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Poll

How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
Negative. Make a button to kill all enemies in one click.

Pages: 1 ... 40 41 [42] 43 44 ... 451

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2553048 times)

donoya

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #615 on: August 15, 2015, 05:25:11 PM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #616 on: August 15, 2015, 07:28:03 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
« Last Edit: August 15, 2015, 08:04:59 PM by XanWasting »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #617 on: August 15, 2015, 08:38:39 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.

OK here's a fix for the cotton/devilstrand: http://www.mediafire.com/download/jyaog7uc5vncv08/HGM+Patch.rar

Also I believe Skyangel is working on a powered stone cutting table in the future.
« Last Edit: August 15, 2015, 09:00:07 PM by The13thRonin »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #618 on: August 16, 2015, 02:31:05 AM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
I had this problem as well if you make glass in the glassworks table it gives you glass frames
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #619 on: August 16, 2015, 02:40:01 AM »

I think it's just called create glass frame at the glassworks.
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #620 on: August 16, 2015, 02:44:07 AM »

well unless thats updated its called create glass
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #621 on: August 16, 2015, 03:17:50 AM »

i now have the problem of my save not working and i haven't updated or changed the modpack
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #622 on: August 16, 2015, 05:26:34 AM »

nvm fixed it
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #623 on: August 16, 2015, 05:57:59 AM »

try to re-switch language before load, if problems with load savegames.
if not helped: check rimworld log in RimWorld877Win_Data\output_log.txt

The13thRonin, already fixed in 1.12
« Last Edit: August 16, 2015, 06:01:04 AM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #624 on: August 16, 2015, 09:43:54 AM »

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #625 on: August 16, 2015, 09:09:57 PM »

Well, i'll just believe that you want to hear about all bugs and whatnot, so.
grass is dying out. when i tried placing it in dev mode it returned error stating that povertygrassplant verse is not found among defs or something like that.
and thanks for that fix, ronin, it really made big difference.
« Last Edit: August 16, 2015, 10:20:43 PM by XanWasting »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #626 on: August 17, 2015, 12:48:19 AM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.

thank you. Found bug with clone-recipe for "old" glass in Recipes_Production_SK.xml

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?

Yep. Fixing found bugs. And full reworked most of all power plants. New restrictions.. I coded a new placeworker which restrict in 1.12 construction mines, geothermal plant, plasma georeactor closer than 20 squares to each other. Plasma generator now works as component to geoplasma generator and can only build with near it... Removed silver and gold parts for buildings... Walls, doors also will not offer to make them from gold and silver. Only some furniture can be build from this materials.. And some other things.
« Last Edit: August 17, 2015, 01:06:02 AM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #627 on: August 17, 2015, 05:04:35 PM »

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #628 on: August 17, 2015, 05:44:14 PM »

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

Quote
Tuff Luck has Zombies. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse

The zombies mod overrides some things that EPOE & Core also override... Simply get the latest version of tuff luck and only add those 3 folders... Check the mod order file for where to load them.

Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.

Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.


It doesn't change crafting... but it does add new humanoid pawns... thats why you can't simply add Zombie Apocalypse at the start... Like I've stated, get Tuff Luck & only add those 3 folders & not the rest.




I WANT GLITTERTECH... its shiny...  ;D
« Last Edit: August 17, 2015, 05:49:51 PM by TheGentlmen »
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Red Perversion

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #629 on: August 17, 2015, 06:16:33 PM »

Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
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