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Messages - skyarkhangel

#616
Thanks. Hardcore SK more then usual modpacks... it changes the game.

Ok. I haven't played this mod and look later its capabilities.
#617
New patch v 1.3: Rimworld Bangarang!

Now about 100 researches!
MD2Droids-6 (Adds the opportunity to build droids.)
Miscellaneous (Modified. Collection of small mostly independend items of various kinds by Haplo)
Finer Things (Modified, changed textures. Adds coffee and tobacco plants, and craftable Cigarillos, Cigars, Coffee, Espresso, Wine, Saki, Vodka, Tequila, Whiskey.)
Norbals (This adds a new faction, the Norbals into the game)
FishIndustry (Adds new features: aquaponics.The ability to catch and start fish breeding.)
Omni Storage (Why store all on the floor, for this is the omni storage!)

Optional:
+ CrashLanding (Easy or Hard mode. Mod adds a new event, that drop a different spaceship parts on your colony from the sky. This event triggers at the start of the game, so your arrival will be much more similar to the movie crash landing. With the fire, explosions, dead and wounded people)
Don't activate them together! Only easy or hard mode or without them all.

Plz create new world and new game.
#618
Yay! **ing great idea  :D
love this) It can be fully translated?
#619
Updated to 1.2e
Increased assortment of goods for most traders. Added chemicals for trade.


Quote from: Richitos on May 18, 2015, 01:07:33 PM
Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png

steam generator works on kindling and etanol fuel. New power plant (x2 powerful) = Fuel and coal.
#620
Quote from: Daman453 on May 17, 2015, 11:29:37 PM
Chem lab  cost rubber and plastic and then my crafter needs one more level for the drill head

Nope. There are laboratory and chemical laboratory. Cost: <SteelBar>150 <Concrete>100 <Electronics>30
#621
Quote from: Daman453 on May 17, 2015, 06:34:06 PM
How to make rubber and plastic? I have the lab thing to make the bills for it...

Mine extractor automatically produce oil. Then crude oil colonists rifining in Chem lab. As a result of refining obtaining fuel, polymers, sulphates.. etc. Then from polymers we make plastic. Rubber = Polymers+Sulphates. Initially i wanted to do more complex chain of production, but it is a game.
#622
I suppose, Shinzy meant the fable about the elephant and Moska ;D
Thank you, for beatiful blue shark)
#623
Cheers! Thank you Shinzy! Finally update  :P
#624
Quote from: Uglyr on May 17, 2015, 03:27:20 PM
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

LOL ;D You're right, I don't know english well. a little practice.  In daily life isn't in use at all.
Sorry, not correctly read.

*Update.. yes, found the problem with superior craft.
Fixed & updated to 1.2d
#625
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?

Best Regards,
Boulway

tested. In the end of list? when learned agriculture -> medicine.
#626
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?

Best Regards,
Boulway

hmm... I try to search the problem. In 1.2, I absolutely reworked сraft medicine...

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.

And here?
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder
For Linux users:
/home/your user name/.config/unity3d/Ludeon Studios/RimWorld/
For Mac users:
/Users/your user name/Library/Application Support/RimWorld/

Quote from: pajok on May 17, 2015, 07:54:46 AM
Hi!
There was a mod for A7 ,"Custom Events "      https://ludeon.com/forums/index.php?topic=3859.0   
Can you refresh it and use in this pack?
It was fun.

Nope. It hardcoded..
#627
There are too many storages, some of them can be grouped into one, like modular tables. How about my idea?
#628
Updated to 1.2c.
Added new technology "Oil Refining", studied after three main researches: Power I, Construction I, Crafting I. Also fixed russian translation.

Quote from: huskinater on May 17, 2015, 05:37:33 AM
Already had about 2/3 of the mods, so may as well give it a shot.  Going to play 1.1, because I am completely unfamiliar with the mods from 1.2.  Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty :)

Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.

Okay. Thanks for the suggestion. Some features of "Finer Things Mod" has already, to make different alcohol drinks in Brewery table.


Quote from: Uglyr on May 16, 2015, 04:14:42 PM
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.

Thanks. i'll think about your suggestion as how to remake craft electronics.
#629
Help / uranium... radioactive attribute?
May 16, 2015, 11:59:18 PM
Does anyone have ideas how to make radioactive attribute to the uranium... ?
#630
Quote from: Rikiki on May 16, 2015, 06:40:21 PM
Quote from: Delekhan on May 16, 2015, 04:09:25 PM
This won't work with the walls from Superior Crafting. They're considered different from the Vanilla walls since they upgrade themselves with research.

How do I make the alert speaker attach to modded walls?
This is coded in the dll part of this mod.
You must modify the Building_AlertSpeaker.CheckIfSupportingWallIsAlive function. Add an additional check on the Superior Crafting wall definitions (it currently checks the supportive wall is a vanilla one or a natural block).

Here attached is a dll which *should* work. ::)
I will however not support this version...

I also had a problem with SC. But, i decided it another way, modifying SC. SCWall -> Wall.