looks like sending them on those treasuer missions= settler disappaer forever. forgot which mod thats for to see if there update for it
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#556
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 23, 2016, 09:49:03 PM #557
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 22, 2016, 09:41:55 PM
wondering why some even play this as they want to disable things thata they worked so hard on to make work together.
got no ammo? craft a bow and arrow.
researcch slow? try making the bench out of differntt material maybe also use ahigher level researcher. levels 3-5 speed dont change much anyway.
getting attacks from mobs before u ready? try not smelting 5k ore into bars shooting up your wealth before u ready.
some tips that might help.
1. when u land focus on getting food production and getting arrow prodution up(hey a bow is better than a fit right
)
2. when fight starts make sure each peson has melee and a ranged weapon so u can swap if they ranged or melee.
3. dont craft more than u need on items. set the do until X to 40-80 and leave it till u can defend decently. if u need more than that then set a manual order for what u need.
4 micro manage yoour wealth
5 again micromanage your wealth.
this mod pack is made to work together as is if u remove something it can throw the game out of balance. for example if u removed seeds plz so u can grow without seeds u wind up with to much food witch equals over inflated wealth witch gets u attacked before u ready.
got no ammo? craft a bow and arrow.
researcch slow? try making the bench out of differntt material maybe also use ahigher level researcher. levels 3-5 speed dont change much anyway.
getting attacks from mobs before u ready? try not smelting 5k ore into bars shooting up your wealth before u ready.
some tips that might help.
1. when u land focus on getting food production and getting arrow prodution up(hey a bow is better than a fit right
) 2. when fight starts make sure each peson has melee and a ranged weapon so u can swap if they ranged or melee.
3. dont craft more than u need on items. set the do until X to 40-80 and leave it till u can defend decently. if u need more than that then set a manual order for what u need.
4 micro manage yoour wealth
5 again micromanage your wealth.
this mod pack is made to work together as is if u remove something it can throw the game out of balance. for example if u removed seeds plz so u can grow without seeds u wind up with to much food witch equals over inflated wealth witch gets u attacked before u ready.
#558
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 19, 2016, 08:40:13 PMQuote from: Crazytoast42 on August 19, 2016, 08:32:12 PM
One thing the help tab won't tell me is.. how do I get nitre? Do I mine it, produce it somewhere? I need it really bad for compost but I don't know where to get it from
nitre is mined or bought. so u probaly have to dig if u see no exposed
lookes like the kiln is broken. u can build it and add bills but they wont do more than fuel it they wont do the bills.
#559
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.0: Hell Effect
August 19, 2016, 07:25:02 PM
if u start as tribal wtf is the research for the butcher table at? i dug thru the files and just couldnt find it.
#560
Releases / Re: [A13] [MODPACK] Hardcore SK global project 3.0: Cataclysm+ [Github source]
August 04, 2016, 03:42:47 AMQuote from: TREH on August 04, 2016, 03:23:59 AM
I have a question, sorry to clog thread -
are the "other modpacks" (IE expanded prosthetics) included in this compilation or are they suggested as separately downloaded packs?
thanks!
expanded proosthetics isnt a mod pack its a mod there a differnce. a mod pack is a group of mods modified to work together so u dont have to do the work of modfiying the mods to get them to work together nicely
#561
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
July 05, 2016, 09:07:15 PMQuote from: squirrel gnut on July 05, 2016, 03:59:45 PM
I downloaded this mod today and didnt realize that the Core was part of the download. I can no longer play game with any other mods. I bought the game in alpha 13 and didnt realize that the mod is for 12d. Anyway I can get alpha 13 back? Thanks!
the 2.5d version was made for alpha 12 u have to get the github version for a 13. as its been updated extemely slowly a14 will probaly be out before it getss anything major.
#562
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
June 25, 2016, 08:29:11 PM
looks like a14 gonna beat the update for the mod pack
#563
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
June 24, 2016, 07:19:14 PMQuote from: Shad on June 24, 2016, 06:15:10 PM
How do you manufacture guns/turrets? I have built the relevant tables, but guns need things like "pistol component", which I can't seem to be able to manufacture.
those have to be bought and right now think it was mortars someone reported as being bugged.
on the guy with the dog issue did u see if maybe she got bugged cause she was trying to eat a animal that was marked as banned maybe? ive avoided dogs as in a12 they would bug if they tried to maul a corpse. in my current game i use wild boar and cows and no problem wtih birth. it might be a issue with carnivores.
