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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 1798594 times)

zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #810 on: August 22, 2015, 12:45:16 PM »

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.

I guess it's a bug with geo, I can't place it either (a11, modpack version c.).

Mulch: enrichen soil (ground) to make plants grow faster or after researching hydroponics - they need mulch in recipe.
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notfood

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #811 on: August 22, 2015, 01:06:10 PM »

We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.

Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #812 on: August 22, 2015, 06:17:43 PM »

We could use some iron bars and iron parts for simple things that don't require the strength/durability of steel. Makes me wary to spend hard earned steel on simple furniture things, they don't offer other options like plasteel or the rest.

Copper is a really show stopper in early game. I had an embark where I couldn't find any wherever I was mining. Couldn't trade because no beacon, couldn't do anything. Perhaps copper wires could be removed from trade beacon and put something else that is more available.

That or copper should be spread around the map upon spawn such as steel so you always have at least a little bit... Same as steel.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #813 on: August 22, 2015, 09:16:41 PM »

Marine pants are worn in the same slot as holstered chaps... which is kinda weird, don't you think?
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donoya

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #814 on: August 22, 2015, 09:58:36 PM »

Out of curiosity, how easy is it to update mods from alpha 11 to alpha 12? Judging from the speed at which some of these mods have updated, I would imagine it's really easy. Also, is it allowed for someone like yourself to make an updated version of the mods just for your modpack? And finally, I know alpha 12 just came out about a day or two ago, but I would appreciate it if you could make a frequently updated way to see what progress is being made with regards to updates, bug fixes and original content. It could be a web of projects with indicators telling what stage that project is in (idea, working on, finished, or postponed), or it could be a changelog that lists progress on the next pack version(s) as well as what was worked on in previous versions. I just want something to tell me how soon the next update will be and what to expect with it.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #815 on: August 22, 2015, 10:38:22 PM »

Anyone know how to use the auto-seller? What's the mod do?

I don't want to put trade beacons all over my base but I hate manually assigning goods to be hauled to the outside beacon.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #816 on: August 23, 2015, 05:52:05 AM »

Well in "Overview" you have auto-seller tab where you can set rules on what to sell. Auto-sell button is only at ship traders. I've put trading tents all over stockpiles with resources I wanted to trade with. This whole "must not be under the roof" thing doesn't work, so don't worry about this.

Yeah, making pawns haul things you want to trade with manually is crappy solution. They don't have enough time for hauling all stuff anyways.

Also notice auto seller options in that tab, for example I didn't want to auto quit with auto sell in order to control how much silver I get/what I sell.
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iiSpeedy

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #817 on: August 23, 2015, 06:32:27 AM »

Update for Alpha 12 Would be nice :D
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #818 on: August 23, 2015, 07:01:10 AM »

Update for Alpha 12 Would be nice :D

Of course, duhh. Think about how many mods have to be updated in order to do that. Don't say such things please.
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bobisback

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #819 on: August 23, 2015, 08:45:11 AM »

So toxic fallout hit, and now the game is so glichy it is unplayable. Anyone else get a prefrmance hit with toxic fallout?

Nevermind I restricted everyone to inside and it become unplayable. I removed the restrictions it runs fine.
« Last Edit: August 23, 2015, 08:50:28 AM by bobisback »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #820 on: August 23, 2015, 09:01:08 AM »

Update for Alpha 12 Would be nice :D

So soon update for A12.. :)
« Last Edit: August 23, 2015, 09:04:53 AM by skyarkhangel »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #821 on: August 23, 2015, 09:33:50 AM »

I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12





Now trying to start Core_SK for  A12.
« Last Edit: August 23, 2015, 09:47:52 AM by skyarkhangel »
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #822 on: August 23, 2015, 07:16:09 PM »

Just tried a12 vanila after a long break (moreover not ice but swamp forest). OMG - it's a different game. I'm in panic - unknown techs, no usual buildings, others are available from the start, ... I forgot how to play that game, better stick with Hardcore SK.
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bobisback

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #823 on: August 23, 2015, 11:41:19 PM »

For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?
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notfood

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #824 on: August 24, 2015, 12:21:56 AM »

For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?

I think that selector is very buggy. I have had the same issue multiple times. Wouldn't it be better to just be able to equip the gun the pawn is using? Right click -> Equip Gun, it then equips the gun the pawn is using. Some checks need to be done so it only restricts them to ranged weapons, not tools or melee.
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