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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 1806725 times)

Canute

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #285 on: July 05, 2015, 11:49:49 AM »

I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
You did tried to right-click icon to change to material you have, do you?
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Uglyr

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #286 on: July 05, 2015, 01:46:57 PM »

I got a Vancidium butcher table, a Silver fishing pier. Both need "parts" i never saw before not bar's. Can't change building mats for these.
You did tried to right-click icon to change to material you have, do you?
I've built assembly workbench, made some steel parts and then can change material for everything I've researched (Crafting II).

The other question is the cost of building. For example butcher table (I'm playing in snow mountain so use steel): 64 steel parts + 1 spare part. not only it's a huge numver of raw steel, but also a lot of work to do (steel parts are made of spare parts and steel bars, spare parts are made of steel bars, steel bars are made of steel).

Mushrooms are not enough and I can't butcher anyone, so I guess everyone dies soon.
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kexici

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #287 on: July 05, 2015, 02:13:47 PM »

Is some problem with zombie apocalipse :) - instal zombie mod first (this is only path)
zombie mod must be place between core_SK and Epoe_sk  :)

some error with baboo plant :) - its seed mod (there is no bamboo) :)

some idea how fix this ? :)

[attachment deleted due to age]
« Last Edit: July 05, 2015, 03:01:36 PM by kexici »
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Canute

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #288 on: July 05, 2015, 03:20:30 PM »

Ok i have to apologise !
These metal parts are new, and skyarkhangel didn't mention these at the update notes.
All the crafting table are buildable so far after i figure out how to get parts (thanks Uglyr).

Quote
The other question is the cost of building. For example butcher table (I'm playing in snow mountain so use steel): 64 steel parts + 1 spare part. not only it's a huge numver of raw steel, but also a lot of work to do (steel parts are made of spare parts and steel bars, spare parts are made of steel bars, steel bars are made of steel).
I think too, the cost are very expensive.
5 steel bar +2 spare part = 2 steel parts, i think that should be 20 steel parts at last or the cost reduces to 6 steel parts for the butcher table at example.
« Last Edit: July 05, 2015, 03:36:24 PM by Canute »
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Uglyr

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #289 on: July 05, 2015, 04:26:14 PM »

Looks like butcher table is bugged as other structures require much less materials (less than 1.7?).

But surprisingly raw mushrooms are able to feed my 5 colonists, anyway I'd better start butchering dead raiders to get leather.

Comm console require 0 power. So on one hand it doesn't work without power source. On other it's possible to charge battery a bit and then turn off power station.

Upd. Strange costs again. Heater: 5 steel parts, 2 spare parts, 1 mechanism. Small heater: 8 steel parts, 3 spare parts, 1 mechanism.
« Last Edit: July 05, 2015, 06:50:11 PM by Uglyr »
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Canute

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #290 on: July 05, 2015, 07:12:23 PM »

There are 2 Glasswork table.
At the one i can just made glass, at the other table glass + reinforced glass.
And i don't researched Reinfored glass yet.

Ok this maybe is for the auto-hunt beacon thread, but maybe you can fix it too. The harvest function don't work on mushrooms.
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skyarkhangel

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #291 on: July 05, 2015, 07:15:13 PM »

Thanks to all for suggestions, bugreporting.
Believe me, I'm ready to read and listen to all your wishes  :D
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Mechanoid Hivemind

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #292 on: July 05, 2015, 07:19:29 PM »

I'm ready to read and listen to all your wishes  :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!
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The individual is obsolete. When you and your kind are extinct, we will cleanse our collective memory of the stain of your existence.

Xerberus86

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #293 on: July 05, 2015, 07:26:17 PM »

one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?

thx :)
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skyarkhangel

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #294 on: July 05, 2015, 07:45:09 PM »

I'm ready to read and listen to all your wishes  :D
I wish for a big plate of chocolate chip cookies and a tall glass of milk :D lmao nice mod love it so far!

If it makes you happier, no problem  ;D

one request, can you also add the two other new factions from shinzy? as far as i know you have already implemented the norbal vikings. or doesn't it interfere with the modpack by simply adding the two factions to the modpack?

thx :)

You can add this himself if you want  :) It's too easy mod that you can install yourself, at first i try to implement modified modifications.
And i removed Zombie Appocalypse, because so many players wanted to clean it up.. Now lets players to put themselves. Also, players can install my patch for ZA, if they wants a real hardcore zombie apocalypse  ;D
« Last Edit: July 05, 2015, 08:30:20 PM by skyarkhangel »
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DaLosar

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #295 on: July 05, 2015, 08:24:27 PM »

The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).

Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.

Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.

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skyarkhangel

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #296 on: July 06, 2015, 12:40:55 AM »


I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
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villert

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #297 on: July 06, 2015, 09:13:08 AM »

Is there any way to disable Zombie Apocalypse? I love the idea of this mod/pack but absolutely hate Zombies taking over my entire game. Simply disabling the mod from the mod menu doesn't work, going through the config file to remove ZombieApocalyse from the designated starter mods doesn't work. Anyone know how to do this? Thanks in advance.
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kaptain_kavern

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #298 on: July 06, 2015, 09:50:04 AM »

No you got it right man. Just after disabling it in the mod screen you have to create another world in order for that change to occur

Canute

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8: OVERDRIVE! (05/07/15)
« Reply #299 on: July 06, 2015, 11:00:52 AM »

Do you want disable Zombie's from your current colony ?
Thats not possible so far i know.

Like Kavern wrote, after disable the Zombie mod, you need to start a new world+colony.
Btw. the new Modpack got no Zombie's you need to add the Zombie patch if you want them.
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