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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 2333223 times)

TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #465 on: August 01, 2015, 02:40:46 PM »

I've been playing ice sheat too... Avg -20 in summer & -70 in winter... Disabled points in Pepare carfully. Got 2k Wood, got 5 people all bionics & 200 meals & 4k meat. Also gave them all parkas & torques.

If my maths correct I have 600 meals... A.k.a 120 days... their bout to die from starvation... I NEED the synthetic Material but since I've put down the communications console (its been ~4 months) I've not seen ANY trader.
Hmm... Is it a bug in 1.10b? In 1.9 I had nice ice colony (with Cassandra basebuilder without using prepare carefully) and traders flew pretty often. As for visiting traders I'm not sure if it was once or not at all.

Nah.. probably randy random being evil...

Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.

Gonna test that out!
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kaptain_kavern

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #466 on: August 01, 2015, 03:07:57 PM »

Guys Read the ***** Manual lol

The first research project says :
Code: [Select]
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.

;)

TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #467 on: August 01, 2015, 03:20:42 PM »

http://postimg.org/image/9wdnhfs31/5e17775b/

We got a exotic goods trader... we now have Elder Scones & RimColony plus a Tv & other games.

Guys Read the ***** Manual lol

The first research project says :
Code: [Select]
Some tips:
1. Be careful, for the first time, you can not rely on automatic turrets.
2. To build some buildings need concrete, it can be obtained in a concrete mixer.
3. For further development, you will need to explore the possibility to build the mine, through which will be able to extract oil and other useful resources.
4. For the drilling rig, you will need to craft the drillhead, which can be done on the bench.
5. Crude oil can be processed in a chemical laboratory, getting out of it a lot of useful ingredients.
Be careful when choosing research. At first, explore the technologies that are paramount.

;)

1- I don't need turrets.. the cold plus zombies is enough defence...
2- And? I already did that...
3- I don't think I can just get 'Synthetic Mateial' from a mine... Somthing in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
5- Processed into what? Not exactly useful knowledge
:D
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #468 on: August 01, 2015, 03:47:41 PM »

Foooood! moar fooood!



lol usualy i hate these things but now im looking forward to their invasions!
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #469 on: August 01, 2015, 03:57:00 PM »

Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #470 on: August 01, 2015, 04:04:51 PM »

Foooood! moar fooood!
lol usualy i hate these things but now im looking forward to their invasions!
That's one of the best things that can happen on ice map - non-human meat with delivery to the door. And very easy to "harvest" - just small barbed wire "balcony" around one of the doors and hunter with any machine gun (or non-machine but it will take too long).

im not that set up to be able to have defenses like that so i use all my colonists, though only 3 do most of the killing, one with a greasegun smg one with a survival rifle and one with a sniper.
the rifle pair killed wargs in 3 hits without failin this fight, rifle hits first, by the time he can fire again sniper also fires and the warg is dead

final raw food count, not including those used in the few days it took to butcher it all almost 1200
« Last Edit: August 01, 2015, 04:07:07 PM by Ember »
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kaptain_kavern

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #471 on: August 01, 2015, 04:34:20 PM »

3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier
4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)
5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?
The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."

Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.

When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man

TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #472 on: August 01, 2015, 05:17:44 PM »

Research mining (300) to get Mining drill.
Research Oil refining.
Place a drilling rig to create a fissure (change to large so you can mine all kind of ore).
Place a Mine extractor over the fissure and let it extrace crude oil.
Refine Crude oil at the Chemical lab to get all kind of petrochem resources.
With these resources you can made Synth material at the Assembly workbench.

http://cmiplanners.com/wp-content/uploads/2014/08/approved.jpeg

It works...

3- I don't think I can just get 'Synthetic Material' from a mine... Something in its name... like say... 'Synthetic'... says it isn't a natural resource which comes out of the ground...
And nonetheless it is the way it's done in the modpack like Canute just said to you earlier

Yes. What I was trying to point out is that its not necessarily clear how to get Synthetic Material & most people wouldn't without experimenting conclude that You can get Synthetic Material from a mine.

4- I need 'the bench'... whats a 'the bench'... (I do know what he is referring to but it would be useful if he stated what bench that is so I wouldn't spend 10 minutes in god mode figuring out what it is...)
Even without Godmod it doesn't take 10min to find where it's build (Just from guessing ... "Machinning bench" to build mechanic tools?)

I thought a Drill would be an electric tool.

So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.

Then I looked thru every bench... It did not appear to me that it could be in the Machining table... a thought the only thing you do in the table is disassemble mechs.

