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Messages - Uglyr

#61
Quote from: Cedarik on June 05, 2015, 06:26:22 PM
Quote from: vfc.prize on June 05, 2015, 05:56:05 PM
Rubber... polymers... Sulphates... Please, how can I get this?
Thanks for your attention.

THIS ^^^ and Parifins?? Also a mod load order for this package please.
You need to mine oil and then refine it in chemlab. Modconfig is in a package. Answers for both question you could read on main page.
#62
Quote from: Blackglass Sand on June 05, 2015, 10:53:13 AM
No one will smooth the stone floors in this mod or am I not understanding some prerequisite for smoothing the floors.  I like smooth rock floors.
I think you can not prioritize this job, but I guess it has the priority like mining (after nothing to mine). Before 1.4c it worked, haven't tried with 1.4c yet.
#63
By the way. Generator hopper in 1.4 consume not just kindling and starts with important and all allowed. I think I could lose something useful if I had.


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#64
Quote from: Hargut on June 03, 2015, 03:10:46 PM
Something seems buggy.
I cant switch the tables to a diffrerent thing, like wood.
Also, when i switch for example the chairs, from boarleather to something else (i only can switch to Muffalo Leather) i cant switch back, so i only can build Muffalo stuff, cuz i cant change the type of the furniture.
You can switch to only leather you have in stockpile. You have only Muffalo leather, so you can build only Muffalo stuff. Get some other and you'll be able to switch to it.
#65
Quote from: Zerg HiveMind on June 02, 2015, 02:29:45 AM
What i do is i have half of my colony working the same job so lets say i have 10 people 2 cooks 2 crafters 2 construction/miners 2 growers and then 2 extra people for general labor hauling cleaning etc. So half work days half work nights i give the night people more time to sleep then the daytime people cause they work longer hours then the morning people just like real life
Maybe my problem is having 5-6 people only? Most captured natives are useless and hard to recruit, so I prefer to harvest body parts from them. So 1 always research something (unless something else urgently needed), 1 dissasemble prisoners (maybe it's possible to make option "harvest everything"?) and cooking, 2 crafters (day-night), 2 everything else. So only 2 crafters working at all. Mostly making concrete, but for it you have to make sand and all other production chains also need crafters sometimes. I think for sucessfull colony you need 5-6 crafters and 4-5 other personel.
#66
Quote from: Deniss on June 02, 2015, 03:52:14 AM
Thanks for the support  :) :)
I live in Russia, but think that it's impolite to use non-english language in forum. If it's impossible to use english in forum you can use Private messages or organize russian-speaking community somewhere.
#67
Don't know if it's a balance in last version (1.4b) or "luck". But there is much less animals than I hade before, so it looks much better - skeletions occupy are rare and hunting becomes hunting and not corpse collection.

On the other hand much more tribal attacks with huge numbers. Thanks to barbed wire and stun grenades I can contain them, but I spend so much time to get rid of corpses and their cheap weapons.

And the concrete is a headache as usual - I need lots of it, but production is so slow. 11 in one go (not to count making sand) and storage 24 in one tile. So for making fissure I need around 20 times to make sand, bring it and steel to mixer, wait some time while working and put result somewhere in 8 tiles. For drilling - twice as much. To build some cool power station I afraid to imagine. Mixer works almost without pause (I have special pawn to work at night) but still the process is very-very slow.
Maybe you can solve this by making traders sell concrete? Or maybe build some industrial mixer? Either like professional stove that make 8 foods in a time or hybrid of mine and power station - you put large stacks of sand and metal and it makes concrete without men.
#68
Quote from: Kyrael on May 30, 2015, 07:24:28 AM
I would love to see this with zombie apocalypse though.
Don't know. The version I tried long ago wasn't much fun. Was easy to kill them with assault gun and lot's of their useless corpses.
#69
Quote from: skyarkhangel on May 17, 2015, 03:09:40 PM
tested. In the end of list? when learned agriculture -> medicine.
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?"  :o
#70
Quote from: Mastergannel on May 17, 2015, 12:50:01 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Maybe it's message about animal revenge and dissapear because this anmal was killed by other animal? Animals die very often in this modpack. Is the message blue or orange?
#71
Quote from: skyarkhangel on May 16, 2015, 07:19:33 PM
Quote from: Uglyr on May 16, 2015, 04:14:42 PM
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?

P.S. It's fun that animals attack each other. All map is in skeletions now.

But what about trade? Yes.. modification is quite difficult and you confirm with me, that it more realistic... More difficulties = higher interest to overcome them. The main goal,  don't insert "a stick in the wheels", but force you to survive, so you can play at one game four times longer than in the vanilla.
What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?

For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.
#72
Well... For me it's not hardcore but superhardcore! Or maybe I just don't understand something. Any more or less advanced production require electronic chips. Every electronic chip is produced from sand and 20 silver. To get silver you need to trade. To trade you need console and beacon. Both require lot's of chips. Plastic fortunately drops from sieges. But where to get silver or chips to start trading?

P.S. It's fun that animals attack each other. All map is in skeletions now.