somebody's been reading a certain somebody's book I know what the reference "any sufficiently advanced technology is indistinguishable from magic" is from
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#33
Outdated / Re: [A12d] Colony Manager V2
November 21, 2015, 10:22:09 AM
does this even slightly work with hardcore sk mudpack?
#34
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
November 08, 2015, 07:30:58 AM
did you make bars Rorgan because you need bars to make them
#35
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2e: Vengeance (08/10/15)
October 26, 2015, 02:03:13 AM
most likely not this mudpack was made to work together perfectly unless you remove a few mods to be honest I don't like the zombie apocalypse mod but I'm not sure if I can remove it without breaking the modpack
#36
Releases / Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
September 02, 2015, 05:51:54 AM
whens the sand and other fixes comming out since ccl is updated to 12.1
#37
Releases / Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
August 24, 2015, 12:55:15 PM
nice
#38
Releases / Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
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
#40
Stories / Re: New Playthrough and i need YOU!
August 19, 2015, 11:28:04 AM
this is some screenshots of my hardcore sk modpack playthrough http://imgur.com/a/gkU6X
#41
Stories / Re: A Medieval Tale
August 19, 2015, 04:34:21 AM
I forgot whats the botten for screenshots again?
#42
Releases / Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
August 19, 2015, 12:56:32 AMQuote from: ChiefSlapahoe on August 18, 2015, 11:06:35 PMI 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
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.
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
#43
Stories / Re: New Playthrough and i need YOU!
August 18, 2015, 08:53:37 AM
Shameful advertisement
#44
Stories / Re: A Medieval Tale
August 18, 2015, 08:53:00 AM
pretty nice shame that the main character died really early on