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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2368119 times)

uriilus

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #870 on: September 10, 2015, 08:18:34 AM »

What are these mistakes?    http://prntscr.com/8epvi7
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Dzeniba

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #871 on: September 10, 2015, 12:05:14 PM »

What are these mistakes?    http://prntscr.com/8epvi7
May be you use not 914 game version. You should check it in your game here:

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uriilus

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #872 on: September 10, 2015, 12:16:34 PM »

 
Quote
May be you use not 914 game version. You should check it in your game here:

 I have the latest version.
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cuproPanda

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #873 on: September 10, 2015, 12:31:52 PM »

What are these mistakes?    http://prntscr.com/8epvi7
RimWorld has a limit of doing 10 actions in a given time, to not overload the system. I know when testing traders I would get this message a lot because I just paused the game and kept refreshing the traders list. It's possible either you are issuing multiple(10+) commands to a group of colonists while the game is paused, or there is a mod that is spamming actions
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cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

Dan

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #874 on: September 10, 2015, 01:44:06 PM »

Is it possible to upgrade the mod from 2.0 to 2.1 without losing my colony? It seems that adding the new mods individually should work but I don't know what else has changed as the changelog has not yet been translated
« Last Edit: September 10, 2015, 02:55:54 PM by Dan »
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highlander345

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #875 on: September 10, 2015, 04:10:33 PM »

Hi, using just your mod pack, and well, for some reason whenever i start a new world, load an old save, i get ghosts of the old colonists in my interface, can't get rid of them at all now

[attachment deleted due to age]
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Canute

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #876 on: September 10, 2015, 04:26:24 PM »

Is it possible to upgrade the mod from 2.0 to 2.1 without losing my colony? It seems that adding the new mods individually should work but I don't know what else has changed as the changelog has not yet been translated
I wouldn't count on that.
At the last update of these mod, you allways needed to create a new colony.
That is the problem with beta mod's :-)

zenfur

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #877 on: September 10, 2015, 05:29:08 PM »

I noticed you can't no longer heal scars with biomatter, bug?

EPOE was updated poorly, thus it was lost. It's gonna be fixed next version.

Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?

Electronics table in Hi-Tech table. You need copper parts, sand, wires and spare parts for them. To be able to build electronics table you need to research crafting I believe. Maybe also first level of power/construction.

@edit: is Tuff luck going to be updated?
« Last Edit: September 10, 2015, 05:33:17 PM by zenfur »
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TheGentlmen

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #878 on: September 10, 2015, 06:44:22 PM »

@edit: is Tuff luck going to be updated?

Not much people used it... Maybe... But I'm afraid probably not.
Even if I did I'd still have to wait for Zombies to update, which from what I've noticed, they haven't...

I'll consider it tho, maybe a quick mini-update without the zombies...
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Darkfirephoenix

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #879 on: September 10, 2015, 10:45:48 PM »

Hello altogether,
probably a dumb question but i have absolutely not been able to find an answer to this:
What are the requirements to build integrated cirsuits?

Electronics table in Hi-Tech table. You need copper parts, sand, wires and spare parts for them. To be able to build electronics table you need to research crafting I believe. Maybe also first level of power/construction.

Not only need you the table you ALSO need the Electronics factory and have to feed it with 10+ electronic components (at ONCE, if you feed it too few it will use them but not produce anything) for a batch of electronic circuits (which are made with the above mentioned resources). Oh and the Electronics factory only needs the electronics components to make different kinds of circuits (but they take more resources the more advanced they are)
« Last Edit: September 11, 2015, 01:25:16 AM by Darkfirephoenix »
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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #880 on: September 10, 2015, 11:51:05 PM »

Thank you for bugreports, soon big hotfix.

I can not figure out where a bug with the transfer, gives an error       (  Не могу понять, откуда баг с переносом, выдаёт ошибку  )

it's several mod conflict. already fixed in next 2.1b.
« Last Edit: September 10, 2015, 11:54:56 PM by skyarkhangel »
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Dzeniba

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1a: Radioactive (09/09/15)
« Reply #881 on: September 11, 2015, 02:18:50 AM »

I'm confused. It is the second time of three I created new colony in 2.1a, and there is no copper ore on the map, few copper walls only. But I can't build comms console or orbital trade beacon without copper ore (wires are necessary, right?). Really hard core mode =) Are my colonists doomed? May be it must be way to conversion cooper bar into cooper ore at least?
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guardianru

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« Last Edit: September 11, 2015, 02:39:27 AM by guardianru »
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skyarkhangel

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1b: Radioactive (11/09/15)
« Reply #883 on: September 11, 2015, 02:39:02 AM »

Updated to 2.1b

Many serious fixes. Please - new game and new world.

Changes, but temporarly in Russian:
Code: [Select]
1. Мод EnhancedAnimalTab заменен на EnhancedTab
2. Хотфикс Edb Interface до 3.0.4, который приводил к крашу сейвов.
3. Апдейт перевода Русский-СК (Russian-SK).
4. Мод Caveworld Flora скомпилен с поддержкой файла keyed для перевода меню.
5. Мод WorkPresets обновлен до 1.1, но по умолчанию не добавлен в актив.
6. Некоторые правки в Core_SK.dll для поддержки перевода некоторых меню.
7. Поправлен серьезный баг с контейнерами (конфликт с Seedplease).
8. Поправлена стоимость маяка охоты.
9. Голографический стол, манекен, груша, мишень.. теперь работают нормально и не выбрасывают красных ошибок.
10. У ткацкого станка убрано требования повара.
11. Увеличен размер стаков для набора интегральных схем, набора микрокомпонентов и биомикрокомпонентов.
12. Уменьшен сильно болевой порог от радиации. (не будут падать в обморок слишком быстро)
13. Вернули почти всем строениям использующие податчик(хоппер) потребление по одной еденице ресурса.
14. Уран теперь нормально копается из залежей урана.
15. Не большой ребаланс эффекта радиации для каждого ресурса.
16. Поправлен размер кухонной полки, маленького шкафа с инструментами и кровати для животных.
17. Для алюминия и меди сделана своя подгруппа в металлах "с высокой проводимостью". Для урановых.. подгруппа "Радиоактивные".
18. Провода теперь делаются или из меди или из алюминия.
19. Обломки теперь выделяются как в ванильке по двойному щелчку.
20. Еще один фикс лазеров (луч выглядит менее эффектно, но должен быть теперь без зависания).
21. Обновлен LT_RedistHeat до последней версии.
22. Убрано задвоение промышленного кондиционера.
23. Починена цепочка производства синтетической кожи для операций по удалению шрамов. Создается на столе синтез. органов.
24. Обновление Harsher Map Condition и частично Hot and Cold Biomes до последней версии.
25. Стена с электропроводкой теперь не доступна с начала игры.
26. Стул теперь можно передвигать.
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Temeez

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Re: [A12d] [MODPACK] Hardcore SK global project 2.1b: Radioactive (11/09/15)
« Reply #884 on: September 11, 2015, 07:02:38 AM »

First time trying this and I think I found a bug of critical nature. When I started the game (newest patch, new world etc.) and wanted to build the research bench. It was set to aluminum and I couldn't change the material to wood or anything, because "You have no usable materials from which to build this", game over. Sure I can use god mod to change it, but meh.

There are also other buildings which require too advanced materials.. titanium pallet.. please :D
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