Quote from: Xandrox on April 04, 2016, 06:28:13 AMLearned this the hard way as well. Now its usually priority to have at least 1 room that is lighted well enough so those blobs dont spawn when darkness comes. You cant fight them either coz they come in too fast and hit hard.
I had an interesting Event called "The Darkness" whilst playing on Phoebe Chillax (Not sure if Rough or Base Builder difficulty)
I was playing on Boreal Forest, had 5 Pawns from Prepare Carefully, no Crashland Mod, so no extra Gifts after the start. It was my 3rd or 4th Hardcore Game, so i wanted to do Things right from the beginning. Dug myself into the Mountains, had a common room, a walk in freezer, 60% research done and even my Oil Industry was set up (Had a Oil Plant working and a Mine set on producing Gold, so next step where the integrated Circuits)
Till this Time I had no Problems dealing with the Dangers of the Map or the infrequent Raids. My Nr. 1 Problem was getting enough electric Power to run my Mine and my Oil Plant. So of course I had no Lamps/Lights anywhere....
Enter the Darkness: My (by this time) 7 Colonists all ran into the common room, hoping to put down a Light source and huddle together, but they couldnt even bring the materials. 3 People died, 2 People vanished into the Darkness and my 2 survivng colonists both lost both legs to the frostbite/darkness attacks, so yeah, Game over =)
And the Darkness only lastet for about 2 or 3 ingame hours, otherwise i dont think i would have had any survivors.
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#16
Mods / Re: A Question for all Hardcore_SK Users
April 04, 2016, 11:19:23 PM #17
Outdated / Re: [A12d][ModPack] The ModVarietyPack
April 03, 2016, 07:42:45 AM
Will the next update add more craftable apparel/armor? The only thing missing for me in this modpack is not being able to make shoes. My god even the tribals have them
.
.
#18
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
April 03, 2016, 07:34:20 AM
Question. Is it normal that the only raids early on are from norbals/nightblades? Coz without raids from factions with guns im gonna end up fighting centipedes with bows and pistols.
#19
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 30, 2016, 09:48:54 PM
I have tried using hydroponics as a light source for farming but its not as good as using a sunlamp. It only lights up 1 tile around the hydroponic basin.
#20
Mods / Re: A Question for all Hardcore_SK Users
March 26, 2016, 09:24:43 PM
I also have a question for Hardcore SK users. How do you deal with terminator attacks? The first couple are fine when its easy to deal with 1=2 of them but what do you do when its against 10+ of them? What do your defenses look like? What turrets are the most effective against them?
#21
Outdated / Re: [A12d][ModPack] The ModVarietyPack
March 25, 2016, 08:42:40 PM
So how do I make shoes?
Seriously though why cant I make them.
Seriously though why cant I make them.
#22
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 24, 2016, 11:03:24 PMQuote from: Kadrush on March 24, 2016, 11:11:00 AMFor me I hardly use any medicine. I just make sure I get a clean room as early as possible with a simple bed thats made out of iguana/lacsodile hide and later on stylish beds made out of silver to deal with infections. You can do medical operations with antibiotics.
Guys, I could use a hand as it seems i really suck playing with this mod. I can only play with phoebe, the other storytellers just keep fu**** my colony and i dont play well (seems) to rebuild nicely.
1- I need an early game option for medicine, getting paraffin to make medicine is to high tech for me. I tried mushroom tincture, but took a while, which exposed me.
#23
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 24, 2016, 09:59:44 AMQuote from: sidfu on March 24, 2016, 07:13:40 AMSame for me. Terminators are the only threat i have problems defending against. How do you guys usually deal with them?
are terminators gonna get a nerf as i had 2 attack my 6 person colony year and half in and they literly 1 shoted everyone even when they had bucklers and such.
#24
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 24, 2016, 04:01:37 AM
There is a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.
#25
Outdated / Re: [A12] Combat Realism v.1.5.0 (20.03.16) The Great Rebalancing
March 22, 2016, 09:37:40 PM
Has anyone ever thought about allowing pawns to equip small weapons like daggers along with guns?
#26
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 22, 2016, 09:16:12 PM
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.
#27
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 18, 2016, 08:09:52 AMQuote from: skyarkhangel on March 18, 2016, 07:27:50 AMWhere does this go?
Errors in Enviro (15-18 march on github), quick fix for this:
https://yadi.sk/d/KfEIR-F-qHBuA
Work with savegame.
Today updated on github.
#28
Releases / Re: [A12d] Hospitality (v1.10d - updated 06.03.2016)
March 17, 2016, 08:48:25 PMQuote from: Nimander on March 16, 2016, 05:48:35 PMI play with the Hardcore SK modpack and I have this problem too. If I set my negotiator to improve a factions relationship it ends up with me having new multiple recruits.
Is there a way to prevent auto-recruiting? I just want visitors to use my fort as a night stop while travelling through the desert and let them pay me with gifts. I'm very picky with my colonists and don't want random pawns to join without asking for a permission. Not to mention making a faction angry.
This seems way to easy - I have one cheap room with two beds and get high hospitality for little reason. I don't even try to recruit anyone. This is on Hardcore SK.
#29
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 17, 2016, 08:43:07 PMQuote from: Grogfeld on March 17, 2016, 05:20:43 AMThanks! This solved my problem with hospitality not working. Although I can say it might be working too well lol. I just set my negotiator to try improve a factions relationship and I ended up with 3 new recruits.
Guys, If you have problems with hospitality probably you can fix it by downloading newer version and move it somewhere near end of mod loading list. I'm on 2.5 Cataclysm version from march 5th and I had to do it because there was no flag and every time someone visited me i had a war when he left because he didn't use furniture like beds and tables or anything. Hospitality is save friendly and most of the time you can move it or even remove it whenever you want.
Also I want to point out that Cataclysm is sooo great. I know that there are changes and bugfixes since march 5th but I have no major problems with it that I can't handle by myself. So kudos to you Team SK.
#30
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 16, 2016, 09:03:20 AM
Why do guests not use their beds or the tables? They just wander around the guest room.