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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 2330899 times)

Havan_IronOak

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #285 on: July 07, 2015, 11:23:31 AM »

Question...   

I tried to follow your instructions to the letter this time and was a bit confused...
For Windows users:
C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config
windows button + R -> the Run dialog will appear
type %APPDATA%\..\LocalLow -> this will open the appdata folder


I am a windows user. I've been around PCs since the command prompt was the ONLY thing available so I may be a bit of an old fogey.

1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

« Last Edit: July 07, 2015, 11:31:42 AM by Havan_IronOak »
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kaptain_kavern

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #286 on: July 07, 2015, 12:30:09 PM »

1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

What he was saying is to use "windows button" + "R"  in fact ;)


And there reason for you to put the "ModsConfig.xml" instead of yours ==> It's just for the mod load in the correct order


Now you can locate "ModsConfig.xml" in your appdata the way you wan't (or feel comfortable too) as long as you effectively replace it with one provide for the pack. Even in full prompt Dos mod ;)

Hope it clarify things a bit for you
« Last Edit: July 07, 2015, 12:41:24 PM by kaptain_kavern »
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Havan_IronOak

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #287 on: July 07, 2015, 01:32:21 PM »

OK... Got the mod to work by doing my standard mod install.
1) Download the mod and extract the contents to a directory called \WORK
2) Moved all the sub-directories in \WORK to my \Mods directory (except for \Core)
3) Launched the game
4) Added all the mods via the Mods button

Sorry for my confusion earlier. I'm really liking the mod so far! Though I DID expect more information after completing the 10 research than I got in in the initial bubble. (Maybe something about how to make parts would have been good... or even a tip about setting up space for the sand and crushed stone that are by-products of making blocks etc.)

I know that it's cheating a bit but I'm gonna adjust my preset to include a half dozen spare parts,  2  steel parts, swap 30 steel bars for steel and finally swap 200 planks for raw wood. I figure it's a better start and the colonists would have had enough sense to grab a few things on the way out. At least that's my story and I'm sticking to it!
« Last Edit: July 07, 2015, 01:38:18 PM by Havan_IronOak »
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d3mons

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #288 on: July 07, 2015, 01:45:49 PM »

wich rechearched do i need to get to ai core crafting ?
or do i have to rely on ship drops for m2d droids to be abele to be build ?
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villert

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #289 on: July 07, 2015, 01:59:17 PM »

The parts and stuff is cool, I like the extra difficulty it brings to getting a colony running properly - makes every accomplishment feel that much more rewarding. I do really, really hate the colour of wood planks though; feel like I'm living in a gold plated tin house.
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Havan_IronOak

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #290 on: July 07, 2015, 02:45:13 PM »

Yes, it DOES seem to be very crafting oriented but I like it. It gives the just starting out colony a much more realistic feel.

I also like the Info Drop about Shift K at the beginning. That's a good tip.
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d3mons

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #291 on: July 07, 2015, 02:59:07 PM »

anoyne knows the table to craft the ai core at? im at 200 days would love to get some drones running finaly XD prety much have al the rechearched i think
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Havan_IronOak

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #292 on: July 07, 2015, 03:42:28 PM »

For what it's worth...

1) There is some kind of bug in the lower left corner descriptions for plants. I've got potatoes and xerigium planted so far and they both show what looks like xml code in the lower left descriptor window when highlighted. The information window pop-up looks OK though. (What SEEMS to be missing is the % grown data)

2) I agree that Wood Plank Walls should be a warmer, redder, wood-like color.
« Last Edit: July 07, 2015, 07:19:33 PM by Havan_IronOak »
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Uglyr

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #293 on: July 07, 2015, 05:42:00 PM »

Erm... 1.8b looks more like 1.9. There is no more starting loads of steel bars (as well as chips, glass, turret weapons and ammo). To build my first simple door I need spare parts and wood planks.
Now I don't know how should i start my ice colony. Carry as much as i can and then conservate myself in mountain? Impossible as there is no log walls. Looks like I have to deconstruct some relict walls first. After that (if my colonist don't freeze to death) I'm not sure if I have enough starting wood to build sawmill and make some kindling for campfire and then wood planks for stonecutter table.

Yeah I know it's hardcore pack, but I think it became too much hardcore in 1.8b.
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kexici

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #294 on: July 07, 2015, 05:48:17 PM »

Fisching is bugy - made from wood plank -> silver bar fisching post ?
                       - made next from wood plank -> plastel bar fishing post? :)
-> no one go fisching (with any  fisch tool) with any priority

thx :)
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skyarkhangel

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #295 on: July 07, 2015, 06:22:13 PM »

Update: 1.8c with seedplease fix by Latta
Works in new game.
« Last Edit: July 07, 2015, 06:54:11 PM by skyarkhangel »
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Havan_IronOak

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #296 on: July 07, 2015, 07:03:43 PM »

Two things...

1) Looks like there's a bug in the harvesting of fully grown plants.
I got one guy whose primary responsibility is growing.  He has a bunch of other duties but his #1's are: Firefight, Patient, Flick and Grow.  The first potato crop is ready and he walks out to the field, and then alternates between standing and harvesting. No potatoes actually GET harvested, and he doesn't move on to other tasks.

I've manually assigned the guy other tasks and he does those OK but NOT the harvest task. Any ideas?

2) Can you give me a hint on how to procure "synthetic materials?" Plastic, Rubber, Synthetic Fibers... none of these things seems readily obtainable through bootstrapping (using materials in every world and the production facilities one can make from them)

e.g. I finally made an aluminum bed. 
Mine Steel
Make Steel Bar from steel.
Make Spare Part from Steel Bar
Mine Aluminum Ore,
make aluminum bars,
Make Aluminum Part for spare part and aluminum bars
Make bed from 1 spare part 2 aluminum parts

But I can't get started on anything that makes Plastic, Rubber, or Synthetic Fibers.
« Last Edit: July 07, 2015, 07:17:46 PM by Havan_IronOak »
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DaLosar

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #297 on: July 07, 2015, 07:53:55 PM »

For plastic and rubber you need to refine crude oil on a chemical laboratory. To get crude oil you must first create a drill to make a fissure on the ground, then use an automatic miner to extract the oil (it can also extract other materials, such as steel).

At least thats how it worked on 1.7
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skyarkhangel

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #298 on: July 08, 2015, 01:18:17 AM »

Already done, to update 1.8d:

Reworked chain production with rubble and sand. Added recipe for sand from rubble.
Added wires. As new component 1.8 realproduction crafting system.
Fixed cost for buildings from vegetable garden mod (eg.. Oven)
Unique weapon craft system.
« Last Edit: July 09, 2015, 04:00:54 AM by skyarkhangel »
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Uglyr

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Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #299 on: July 08, 2015, 05:16:12 PM »

Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c
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