the top, simple mechanism. :D
#7

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>
#8
Quote from: skyarkhangel on August 27, 2015, 08:04:39 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? :(

#9
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