#564
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
June 16, 2016, 04:52:34 PMQuote from: BandOfDog on June 16, 2016, 04:37:43 PM
So...weird question. I'm about two years in to my current game, colony of 10 colonists. Just got oil etc so started to make plastic. The thing is I've barely had any raids and the ones I have had have been pretty easy to fight off (mostly tribals, norbals). I'm playing on challenge difficulty with randy random as storyteller. Does this sound strange/buggy to anyone or is this the right curve for the difficulty of this mod?
nope its normal as he is random thats why alot dont use him. i had one time with no attack for 4 years then eh started spawning 20-30 person raids
#565
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 06, 2016, 12:34:37 AM
the mod pack takes a while to load due to the amount of assets the engine has to process.
the reason it takes 5 min to load is due to the info ammount x the game engine x your computer.
im on a low high end computer and still takes me around 3 min to load so go figure from that.
the reason it takes 5 min to load is due to the info ammount x the game engine x your computer.
im on a low high end computer and still takes me around 3 min to load so go figure from that.
#566
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 05, 2016, 05:47:09 PMQuote from: Blixit on May 05, 2016, 05:41:54 PM
I've been trying the A13 dev version. I've ran into an issue where prepare carefully and crash landing would not work. After messing around with the mod orders i managed to fix them however this broke combat realism which effectively makes the game impossible to play. So my question is, how the hell do you install the "other" mods properly??
for this mod pack the order thats with the modconfig.xml is the order they need to be in changeing it will mess up the mods.
#567
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 26, 2016, 09:10:09 PMQuote from: wyethabel on April 26, 2016, 08:18:26 PM
I seem to be having trouble, I followed the proper install instructs to the T and still have problems, I tried with a fresh download of the game as well as the modpack. when i start the game i check the mods and mark them all for usage. when i close the mod screen they wont apply. apon reentering the mod page, they are all unchecked again. when I checked the mod config that had to replace the old config files. it has been changed automatically to only consist of the core file. I dont understand what is going wrong. please respond or email me if you can help.
if u opend your mod section then u didnt follow the instructions to a T like u said. the onlly 2 mods that dont be entabled are zombie apoclipsse and darknes. try reading some. u didnt put the mod config file that was with the mods in the right area.
#568
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 21, 2016, 11:41:13 PMQuote from: PrisonerHarvester on April 21, 2016, 10:24:13 PM
pleaseee release a13 modpack!!!!! cannot play without this mod!!!
read the thread instead of going to last and posting a idiot response. comments like yours are why people keep their mods either private or give up.
#569
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 21, 2016, 08:31:21 PMQuote from: Chestnutcute on April 21, 2016, 07:14:09 PM
first of all Thank you for the reply.
i'm done with all the agriculture researches and also hydroponics should be able to plant anything? i also tested changing soil to rich soil and tilted soil and placing grow-zone over 1 tile of them but they still show me only potato , hay and dandelion on soils.
i think i'll try out redoing load order when i get back today.
As for the load order , is there any way i can restart everything and do it all over from scratch? i simply place them in the mod folder...
thank you.
read the op for the mod pack. inside with the mods is a modconfig.cfg or something like that. it has the loadorder that the mods have to be. u ccan drop that in the location it tells u in the install instructions. u never have to do your load order manualy. also its not recommended to use mods not in the mod pack as it can cause some mods to not work right at times.
#570
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 21, 2016, 01:33:33 PMQuote from: Canute on April 21, 2016, 12:42:25 PM
So far i remember, planting isn't easy with that Modpack.
At beginning you can't plant things even when you got seeds.
You need to research something.
Then you need to construct Soil. And over these soil you can setup a growzone and plant things you are currently researched.
You can buy some extravagant seeds from traders, but when your pawn's don't know how to cultivate them, they don't plant them (you don't get these selection at the growzone).
right and wrong. u need to research for planting differnt seeds. the soils u build are for improveing the soil. also some seeds cant be planted but on rich soil.

