Quote from: TheGentlmen (GENT) on September 27, 2015, 04:02:37 PMQuote from: Nickvr628 on September 27, 2015, 03:58:01 PMHe said he didn't want to play it in a while so maybe when a new update is out. But that is not for sure.
I like EE's videos, but this series just makes me cringe. I can't wait until he has to start making electronic components/integrated circuits and freaks out.
I love EE, especially his FTD, KSP and EU4 series... but that rim world playthrou was just funny...
Anyone know when he is gonna start a new EU4 series?
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#1
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2b: FluffyLattion (22/09/15)
September 28, 2015, 06:16:40 AM #2
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2b: FluffyLattion (22/09/15)
September 24, 2015, 01:48:42 AMQuote from: skyarkhangel on September 23, 2015, 07:18:14 AMI was able to repair items like 4 days ago. And can you please help me with my problem, the problem is that all my colonist just stop moving at a moment i can fix it by saving and loading but if got to wait a very long time for that.Quote from: sarevockk on September 22, 2015, 11:42:59 PM
id love to use your mod.. and i did.. but i dont know what i did wrong since the first play ended in ctd after 13 secs of play.... and the second ended in... red screen after saving the game 14 secs after start
here i leave you an error.log that i cant understand... (its like chinese to me)its from the second play
pls, output.logQuote from: Owlchemist on September 23, 2015, 05:58:40 AM
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
Nope, mending not fixed yet.
#3
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2b: FluffyLattion (22/09/15)
September 23, 2015, 06:25:47 AMQuote from: Owlchemist on September 23, 2015, 05:58:40 AMI don't know anything about the romance feature, but you need a memding table for memding weapons and armour and you need to give a colonist the job in the work menu
Quick question: How do you utilize the romance and mending features in this mod? I saw a post a few versions back that romance was broken...has it been fixed yet? I couldn't find any info about mending, though.
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2b: FluffyLattion (22/09/15)
September 23, 2015, 01:34:23 AMQuote from: skyarkhangel on September 22, 2015, 07:53:40 PMI'm having the same problem but with all of my colonist. The ones that are hunting the ones that are not and evwn someone without a gun.Quote from: pestilenz on September 22, 2015, 06:25:36 PM
The missing buttons seemed to be cause by another error, also the vein miner was missing or smooth wall, but can't remember.
for reproduction of the standing bug:
- new colony, random site, no changes to colonists or anything
- when they landed, I downed some animals with the debug console and designated them for hunting
- one hunting colonist gets the Survival Rifle - he goes hunting
- I spawned the Semiauto AMSR and equipped the same colonist with it
- after hosing to hunt, the 10 ticks... error appears, he's standing
- draft him to break the cycle, equip him with the Survival Rifle
- undraft him, he goes hunting again
Maybe some weapons are having some problems?
problem found... it's easy.. Because.. some of weapons (most of them are snipers) have minimal fire distance... And when colonist want to finish target, he cant do that. LOL
#5
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2b: FluffyLattion (22/09/15)
September 22, 2015, 04:02:50 PMQuote from: pestilenz on September 22, 2015, 03:32:07 PMI'm having this problem with all my colonist. They just stop moving and say that they are standing.
Thanks skyarkhangel for your great work. I was using the last version till my colony burned down. You know, some men just want to watch the world burn ...
There are currently two issues on my side with your recent version.
First, LT-Redistheat spits out a texture error on Linux and Mac. You should update to latest version, the bug has been fixed.
Second, the problem with my colonist hunting a downed animal persists. In the beginning of my latest colony, everything worked. But after 2-3 days, my two hunting colonists won't move. There is a downed animal which is set to 'hunt'. But the debug console pops up, telling my that Leighton and Max produced more than 10 jobs in 10 ticks with the hunting job. And they stop moving, telling me they are 'standing'. As soon as I uncheck the hunting job, they work normally again. I haven't foud this bug in other posts yet, am I doing something wrong? New world etc. applied. Thanks in advance!
EDIT: I've notice that it seems to depend on the weapon. Leighton has a Semiauto AMSR and he has problems, Max has a Plasma Charger (second priciest in PrepareCarefully) and he works normally. Also, after loading the savgame, the Reload Weapon button disappeared.
#6
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 20, 2015, 03:00:10 PM
I'm having a problem with my colonists, they stop movi g for a while and after a couple moments they start moving again.
#7
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 20, 2015, 11:09:54 AMQuote from: zenfur on September 20, 2015, 05:27:45 AMThat whould be very helpfull i just started with this modpack a don't understand much.
Argh... I consider making a guide-graph in inkscape to answer all these questions "How I produce this and that".
I'd include also some helpful info for amounts of resources each industry takes. Would you like something like this?
#8
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 20, 2015, 04:18:48 AM
But now i have another question, how do you make parts like wood and steel parts??
#9
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 20, 2015, 04:11:30 AMQuote from: pestilenz on September 19, 2015, 03:00:38 PMI'm indeed working with mac and tried what you said and that worked, thanks!!
Maybe he's on Mac, the Finder doesn't always offer to merge, only to replace.
You need to restore your original Core folder, then go to the mod pack -> Core and copy over the textures folder. If you are Russian speaking, you should copy over the Russian-SK folder from the mods.
Don't just replace the Core folder, the Finder replaces it entirely.
#10
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 19, 2015, 12:01:58 PMQuote from: TheGentlmen (GENT) on September 19, 2015, 11:56:11 AMThat is what i did. It asked if i wanted to replace "core".Quote from: Hugo on September 19, 2015, 11:50:34 AMQuote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AMI replaced it and all i got was a black screenQuote from: Hugo on September 19, 2015, 11:29:12 AMYour sopoused to replace it
What do i do whith the second core because i can't put it in without replacing the original core??
Nonono... you drag the Core file from the mod into mods file (WHILE NOT REMOVING THE ORIGINAL CORE FILE)so it can overwrite a few things. You do not
#11
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 19, 2015, 11:50:34 AMQuote from: TheGentlmen (GENT) on September 19, 2015, 11:35:39 AMI replaced it and all i got was a black screenQuote from: Hugo on September 19, 2015, 11:29:12 AMYour sopoused to replace it
What do i do whith the second core because i can't put it in without replacing the original core??
#12
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 19, 2015, 11:29:12 AM
What do i do whith the second core because i can't put it in without replacing the original core??
#13
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2a: FluffyLattion (18/09/15)
September 19, 2015, 06:18:24 AM
When i downloaded the modpack i got an extra core and i don't know what to do with it i can't put both of them in, please help.
#14
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[Alpha 9 update soon!]
March 14, 2015, 06:00:05 PM
Hi Epyk it's great that your back and i hope everything is ok right now
I hope that you can update the pack soon and maybe can you ad T's mod
I hope that you can update the pack soon and maybe can you ad T's mod
#15
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
March 04, 2015, 09:19:54 AM
Can someone tell me why my colonist keep putting the same item at the bench but not crafting it (like a gold statue they keep putting gold on the bench, or the hive core there they do the same with the silver )
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