nvm fixed it
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#46
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 16, 2015, 05:26:34 AM #47
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
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
#48
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 16, 2015, 02:44:07 AM
well unless thats updated its called create glass
#49
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 16, 2015, 02:31:05 AMQuote from: donoya on August 15, 2015, 05:25:11 PMI had this problem as well if you make glass in the glassworks table it gives you glass frames
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.
#50
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 15, 2015, 03:54:47 PMQuote from: Canute on August 15, 2015, 02:53:33 PMQuote from: Sleban on August 15, 2015, 12:12:41 PMThis mosttimes happen when you
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?
- 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.Quote from: mickey on August 15, 2015, 01:16:55 PMDid you try to load an old colony or a new colony with new world generated with that modpack ?
hi your mod pack bug for me impossilbe to load a savegame...
You can't load colonies they arn't made with these modpack.Quote from: Sleban on August 15, 2015, 02:50:23 PMSame 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).
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
And if your really having problems after reinstalling just use the installer
#51
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
August 15, 2015, 02:16:38 AMQuote from: Red Perversion on August 14, 2015, 05:22:14 PMWell it worked for me so it might be a problem with how you installed it
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?
#52
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
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
#53
Releases / Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
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
#54
Outdated / Re: [A11d] Containers For Stuff (v1.0)
August 13, 2015, 03:57:25 AM
this has awsome potential
#56
Outdated / Re: [A11c] Hedgehogs!
August 11, 2015, 11:34:09 AM
"Various small hedgehog themed joy mechanics" hummmm i wonder
#58
Outdated / Re: [MOD] (Alpha 9) Wave Survival Mode (v. 0.5 - Feb 27)
May 01, 2015, 11:46:22 AM
If you make the raiders flee they join the next attack wave
#59
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
March 31, 2015, 01:32:58 AMQuote from: mathwizi2005 on March 30, 2015, 03:04:00 PMThe different types of round sound cool maybe you could make it so you have a different weapon eg an ak-47 normal then ak-47 heat/HE/stun or frag and when it shot it would be a normal shot but what ever it hits it spawns a grenade that does the effect that the gun has eg you hit a mech the it spawns heat grenade under it then the grenade explodes maybe you could change the time it takes grenades to explodeQuote from: Evul on March 26, 2015, 02:20:37 PM
not really sure what happened between 1.7 and 1.8 actually ^^
Basically what happened is that 1.8 forced blockstates for every placeable object. Now, this isn't a problem when your placing blocks since they only have one or two states. Now Tileentities (the block code most mods use) can require up to 4096 states which is extremely tedious to code (some mods need a complete rewrite), so atm Forge is trying to rollback the blockstate requirement until mods utilize the new blockstates or find a way for Forge to declare said Blockstates.
ANYWAY, on topic, it there anyway to add explosive types? (fragmentation vs HE vs stun/flash (hell even HEAT for the mechanoids))
#60
Stories / Re: Poor, poor Manny, we'll always remember you....
March 25, 2015, 01:12:55 PM
somebody draw that image