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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 2322567 times)

djjmatexxe

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This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
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blinari

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Quote
This hasn't happened to me in 1.8 or 1.9. Are you running any other mods?
Nope, only this modpack. It is also a fresh install of the game.
Also, this doesn't happen right off the bat; it started happening to me after like 12 hours into the colony.
What weapon are you using to hunt?
Plasma Precision Rifle x2
Specialist sniper rifle x1

Confirmed with the plasma precision rifle. The colonist left the dromedary downed and decided to go for a walk. Meanwhile I was getting a ton of errors about him having more than 10 jobs in one tick.
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blinari

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The "textures" and "languages" folders under CrashLanding are lowercase, when they should be capitalized. On Linux it's case sensitive, causing the textures not to load. Same with "english" under languages.
« Last Edit: July 19, 2015, 08:06:57 AM by blinari »
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Canute

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This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.

Canute

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About concrete mixer's.
What is the adv. of the electric one ?
The electric one need 15 sand,10 crushed and you are geting the same amount of concrete of of it like from the regular one and that just need 10 sand,10 crushed.
Yes i know the concrete result is dynamic, thats why i used both time the same crafter and i got 13 concrete each time.
I would suggest that the electric one use twice so much resources and double the output.

Mellee shocker:
These recipe don't work at any kind.
You need 60 steel bar, 35 elec. chips, 5 gold, i got these resources (160 gold) and still got "need material" when i try to force a crafte on the table.

New weapon crafting:
Finaly found the disasamble weapon to slag bill at both weapon table ! :-)
Shouldn't the 2 weapon craft table move to hi-tech ?
Basicly a good idea to get the weapon components from this.
BUT you need to salvage alot of weapons to be able to craft a new one, because you don't get enough Weapon part form it.
I think these Weapon part's should be craftable at the assemble table, while the componets are only from salvaging.
At this way you can craft a new  weapon from the component you got from the salvaged weapon.
Maybe add a new Weapon trader who just sell components and weapon parts.

Power plants and heat:
Plasma reactor produce a nice amout of heat, nice feature ! :-)
But i didn't notice any heat from Steam generator or Coal burner, shouldn't they produce any heat too ?

Geothermal heater produce nice heat, even without power. Why are power needed anyway. Maybe a temperature control, it close the steam hole when the temp is reached.

Fusebox:
I raised the HP from 100 to 500, and after a short circuit 1 fusebox just got 40 HP left, not sure how much power got burned but i don't think i got much at the batteries.

Smithing table for mellee weapon should be moved to Crafting II i think. Maybe an electric smithing table to craft the armor parts.

Brewing:
All these recipts use "no skill" and crafter need to do the job.
I think this should changed to cooking, and some skill requirement.
Even the american moonshiners are proud of their wiskey and need some skills or they just create alcohol ! :-)

blinari

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This modpack don't got a gather sand function.
Do you use other mods too ?
There is a collect sand option in the Orders section. I'm using only this modpack.
My mistake, yes these order exist now.
But i wouldn't use it.
You are geting sand when you made stone blocks, refine oil and with the make sand bill out of crushed stone.

I just wanted a glass house on the beach.
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djjmatexxe

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By the way, is it intended that a Grand Silver Sculpture (excellent) (it costs 26*(20*40)=20800 silver to make) only sells for a mere 1000 silver? Its much more lucrative to use stone blocks for sculptures this way, which is somehow wierd imo.
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skyarkhangel

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Thanks for 1.9a bugreports! Soon fixes...
Lacks of free time.. new girlfriend eats it completely  :-*
Maybe A11 it's the last version for project Hardcore SK.
« Last Edit: July 19, 2015, 03:11:56 PM by skyarkhangel »
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Canute

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Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !

skyarkhangel

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Enjoy your new joy ! :-)
And if you don't made it back, you did a great work with the modpack !

Yes.. i'am shocked by the amazing features in next A12. Really want to play in it and a desire to work with A12 too.
« Last Edit: July 19, 2015, 07:28:07 PM by skyarkhangel »
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Threepounds

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Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.
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skyarkhangel

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Has anyone else had problems with the Zombie Apocalypse patch? I drop-dropped-overwrote with the Core_SK, EPOE_SK, and Zombie Apocalypse folders, but no matter where I try to put Zombie Apocalypse in the load order after enabling it, I get a lot of cross-reference errors, and I can't create worlds or start new colonies.

This is only patch, which add and changes 5-6 files. Before that, need to install Zombie Apocalypse mod and then install patch.
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Threepounds

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Derp. I was spoiled and being lazy, probably because of the luxury of the modpak. ^_^;

 Thank you very much!
« Last Edit: July 20, 2015, 04:21:03 AM by Threepounds »
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ChiefSlapahoe

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Hey there is a mod that you guys might want to add: Wasteland's mending mod. It adds the 'mending' work type so that you can repair worn out clothing instead of just getting rid of it. It would have to be balanced adding resource costs dependent on type and scale with damage % (ie every 5 percent lower than 100 is another one of the material needed). Don't know how well you could make it work with apparello, just an idea
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Canute

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But these mending is against the Hardcore ! :-)
You are forces to replace your damaged stuff with fresh new crafted ones.

But you can add the mending mod without problem at the end of the modpack.
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