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Messages - sociallyawkwardsurvivor

#16
yeah, skyhark is incredible.  SK mod is handsdown the only way to play. Although, I didnt like the way he nerfed my favorite outfit this time around, the duster. ;-)   If you know what you are doing, the textures for the duster can be placed in the core sk directory (core sk > textures > things > apparel) and make the path change in Apparel_Various file (core sk > defs > ThingDefs).
#17
Thanks Alex.  Havent tested, but hope that works.

Skyhark, Although both "cats" and "more factions" seem to work okay when added, could you add them to the next sk release?  and may I request pre-transcendant and jaffa factions?  The jaffa patch only seems to add scout armor outfit and hat, could maybe add staff weapons... or am I not seeing it there?
#18
OMG you rock Vuursteen!!   I spliced this into SK 2.0domination mod using the skyhigh1.2a files ( + vursteen's patched dll).  This may not be necessary, but I verify it to work this way.
#19
Quote from: zenfur on August 26, 2015, 12:56:03 PM
Quote from: notfood on August 26, 2015, 11:08:26 AM
I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.

Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.

and then there was the time I hit a sand shortage in the middle of the desert.