Ludeon Forums

Ludeon Forums

  • December 05, 2022, 08:46:34 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MightyGooga

Pages: 1 2 [3] 4 5 ... 10
31
Outdated / Re: [A17] Universal Fermenter (2017-07-17)
« on: August 02, 2017, 10:15:16 PM »
Hi, please crete mor things like this. Thank you verymuch

32
Mods / Re: Alpha Animals (aka Vanilla Friendly Animals)
« on: August 01, 2017, 07:48:12 PM »
Are we still doing this?:>

33
Ideas / Dont do A18 before reworking path finding.
« on: August 01, 2017, 07:37:28 PM »
To whom it may concern.

Please dont launch A18 before doing some serious work on pathfinding. Not the the work before wasnt serious, but i fell that there is still a lot to improve on.

Best regards,

34
Tools / Re: [Tool] (A17) Outfitter
« on: July 11, 2017, 03:07:16 PM »
Hey this is awsome

35
Mods / [Mod Request] - Customizable Stock Monitor
« on: July 08, 2017, 09:58:01 AM »
Hey Guys,

I was wondering if its possible, and if someone would take the challange. It seems like a simple a idea, well you tell me.

You know like moody has that gui on screen, like a mini map of moods? So my ideia is to create a stockpile menu, where you choose the resources you want monitored.

You can congif to only account for stockpiles, or to take into considaration the whole map
You can choose, up to 10 or 20 resources that will be tracked
Those will appear constantly in this gui that you can minimaze or maximaze it.

Let me know.

36
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 05, 2017, 09:55:46 PM »
Hey I noticed something weird. I have algae growing up in my wooden and stone floors. Is that suppose to happen? I though, it only grew in lakes and water...

37
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 04, 2017, 10:19:09 PM »
Hi,

Is it just me or Hospitality no longer work on A17?

Was working just fine with A16. Now I start from scratch a A17 game, download the last Hardcore Sk version and I create a new game.

Now I cannot build guest stuff (they are no showing in game, but I see them in prepare carefully). Also, when the guest comes in. I don't have the tab to interact with them. I try everything possible, I reinstall all the mods, start over with the sk config, but it's not working.

Hello, from what I know, hospitality for A17 allows you to turn any bed into a guest bed. This was changed in the last version, and is the version that is currently being used in SK Endeavour. Im not sure, if other guests stuffs have changed as well. But take a look athe Hospitality forum, and see the change log. Maybe that will help you.

Cheers

38
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 04, 2017, 08:32:18 PM »
Taming Animals SK Hardcore

Hi Guys, I would just like to share, my solution for having a dedicated tamer. I´ve read a lot of complaints about it, and I also wrote about on this thread, how we keep getting the Cant tame animal warning. Amongst the solutions presented here, i found one that is probably the best. So I would like to let it stated here for future reference. Hence the Title of this post.

So the best solution for the problem is to assign a specific quantity in the loadout configuration. Here is my loadout for Tine.

Katana
M16 Rifle
90 NATO ammo
Hammer
Handaxe
20 hay

That seems to be covering for now. And Im not getting the annoying errors message anymore.

39
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 04, 2017, 08:27:55 PM »
Hi, I would like to ask a question about Kibble. In the description of things, well, someone toldme a should ignore the descriptions.

So. Is it kibble, a better food for livestock than hay? How about silage? For one thing, I know silage, and kibble wont spoil. But to produce 50 Kibble, you need 20 meat, and 20 hay. Does animals need less of it to survive? Whats the gain here?

kibble is a mixture of meat and hay/veggies. due to that it has higher food value to animals. only food higher is silage which u can make longer and like kibble it never rots.

so yes its best to use kibble when u have the meat to spare to make it.

Thanks again Sid. I´d like to add that the nutrition value for hay and kibble are 0.5. Im not sure if this the description outdated problem, or Im not suppose to compare meals like that. For future reference, I think it would be nice to have this on description.

So, if I understand it correctly, the best one is silage, then kibble, than raw hay?

40
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 04, 2017, 07:20:23 PM »
Hi, I would like to ask a question about Kibble. In the description of things, well, someone toldme a should ignore the descriptions.

So. Is it kibble, a better food for livestock than hay? How about silage? For one thing, I know silage, and kibble wont spoil. But to produce 50 Kibble, you need 20 meat, and 20 hay. Does animals need less of it to survive? Whats the gain here?

41
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 04, 2017, 06:21:17 PM »
I can't seem to install a new rib in one of my orassans after it was shattered during a raid. I've tried medical ribs, adrenal ribs, and artificial bone but none are showing up among the other bills available in the operations tab. However, I can install new ribs in humans and novas.

I think you have to "cure" it first. Not sure.

42
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 03, 2017, 02:20:07 PM »
If I choose dictator, I can not name my settlement.

Is that normal?
It allowed me after 3-5 days

Where didi you find it for DNLOAD? In the forum there is only the A16 version.

43
Hey guys,

So Im playing Sk hardcore, which just added CE in place of Combat Realism. There is something bothering me thoug. I had a colonist with melee 15, and a hammer, try to beat a Fly to death (Didnt use finish), and it took ages for the guy to kill the fly. Is that suppose to happen? If not, just be warned it is. Thanks for the effort on this mod, its great.

44
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 02, 2017, 05:41:39 PM »
Allright you guys! I updated to todays GITHUB version. Starting a fresh new game. So far what I am missing:

Work Tab - Fluffy
Redisheat
Nice Textures from A16

What I added on my own:

- Selling prisioners without guild
- Harverst prisioners organs without guilt
- Madskills
- Colonist Bar
- Haul to stack

See you soon

45
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« on: July 02, 2017, 12:32:16 PM »
think of CE as a more updated and better writen CR. for example CE has ssupression mechanics and such. far as i know animal colab isnt in the pack but there probaly some creatures we have that they have

Thanks Sidfu.

Do you think we can suggest it as an addition? I mean, in the description CE tells us that the animals must be patched to work properly. I think Animal Colab, is a great group effort for all rim players. Maybe we can get Sky to update the animals to this patch?

Thanks

Pages: 1 2 [3] 4 5 ... 10