Ludeon Forums

Ludeon Forums

  • December 06, 2019, 07:43:55 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 20 21 [22] 23 24 ... 456

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1806335 times)

villert

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #315 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.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7862
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #316 on: July 07, 2015, 02:32:03 PM »

Quote
even a tip about setting up space for the sand and crushed stone
Crushed stone + Sand = Concrete
Sand +... = electronic chips.

This mod is VERY VERY crafting heavy and the research building tree isn't linear.
That means you can research something but until you can even build it it will take a much longer time. Special when you need Synth material,rubber or plastic.
For these things you need to have a working mining drill + Oil refinery, for these you need a good power source. Best way would be to buy a small stock of these resources if you can affort it.
Logged

Havan_IronOak

  • Colonist
  • ***
  • Posts: 261
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #317 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.
Logged

d3mons

  • Muffalo
  • *
  • Posts: 12
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #318 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
Logged

Havan_IronOak

  • Colonist
  • ***
  • Posts: 261
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #319 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 »
Logged

Uglyr

  • Drifter
  • **
  • Posts: 72
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #320 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.
Logged

kexici

  • Drifter
  • **
  • Posts: 44
  • FREE HUGS
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #321 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 :)
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8b: OVERDRIVE! (07/07/15)
« Reply #322 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 »
Logged

Havan_IronOak

  • Colonist
  • ***
  • Posts: 261
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #323 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 »
Logged

DaLosar

  • Muffalo
  • *
  • Posts: 5
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #324 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
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #325 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 »
Logged

Uglyr

  • Drifter
  • **
  • Posts: 72
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #326 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
Logged

Eclipse

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #327 on: July 08, 2015, 06:50:50 PM »

Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #328 on: July 08, 2015, 07:26:29 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

Yes. But thanks for reminder. Corrected. Now i'am realizing new unique crafting system. You had never seen it before  ;)
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
« Reply #329 on: July 08, 2015, 07:29:53 PM »

Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.

in 1.8 for most of buildings required parts as new stuff. But for walls work old type with bars.
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 456