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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 2333214 times)

ChiefSlapahoe

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I guess it should be one of those things that aren't necessary, but adds a worthwhile happiness/value to your meals if you do make them. Perhaps a bonus to eating speed could be applied too if possible? You don't want to make it too hard to get meal production up.
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The13thRonin

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How is this different to the Ultimate Overhaul Modpack?

Sorry I'm new.
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yrod

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Hey, there is one thing what i dont like: opportunity to use items only when they lie in stock. So many stupid things happened with this, when one detail have long travel to the stock and then immediately take long way back.
Can it be disabled? Or how can i disabled it myself?
Thnx.

P.s.: I cant find medical bed after researching it. Where is it?
« Last Edit: July 25, 2015, 07:48:34 AM by yrod »
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Canute

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Craftingtable, lower the search for reagents radius, and made a small stockpile for nessesary resources next to the table.

Similar for seeds, made a stockpile for seeds next to the growing field.

For armor, try to create an armor role (overview) with armor you only got at home.

ChiefSlapahoe

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Hey The13thRonin,

I haven't tried the other pack, but this seems to be larger and adds in things that make the game more difficult in that there is more to do. In the base game you could get say solar power up easily, now that requires research and more advanced parts. You use a steam generator by burning kindling, which is made from cutting logs, to get your early power.

I like it because it follows the progression of crashing on a planet a lot more and it extends the game in a meaningful way. All these mods are put together in a way that makes sense and works/balances well, especially the tech tree. There are some minor grammar issues because the creators are Russian native and you may find bugs (I have not), but overall it gives the game a nice complete feel and ties in all the mods nicely giving good tech/crafting progression.

You can download this and get a full painless experience, rather than downloading all the mods yourself. You can do it and it will work, but if nothing else having the research flow and balancing all the weapons/turrets are a pain to do manually. The creators are active as well, and are constantly adding/bug fixing. They listen to suggestions too.

Give it a try, its very easy to set up and you can always get rid of it. Only takes a couple minutes to download, unpack in your rim world mods folder. The config file is there to tell the mods what order to load in, and helps if you place it in the proper folder as it tells you in the readme. If you don't like it, try the other one. I would recommend trying this one first though, because it is harder.
« Last Edit: July 25, 2015, 03:07:53 PM by ChiefSlapahoe »
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nugarin

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Auto-hunt beacon does allow auto-harvesting mushrooms. Tried adjusting the mod load-order, but game stopped working, so I reset them to original order. Any tips how to get the beacon to mark cave-flora for harvesting?
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nugarin

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Nano-storage concept is a bit daft. Since we have a 2d world, how about renaming it to the "underground storage"? So it would be cellar with some kind of dead-waiter system.
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TheGentlmen

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60) Crush Landing (easy)  (This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky. Pods with colonists, containers with resources, engines with flammable fuel, and other useful and dangerous things.) by Katavrik

Crash... not crush  :D

Ps:How do you set easy mode for Crash Landing?
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ChiefSlapahoe

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It's automatically the 'easy' version of the mod. It makes the pawns/items you start with come down safely in their pods as normal before the event, opposed to them coming down with the crash, potentially killing/destroying them.

BTW, are you thinking of adding the Rimsenal weapons/armors/faction?
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jpat01

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hello - does this mod work with the latest version of the game? 11d ??
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skyarkhangel

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I'm sorry. I had problems with access to account. Now, all problems solved. Big thanks to ludeon support. I missed you. :D
Updated to 1.10a - 26.07.2015.

Soon hot bugfixes and only full support 11d version.
« Last Edit: July 29, 2015, 06:10:37 AM by skyarkhangel »
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skyarkhangel

