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Messages - MightyGooga

#76
Hello again peeps.

I have updated the game and Im trying the latest version on gihtub. Can some one confirm that the possibility to define the cleaning area has gone?
#77
Well,

I dont want to turn this into a discussion of weather I will be able to mod or not. Im sure I could if I spent the right amout of time studing it. But i chose to invest my time in other areas of interest. I hope that doesn´t unqualify me for asking and suggesting for mods.

I think the questions here are simple. First: Does people think the gameplay would be better with a better unit management system, with a better ui, and thus a better in depth view of the uniforms and apparel you are deseginating for your pawns?

Second: Is it possible, with a feasable amount of a modders work to produce such a mod?

And thrid: What could we do as a comunity to get the support of modders, given that we would like to see that?
#78
Fluffy!!!

We need you here! With all the clothing and apparell mods going on, including the ammo thing from combat realism this would be a great time to launch a mod like this.

Have anyone made any progress with it?

Boy, I wish I was a modder...
#79
Guys,

In a scale from 1 to 5, 1 beeing: Version A16 SKHC still too buggy, and 5 beeing: A16 is working perfectly, what yould you grade the latest gihtub version?
#80
Quote from: Owlchemist on January 17, 2017, 03:53:52 PM
PSA: the HCSK Cheat Sheet now has ammo and material information for your viewing pleasure.

Dude, this is awsome! CLAP CLAP CLAP!
#81
Quote from: sidfu on January 14, 2017, 07:42:08 PM
Quote from: gustavoghe on January 14, 2017, 07:01:37 PM
Quote from: sidfu on January 14, 2017, 05:34:43 PM
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,

Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but  I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.

update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git

ok for fishing u dont have to have a ranged weapon on.

I probably shoudl have mentioned that im playing A14 version still. Cant find the option on the architecture tab to build the sonar. Can you tell where it should be? Even in god mode, i cant find it.

I just checked the git, and still appears not to have a solution? Is this fixable by messing with the def files? PLease help. I have been playing this one game for almost four real days now, and i notice that i can only find rare mineral deposits. So I set out to discover the sonar so it could help me find normal mineral deposits. Im affraid i will have to throw all the work i put in the colony in the trash. Please help.

the radar is built at a bench then deployed. u can go into the spawn items and find it.

Hi can you please tell me what bench?
#82
Quote from: sidfu on January 14, 2017, 05:34:43 PM
Quote from: gustavoghe on January 14, 2017, 05:01:09 PM
Hey Guys,

Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but  I cant find the option to actually build it on the ground to scan around. Pls help.
ok just checked looks like he fixed teh error when u make it but u cant place it. posts the issue on git. he probaly missed some code when he fixed it.

update.
ok for any animal trainer when u go to train your livestock skills make sure u have CR set to have them carry a food for it or u get a error and they stop doing anything due to they will grab live unharvested grass on ground to use causing CR error. error has been posted to git

ok for fishing u dont have to have a ranged weapon on.

I probably shoudl have mentioned that im playing A14 version still. Cant find the option on the architecture tab to build the sonar. Can you tell where it should be? Even in god mode, i cant find it.

I just checked the git, and still appears not to have a solution? Is this fixable by messing with the def files? PLease help. I have been playing this one game for almost four real days now, and i notice that i can only find rare mineral deposits. So I set out to discover the sonar so it could help me find normal mineral deposits. Im affraid i will have to throw all the work i put in the colony in the trash. Please help.
#83
Hey Guys,

Where can I find the construct mobile mineral sonar option? I have built the module, and i have on in stock, but  I cant find the option to actually build it on the ground to scan around. Pls help.
#84
I just downloaded it. Its about time we got a "modpack" the congregate all the good works of people.

Skully, is right though. It as very smart to allow moders to request a mod out, but not very ethical.

Nevertheless, Im downloading it, cous if you go "the right way", we will only be seeing this, in november.

We dont want that do we? No, we want freaking huge colony base with 1000 of different lamps to show the machines who is their bosses
#85
Quote from: skyarkhangel on January 11, 2017, 08:56:54 PM
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,

I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.

Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.

Thanks

I did not understand the question, can be more specific? If you're talking about a new ammo finder mechanics. In future a will improve it. For now, pawn won't to search ammo if 1) ammo too far from current position 2) overloaded 3) ammo forbidden 4) have health problems. 5) have another needs priority that more important then ammo.

Hey Sky,

Im sorry for the late questions. I asked that question before I knew you had updated the mod already.
The question was about if the automatic pick up ammo was possible. But the updadte already answered that.

Let me use this post to congratulate you on the great job you are doing with both CR and SKHR. I really think Tynan should get you on board the official game. The dedication and creativity you are giving is priceless.

Good job!
#86
Quote from: porcupine on January 11, 2017, 08:04:58 PM
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,

I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.

Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.

Thanks

Let me get this straight...  You mean the feature that was introduced < 24 hours ago isn't working flawlessly for you, yet "has been brough up a couple of times.", since it was released < 24 hours ago? 

Are you for real?

Hey.. keep your panties on...

I was 4 pages behind my reading. I saw a recent post about this on the SKHC thread, and though "What the hell i might just ask if its possible". Didnt know it was just released, and I have been monitoring this thread for weeks know, becouse I had already commented about this earlier.

My question was about the possibility to do it, not about it now working properly. I havent even tested it yet, been wating a long time for the feature.

Watch your tone missy.
#87
Hey Sky,

I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.

Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.

Thanks
#88
Quote from: Zakhad on January 08, 2017, 05:05:23 PM
Quote from: gustavoghe on January 08, 2017, 05:01:34 PM
Hello guys, could you give me little help?

Im playing A14 still, is it really not possible to place seats in front of the workbenches? It use to be possible to do that. Can any one confirm this please?

Hey thanks for that.

Has anyone heard of a fix for this?

I can not build any seats in front of the workshops. Tried everything.

Thanks

https://github.com/skyarkhangel/Hardcore-SK/issues/545
#89
Hello guys, could you give me little help?

Im playing A14 still, is it really not possible to place seats in front of the workbenches? It use to be possible to do that. Can any one confirm this please?

I can not build any seats in front of the workshops. Tried everything.

Thanks
#90
Mods / Re: [MOD REQUEST] Event Log
January 07, 2017, 02:34:51 PM
I will second that. Its somethin that has been missing from the game a long time now.