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Messages - skyarkhangel

#511
Thanks to Justin C for great mod. I hope it will do to make it better:

Dear players,
I bring to your attention a special patch for the Hardcore SK. So, in the original version as already knows, zombies are weak and don't represent particular danger for the player... Now, everything is changes! Zombies have ceased to bleed, not frostbitten limbs and don't feel pain .. their bodies become slightly susceptible to range weapons. Significantly increased survival and 15% faster. But they also have a weakpoint! Shoot in the head and you'd be right!

Zombie Apocalypse -Hardcore_SK patch


#512
Quote from: Zerg HiveMind on July 05, 2015, 07:19:29 PM
Quote from: skyarkhangel on July 05, 2015, 07:15:13 PM
I'm ready to read and listen to all your wishes  :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!

If it makes you happier, no problem  ;D

Quote from: Xerberus86 on July 05, 2015, 07:26:17 PM
one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?

thx :)

You can add this himself if you want  :) It's too easy mod that you can install yourself, at first i try to implement modified modifications.
And i removed Zombie Appocalypse, because so many players wanted to clean it up.. Now lets players to put themselves. Also, players can install my patch for ZA, if they wants a real hardcore zombie apocalypse  ;D
#513
Thanks to all for suggestions, bugreporting.
Believe me, I'm ready to read and listen to all your wishes  :D
#514
Quote from: Abrexus on July 05, 2015, 07:51:48 AM
Updated to 0704

* Fix to allow scars to be healed on any body part
(Thanks to some wonderful help from mrofa)

Thanks to you too for great work!  ;)
#515
Quote from: Canute on July 05, 2015, 06:48:05 AM
btw. it isn't safegame compactible. If you want play with your current colony, you shouldn't update to 11b and this mod.

Some cosmetic errors:

Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_bedred and Architect_Furniture_Bed are both bound to B
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_royalbedred and Architect_Furniture_RoyalBed are both bound to R
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_diningchairred and Architect_Furniture_DiningChair are both bound to J
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_Bed and Architect_Furniture_bedred are both bound to B
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_RoyalBed and Architect_Furniture_royalbedred are both bound to R
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J
Key binding conflict: Architect_Furniture_DiningChair and Architect_Furniture_diningchairred are both bound to J


Edit:
No material selection for the most Working benches.
need Wood plants for the Sawmill, but how should i get on Wood plants ?

Thanks. Updated
Sawmill now require WoodLog.
#516
Updated to A11b v 1.8: OVERDRIVE!

New in 1.8:
- Ceiling Lights
- Glassworks+
- Drier Boreal Forests
- LED Rope Lights
64) RealProduction_SK (As expansion pack for Superior Crafting. Adds 3-cycle production chain. New resources with chemical industry update) by skyarkhangel
65) Caveworld Flora from Rikiki's Miscellaneous (In the caves are now growing mushrooms. Seriously modified,because in vanilla heavily unbalanced. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki
66) Community Core Library (support core library with new functions for modders) by 1000101
67) Skullywags Weapon Packs (Adds flamethrower, plasma weapons and new turret. Hard modified) by skullywag

Also updated SK texture pack to v.2
Hard work with Russian translation by Humort
Innumerable bugfixes...

#517
Good work Lokki. Like your old style led ropes :D I'll take them in modpack for 1.8 version with credits.
#519
Quote from: ChiefSlapahoe on July 02, 2015, 12:48:45 AM
Just wondering, did you change any of the health/damage models in combat realism? I noticed the ranges were cut in half or more for rifle type weapons.

Nope. Hardcore SK modpack have own combat realism version, like as almost all mods included in it. Because in the original mods you can play in anytime just download them from native modpage.

Sorry guy's i am hard work last days, didn't even have time to sit on the forum  ;D But so much has been done.

It will be also available SK patch to Zombie Apocalypse. Zombies become much hardier, have more endurance and is no longer affected by bloodlost. But have weak point in the head.
#520
Quote from: Uglyr on July 01, 2015, 06:29:25 AM
Depleted uranium coffee machine? Sounds tasty!

Hope there will be descriptions for all new stuff. I still don't know what Onion router for.

And it looks that there will be so much production tables that maybe it's possible to make additional 1-2 category instead of just "Production"?

Yes, yes already done, all production tables graded by level of development by new designation cat. Hitech.
3 new resources: Depleted uranium (metallic), Carbon Alloy (stony-metallic), Kevlar (fabric), reinforced concrete (stony) with new production chains.
And new types of stuffcategories for buildings.
#521
where <blueprintGraphicData>?
#522
Mods / Re: Project K9 (Third Times the Charm!)
June 30, 2015, 09:27:46 PM
That's would be awesome!  8) I am already humming a tune from K9  8)
#523
Quote from: Lewtz on June 30, 2015, 08:38:35 PM
I'm about to rip my hair out here...

I finally get a drill.. finally get the fissure and drill working...then build a chemlab thinking I can make rubber and plastic finally.. nope.. need polymers.. where do I get these?

please help....before I lose my mind.

Oil refining. Need to refine oil into products like polymers, fuel and etc. In chemlab.
#524
Big thanks for update. It really vanilla-important mod.
#525
Quote from: eatKenny on June 30, 2015, 06:13:50 PM
small update, added custom mote and a new trader, if anyone interested...

Of course! Your turrets is amazing!  ;)