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Changelog for 1.9a to 1.10a: 26.07.2015
1) Added mod Mending - able to repair things.
2) Added mod Fish Industry.
3) Added mod BackForHaul.
4) Added mod AutoSeller - the ability to set up automatic trading.
5) Added mod A2B: conveyor belts.
6) Added mod A2B - Selector Options.
7) Added the prison door from the mod PrisonImrovements.
8) Updated AdditionalJoyObjects fashion to the latest version with new features and bug fixes.
9) Added the seeds for Spectago.
10) Updated Hospitality mod to the latest version fixes several bugs.
11) Added Wave Survival Mode - The new storyteller.
12) Updated module CombatRealism with bug fixes.
13) Added some new researches.
14) Updated module SuperiorCrafting.
15) Updated module MD-Droids with bug fixes.
16) Updated LT_RedistHeat module to the latest version.
17) Reworked embrasures.
18) Now Mulch can be made from bamboo too.
19) Reduce the speed opening bamboo door.
20) Updated mod Crash Landing.
21) Fixed cost for LED Ropes.
22) Updated mod Anti Tank Weapons to the latest version.
23) Added Capsule Reactor (portable energy source. It can be purchased from merchants, but quite expensive).
24) Added a wall of logs, available from the beginning of the game.
25) Remove damageMultipliers to all fuses.
26) Update VegetableGarden mod to the latest version.
27) Completely redesigned SeedPlease with the latest update VegetableGarden.
28) Removed the "clone" merchant of mod AdditionalJoyObjects.
29) Completely rewritten traders, they now sell almost everything, that is in Hardcore_SK including details of weapons and have more money.
29) increased the chance of Alphalo and Muffalo in the tundra.
30) In Hazmat container can put all weapons and ammunition.
31) Fixed sizes for  prostheses buildings.
32) At the Research table and other tables colonists can no longer to "climb".
33) Reduced to 150 points cost for basic prostheses table and for stonecutting table from 60 to 40.
34) Fixed recipe for tazer.
35) Both the weapon tables are now in the "Innovation".
36) Fuel Power Plant now provides heat. Increased heat output fort steam-gen and biogenerator.
37) Modified craft electronics, microchips, artificial bone with  according to the 1.8 production chain.
38) Completely redesigned craft prostheses (EPOE) in accordance with the production chain 1.8.
39) Threat cutter: Reduced the range from 50 to 40. Increased cooldown. Slightly reduced accuracy.
40) Vector Pistol: slightly increased cooldown.
41) In the laboratory, biofuel can now be converted into biomatter and vice versa.
42) Increase number of sand from stoneblocks and from rubble.
43) Stack of silver increased from 400 to 1,000.
44) Tilled soil moved to "Misc" menu.
45) Added 5 new turrets.
46) Added updated Mechanoid terraformer mod.
47) Barbed wire and trenches will not create the roof.
48) Completely changed icon menu for all turrets.
49) Full reworked canning table. Now you can make meat in cans or vegetable preserves in glass jar. it reduces the detorioration. Then the colonists can use canned meals for cooking normal food.
50) Increase the detorioration rate of all things and weapons about 3 times. (Some weapons have in a 1.9 detorioration rate of 0.3, it will be 3.0, i.e. a 10 times increase).
51) Pawn State Icons Updated to the latest version.
52) Almost completely restored the appearance of plants through the study of technology.
53) Fixed craft Assault carbine.
54) The slave trader is now haggling dope.
55) Drugs a separate category Drugs (1.9 is with food)
56) Completely reworked craft cooking according to the production chain 1.8. Now the necessary tableware. Two types: glass and metal.
57) added 5 new weapons from Misriah Armories. Including not expensive improved type "advanced" sniper rifle available for attackers.
58) Fixed dark screen with a combination of mods Darkness_SK + Mechanoid Terraformer. And increased time for new incindent.  Teraformer can now learned closer to the end of the chain of research.
59) Removed clone recipe for canned food.
60) Found and removed clone recipe for craft microchips in two different files.
61) Fixed a bug with filter cooking salad with mushrooms.
62) Removed craft supercomputer terminal, sentry platform on the electronic table. Changed the recipe for crafting the pump in accordance with the new 1.8 production chain.
63) Tableware (dishes) is now required as a container for the production of most of the "end" products and alcoholic beverages.
64) Significantly reduce the accuracy of all sniper rifles at close range.
65) Increased the damage and  other stats for all shotguns.
66) Completely remove vanilla doomsday rocket and triple rocket launcher for attackers.
67) All the weapons in the warehouse sorted by type.
68) Fixed texture coffee machine and coffee. New textures of coffee and tobacco tree.
69) Remade chain of production of the glass, with a new resource.
70) The laser gun can now have quality. (1.9 has not)


Changelog for 1.10a to 1.10b: 29.07.2015
1) modconfig: Support version 11d
2) Fixed red errors with thingcategories.
3) Increased the damage of 2 to 16 at the new combat rifles.
4) Fuel power plant can now be rotated.
5) Fixed a bug with deterioration display of Soylent
6) Fixed cost calculation and beauty for small and large table.
7) The effect of positive mood "still alive" Wave Survival mod has been reduced from 35 to 10.
8) Fixed description of the glass production chain recipes (Eng. Lang.)
9) Added button to enable / disable for the glass door.
10) Remove clone stone surface.
11) Fixed a bug in SeedPlease: Now Cotton -> raw cotton and Devilstrand -> raw devilstrand.
12) Fixed a bug with the plant Lettuce and Onion without SeedPlease mod.
13) Norbals are ready for EPOE surgery. (Needs activated EPOE mod. Please check!)
14) Removed the yellow errors with Russian translation.
« Last Edit: July 29, 2015, 07:58:42 PM by skyarkhangel »
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Canute

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I just got an idea.
There are alot of production tables.
You allready made a new menu for Hi-tech.
Why not create a few more menu's. For each Research Tier one menu. Production T-I to Production T-IV.
At this way you can notice faster if there is a maybe higher tier production table.

And since furniture are overfilled with stuff too, there could be some extra too.
At last the container you could seperate.

blinari

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Electronics in 1.10 cost 50 sand, 20 wire, 15 spare parts, and 10 steel parts for 2 chips. This created a huge drain on my resources. Anything requiring electronics is hideously expensive and will empty your stockpile of steel.
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Canute

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Quote
11) Added Wave Survival Mode - The new storyteller.
Oh nice, you did just the same like ninefinger, add the new storyteller and don't know what happen.
For this storyteller it is important to have a trade beacon.
Without trade beacon, the storyteller can't send you resources that helps you to build up the base.
But with the current research tree, you will need days or better weeks until you research all nessesary parts and be able to build a trade beacon.

Best solution: Modify the trade beacon, to be minified. And add a trade beacon to the start. Add a recipe to the electronic workbench for new minified Trade beacons with the current building mats.

Alternate: Add a Simple trade beacon to the construction, no research needed, just 20-40 Steel bar's, 1 spare part, 2-4 steel part. Reduced Hitpoints.
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