5- Processed into what? Not exactly useful knowledge
Proceed in the synthetic parts you asked about man. I don't know ... Something in its name... like say... 'Chemical'... says it isn't a natural resource ... maybe synthetic?

 :-[

The oil processing research does not apear untell you do the mining reasearch... Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel.


The useful info i was trying to point to was "Be careful when choosing research. At first, explore the technologies that are paramount."


Minning reaserch isn't exactly paramount in a mountain base. If I want metal I'll just mine a tunnel. The point I was tring to make is that its not exacly clear on what to do. It says do X, but it doesn't state how or with what to do X with.



Seriously please keep in mind that Skyarkhangel isn't natural english speaker, he spend certainly more than "10 minutes in god mode" for putting all of this together.

 :-[ Sorry, I wasn't tring to insult him or anything, I was stating it wasn't that clear on what to do.

When i talked about reading the manual it was more something throw at the assembly than me trying to get an argument with you man

I wasn't tring to start an argument but I probably was a little harsh.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #473 on: August 01, 2015, 05:34:30 PM »

anyway to remove synthetic parts from a corpse or do they have to be alive?
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #474 on: August 01, 2015, 06:46:58 PM »

anyway to remove synthetic parts from a corpse or do they have to be alive?
You only can do operations on living people not on corpse.
So when you want some Bionic or Synth. organs, you should try to capture them.
Remove the part and let them starve to dead or release them if they survive the operation.

Quote
So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)


[attachment deleted due to age]

Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #475 on: August 01, 2015, 06:59:14 PM »

aw dang it, got a colonist without a stomach and theres a corps in my dump pile that has a synthetic one

also my story teller loves throwing mechanoids at me
here have a couple mechanoids on top of your base.... no? that didn't do much, how about an invasion with 3 centepeds carrying plasma with a couple scyths? you managed to fight that off? ok here's an evil ship
btw just before that invasion i accepted sheltering a colonist running from raiders, which arrived at my base just before i killed the last centipede

meh dont like double posting so im just gonna add it to this

trying to trade gets me this

Code: [Select]
Exception filling window for RimWorld.Dialog_Trade: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.RCellFinder.GeneratedTradeDropCenter () [0x00000] in <filename unknown>:0

  at RimWorld.RCellFinder.TradeDropSpot () [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.DropThing (Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.Tradeable.ResolveTrade () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.<FillWindow>m__283 () [0x00000] in <filename unknown>:0

  at RimWorld.Dialog_Trade.FillWindow (Rect inRect) [0x00000] in <filename unknown>:0

  at Verse.Layer_Window.DoWindowContents () [0x00000] in <filename unknown>:0
« Last Edit: August 01, 2015, 07:13:00 PM by Ember »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #476 on: August 01, 2015, 08:28:52 PM »

anyway to remove synthetic parts from a corpse or do they have to be alive?
You only can do operations on living people not on corpse.
So when you want some Bionic or Synth. organs, you should try to capture them.
Remove the part and let them starve to dead or release them if they survive the operation.

Quote
So i checked in the electronics table... nope. Assembly table? nope. Mabey its too advanced for an Assembly table... mabey we need an electric Assembly table? nope.  Mabey its like a Tv... or art... mabey in the Smithing table, cuase it has its own table? Nope.  Mabey they make it out of raw metal in the furnace? Like they make walls out of metal bars... no cement, no nothing... so it isn't that far fetched! Nope.
It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)

I was talking about the drill :)

How did i not see the Synthetic Materials in those tables? :-\
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ChiefSlapahoe

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #477 on: August 02, 2015, 12:11:23 AM »

For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #478 on: August 02, 2015, 02:18:04 AM »

For more weapons: liandri corp, Rimsenal, and project armory

Liandri corp has very detailed sprites and I should be compatible with 11d, at least the one later in the comments

These should definitely be included.
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #479 on: August 02, 2015, 03:28:45 AM »

It is the Electic Assemble Workbench. When your Electic Assemble workbench don't got the recipes to craft the Synth Material. You should delete all mod's beside Core at the Mod folder, and unzip them again.

Workbench, Crafting table, electic tool all the same ! :-)
Don't forget this is a game, it is an own universe with own rules. Each mod can change the rules. Find it out ! :-)

I was talking about the drill :)

How did i not see the Synthetic Materials in those tables? :-\
Noone said the Synth. Material are from the Drill !
The Crude oil are from the drills.
The Crude oil is splited into Petrochem components at the Chem. Lab.
The assembly create Synth Mat. out of these components.

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