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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.

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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1768075 times)

Wivex

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #795 on: August 21, 2015, 05:52:32 PM »

Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?

You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
« Last Edit: August 21, 2015, 05:55:13 PM by Wivex »
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #796 on: August 21, 2015, 05:59:21 PM »

You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Ah thanks! But riht-click doesn't work if I want to order to collect snow or build snowy wall. I guess I'll have to use anti-tools.
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losinator501

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #797 on: August 21, 2015, 06:32:42 PM »

If I already started with the tools, can I use anti tools?
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #798 on: August 21, 2015, 06:44:21 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #799 on: August 21, 2015, 07:40:29 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #800 on: August 21, 2015, 09:13:52 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?



Too fast for private test... I expected the end of August.
« Last Edit: August 21, 2015, 09:17:18 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #801 on: August 21, 2015, 09:21:31 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?



Too fast for private test... I expected the end of August.

Me too... Anyway... good luck updateing... The sad thing is that about 10% of mods never update... and if the mods don't update the modpack doesn't update. :(
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popster99

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #802 on: August 22, 2015, 01:00:20 AM »

Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #803 on: August 22, 2015, 01:06:06 AM »

Is anyone else getting really low raids?

Playing Randy Random at Rough difficulty... Only had maybe 2 raids in 70-80 days?
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #804 on: August 22, 2015, 01:17:50 AM »

Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha

Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #805 on: August 22, 2015, 03:43:39 AM »

I'm gonna throw my hat into the ring about the tools mod being a bit on the annoying side.

I like what you've done with copper and the larger quantities of parts being produced.

Some resources still need balancing... Glass frames for example require ridiculous amounts of sand. A batch of 5 glass costs 25 sand and 8 batches of glass makes 2 frames so:

10 glass frames requires 40 glass batches which requires 200 sand.

A single solar panel requires 60 glass frames or 1200 sand... I think this is probably a little bit too much...

If it were me I'd half this by increasing glass frame production to 4 per 'job' so that a solar panel required 600 sand (it works out to be half of your return on glass batches too which is a nice even figure).

Steel production is feeling like its reached a good balance though.
« Last Edit: August 22, 2015, 03:49:32 AM by The13thRonin »
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #806 on: August 22, 2015, 05:26:05 AM »

Could we reduce slowing factor on A2B components? For something closer to moving through furniture. It's really a pain when your builders freeze for ages to repair some element deep inside
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isistoy

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #807 on: August 22, 2015, 07:27:15 AM »

Yes... but many mods have DLLs + don't release its source code... so you'd basically be rewriting whole mods...

Not necessarily rewriting them, but it may take some time to get sources extracted back, compiling and working in a newer solution, particularly when you get iterators IL code to write back to clean, working c#.
It also depends on migration scenarios: for some mods, it's tough work (things changed in vanilla code since last mod working alpha), for others it can be straightforward.
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mickey

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #808 on: August 22, 2015, 08:25:21 AM »

hi thanks you i use the windows install and this work ^^ ( alpha 11 ) you are test on alpha 12 ? :p thanks
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bobisback

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #809 on: August 22, 2015, 09:42:52 AM »

For some reason I cannot place the plasma geothermal power plant? It keeps saying "space already occupied." But if I place the normal one it places fine? Is there something I am missing with it?

Thanks,
Bob

P.S how do you use multch? I still have not figured it out.
« Last Edit: August 22, 2015, 09:59:55 AM by bobisback »
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