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Messages - zzz1000

#16
Quote from: entity on January 26, 2017, 03:20:56 AM
Cancelling the work they are standing on and rescheduling it will make them stand again. Some times they chased resources around like cats... Not sure if bug or features.
Are they are cat-people? If so need to make this be feature.
Anyway I played about forty or so hours with it and do not know what you talking about, so I suppose it's not something very common.
#17
You can see in commits at github what exactly files was changed and what exactly changes are. Sometimes commits have notes on reasoning. Github is cool/
https://github.com/skyarkhangel/Hardcore-SK/commits/master

Is there way to  somehow industrialise(speedup) sand\clay collection ?

By the way redistheat(coolers and such) stuff is one tier shifted (according to description)
Infrastructure  II says it allow to build things but you need Infrastructure III to unlock them, same for infrastructure III  description. If you understand what I mean.
Need to change description or prerequisites.
#18
Quote from: CruelBanana on January 24, 2017, 05:59:42 PM
Well, I tried some things and maybe got a lead. I launched raids withh choosing faction ("execute raid with"), and it worked with everything but 2 factions: "Abomination" and "Darkness". I was thinking, maybe it tries to execute a raid but because of these two it gets an error and aborts. I would try removing these two if knew the mod for them.
They are special factions,  it work as inteneded and it do not try to spawn them. (well abomination event do not work but it's different story)
You have no raid because it can't cerate so piss poor group what can be worth botherng about you.


#19
I play on rough cassandra and in almost all of my dozens a16HSK runs it super calm until you hit about 80k wealth. Than it escalates quickly.

QuoteI can't make repair kits. bill recipe doesn't exist in neither the electric or normal smithy
You can. At assembling workbench
Do not know about snipers, it some advanced weapons I suppose

Quote(although I'm pretty sure I've had more than 8 raids?
I think it do not register some assaults as history raids. I noticed that too/
#20
What the issue with "window"? It do not work since "jewel" first release but still not fixed. Maybe to remove it than
#21
Quote from: Azzarrel on January 23, 2017, 11:21:13 AM
make fences only accessable for colonists (like doors for example), so they can hop over them, while wildlife can not.
Better to make opposite than :D
From gameplay perspective and because wildlife more often  better in hoping than hoomans.
And make insectoids to be able to crawl over a walls if room have no roof/roof holes :)
#22
I suppose this because for gameplay reasons you can't have things you can shoot  through but cant move. But I suppose because of high move cost it can be used to keep colonist from shortcuts through lawn, so yea, it more like curb or decorative fence(like waist-high) rather than real barrier.
#23
More simple in the logic in the head way, why simple things require them - because they are simple things.
And to obtain they are is not so rare, I'm not some MLG power gamer, but there usualy enough on the map and from crashes for essential things, and craft table is aviable from the start, so you can start coin these bolts as you need after you put smelter. But I will never spend them on a fences. I  just build a wall if I realy need to. I usualy have more problems with textiles. Electronic components is another story.
What savages do I have no idea, never started with them. So I do not know what is aviable for them. 
#24
Components was removed from fences recently. And "components" are more simple thing in SK than in the base game. Think about them as more like bolts and buttons not transistors.
#25
Outdated / Re: [A16] Hygiene (2017-1-14)
January 22, 2017, 12:29:05 PM
It kinda cute but I think negative mood can be reduced at least for poverty stricken colony, do not have everyday bath is not realy so big concern if you have nothing to eat, I assure you. Maybe only for people with glitterworld background. And maybe better to slow down gigene reduction in general.

But that constant clothing shuffle bother my OCD.
#26
Outdated / Re: [A16] Hygiene (2017-1-14)
January 20, 2017, 02:54:22 PM
Quote from: Psychology on January 20, 2017, 02:48:05 PM
this mod requires infrastructure for your pawns
This is understandable. Thanks.
#27
Outdated / Re: [A16] Hygiene (2017-1-14)
January 20, 2017, 02:41:18 PM
Can it be added midgame?
#28
I think something broken, most likely in the base game. There still ways to deal with it despite that but I think it do not work as intended. Game insist we must tend disease(flu, malaria, plague)  probably spending expensive medicine but it do nothing with this diseases.
Tending is needed for parasites  but it's just count, meds are irelevant, but they still try to use them.  Strange design.


QuoteBest animal to hunt is megasloth for their 125% healing boost fur
Did you personally has someone recently survived malaria by just sloth bed alone?
#29
Quote from: sidfu on January 17, 2017, 03:47:24 PM
its not realy hard.
It disable farming for me not because to manage seeds is too hard but because at practice I just do not have seeds for what I need in the first place.  It's  harder but less handy and remove important for me capabilities.

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.
Realy nice. Thanks
#30

Quote from: notfood on January 17, 2017, 02:53:22 PM
It may be my fault. I'll check, it's supposed to live for 5 seconds.
I suppose this is why I stop to see this floating text issue, because I disabled seeds.
(It is nice mechanics but at practice  it just disable farming for me, and lack of it is too serious handicap )