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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 1763625 times)

TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #585 on: August 04, 2015, 04:06:19 PM »

Do you like challenge, try the Storytellers from rimarsenal, or the Wave survival, then you got a Raid every 3 days.

---snip---
Edit: Now despite what you probably think I'm not SUPER lazy... its just that I did a few edits to the core mod... I get 10 events per day instead of 1, good events are 3x as likely, minor bad events are 40x as likely & huge bad are 80x as likely.

It doesn't end their... raids & sieges are 4x as likly & are 32x the size. Yes you heard me right, 32x. Not a walk in the park you see.

The summary is that its impossible to kill the current raid without getting 4 more so I've simply given up.

Thier this big:http://s14.postimg.org/hg1jtecg1/Screenshot_2.png

---snip---

The rimarsenal & wave survival are for kiddies...  8)
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #586 on: August 04, 2015, 04:27:11 PM »

Mechs why you do dis :'(, They killed everything...

I will have my revenge... it will be so cold that it kills you all completly....
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #587 on: August 04, 2015, 04:41:39 PM »

Mechs why you do dis :'(, They killed everything...

I will have my revenge... it will be so cold that it kills you all completly....

ohh yes  :P My mech puppies also were not ignored and have a full set of powerful weapons to  eliminate pathetic humans  ;)
« Last Edit: August 04, 2015, 09:15:59 PM by skyarkhangel »
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TheGentlmen

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« Last Edit: August 07, 2015, 02:06:42 AM by TheGentlmen »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #589 on: August 04, 2015, 05:45:24 PM »

i really need to get around to setting up proper defenses, just had a norbal attack that knocked down half my colonists
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #590 on: August 04, 2015, 05:47:51 PM »

Zombies are a good defence.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #591 on: August 04, 2015, 05:52:40 PM »

TheGentlmen's Tuff Luck Patch
Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.

Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing

Features:
  • Bigger Badder Raids
  • More Likely Raids
  • Zombie Virus Airborn is More Likely
  • Zombies Stuff already Setup Already Setup
  • Longer & More Likely ColdSnaps & Heatwaves
  • Longer & More Likely Volcanic Winters & Toxic Fallout

*Must Use Randy Random

Interesting, attach to first message?

Zombies are a good defence.

When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.
« Last Edit: August 04, 2015, 06:00:19 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #592 on: August 04, 2015, 06:18:54 PM »

TheGentlmen's Tuff Luck Patch
Want a story teller as cruel as mine? Want it to be more likley to get Eclipes, Cold Snaps Toxic winters, ect? Just drag this folder into your mods, overwrite them & enjoy.

Get Tuff Luck: https://drive.google.com/file/d/0B20MnOEi81xJZGF1MVljYXFPUXM/view?usp=sharing

Features:
  • Bigger Badder Raids
  • More Likely Raids
  • Zombie Virus Airborn is More Likely
  • Zombies Stuff already Setup Already Setup
  • Longer & More Likely ColdSnaps & Heatwaves
  • Longer & More Likely Volcanic Winters & Toxic Fallout

*Must Use Randy Random

Interesting, attach to first message?


Sure.


Zombies are a good defence.

When doing ZombieAp. patch wanted to make new zombie bite attack, but forgot, you can try. In vanilla mod they uses arms only.

I'll see... I'll problably make the game think thier Jaw is a 3rd arm. ;D
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #593 on: August 04, 2015, 07:52:20 PM »

all i can do is shake my head in exasperation, got two norbals in prison and all they wanna do is beat each other up X3

really need to make more rooms

and then i lose one because the stupid doctor treated the 20 or so bruises rather than the 2 infections
and then the other one dies at 99% immunity... damn it

whatever happened to the powered version of the stone cutter workbench? i thought there was one that helps reduce stone cutting craft time

this game is cruel sometimes, just had a colonist die of the flu
« Last Edit: August 05, 2015, 12:42:11 AM by Ember »
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Thurak126

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #594 on: August 05, 2015, 04:04:06 PM »

Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #595 on: August 05, 2015, 04:13:42 PM »

Some things should be made more obvious at the start, it appears to be impossible to make steel bars or spare parts at the start until you make blocks and can then right click to see the alternative recipe to make a smelting furnace from marble instead of reinforced concrete. Perhaps add this information to the message you get at the start?

assembly bench also needed to receive from research, but there kraft tools.. so i decided to make bench without any research.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #596 on: August 05, 2015, 04:40:01 PM »

Hey, loving your modpack. I don't use any additional mods.

Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt

Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.
« Last Edit: August 05, 2015, 05:11:30 PM by zenfur »
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Notice me, senpaaiiiiiii!!!!

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #597 on: August 05, 2015, 08:09:58 PM »

Hey, loving your modpack. I don't use any additional mods.

Today I experienced a bug though. I am unable to use traders/shops because of this. Here is feedback:
http://imgur.com/a/3uqmt

Fortunately I editted the save to remove this faulty sculpture and saved my save (it works now). I think it first occured when I tried to sell my sculpture (checked it) and then pressed auto-sell button, not sure though. By the way, Ultimate overhaul had this feature, that you could press auto-sell and it wouldn't auto quit shop to let you see what it sells and possibly correct it. Pretty handy, I miss it.

Yes, because Overhaul already updated to newest version Autosell mod. In next 1.11 also updated... very soon... willingness to 95%

Work is required in 3 times larger.. than in Overhaul. Because, not including all the innovations, modpack also full support Russian language for all mods. The quality of its translation exceeds English (Thank for support to Humort, Rey). Russian translation have excellent unofficial core translation (99.9% translated, 0 errors)  because official just sucks. That is why in Russia popularity Hardcore SK = 99% Overhaul = 1%. On ludeon forum ~600 messages in mod topic. On Russian forum ~1400.

It would be good if there were players who would be willing to support other languages like German or French. I would gladly work together.
« Last Edit: August 06, 2015, 01:22:29 AM by skyarkhangel »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.10b: Phenomenal (29/07/15)
« Reply #598 on: August 06, 2015, 03:08:06 AM »


1.11: Red Alert

Changelog:
1) Added HotCold Biomes, complicated version of the biomes introduced in Core_SK. As well as implement its compatibility with other mods.
2) Added LessIncindentTrolling such reduces the chance of going crazy animals.
3) Fixed platform for all turrets.
4) Added nearly two dozen new backstories for the colonists.
5) Added Harsher Map Conditions. It makes cold, heat and volcanic winter more serious than before.
6) Fashion Tools_SK, TilledSoil_SK, FloorLights_SK and BetterFurniture_SK introduced directly into Core_SK.
7) CrashLanding updated to the latest version 4.32
8) Added agricultural merchant who will sell seeds, food, fish, meat and other goodies ...
9) Revised the minimum distance for most of the turrets.
10) Redraw the icons of all turrets. Now, each turret has its own unique icon! By skyarkhangel.
11) New textures for vanilla mortars by skyarkhangel.
12) Added mod Powerswitch. It opens up new possibilities for automation switches.
13) Redraw the heavy mech plasmagun and added a mech heavy burst laser system.
14) Fixed the display radius  of force shield during the construction.
15) Buildings FishIndustry now available.
16) Now the two traders will be available to purchase fish products.
17) Roast & jerky meat now dont require tableware.
18) Added a moat. Protective strip, greatly reduces the movement speed.
19) Super-computer is now impossible to buy, it can only build.
20) Miscellanious updated to the latest version. There are new interesting features.
21) Added two more types of tableware: clay and plastic.
22) Returned cart to ToolsForHaul. Backpack is no longer as heavy as he was.
23) Crematorium: the body or things will produce ash. Which now needs as an ingredient for fertilizers of ground.
24) Added a Russian translation for mods: ToolsForhaul by Vuursteen
25) Added a Russian translation for mods: RWAutoSell, Wave Survival Mode, PrisonImprovements, Mending, RW_A2B, RW_A2B_Selector by Rey
26) Added mod AlertSpeaker - allows to put warning system (alarm).
27) Added to the miners helmet with a flashlight from mod MiningHelmet.
28) Community Core Library updated to the latest version 11.4.
29) Fixed filter canned craft. Previously, it was possible to make canned from canned .. o_O
30) The dispenser is now working fine and texture brought back to vanilla style.
31) Rum and Cider now also need a tableware.
32) Reduced weight for RPG and LAW.
33) Reduced some of the cost of studying technology droids.
34) Added a bunch of new beautiful textures. Redraw all the alcohol. Almost complete replacement of all textures of fruits and vegetables. Author: neuffs
35) Fixed fuel texture.
36) Changed the craft for all fabrics.
37) Reduced the effect of the joy of drinking tea.
38) In order to craft electronics reduced the number of required steel parts, but increased the number of sand.
39) Added to the table loom recipe for Kevlar fabric.
40) Tailor loom no longer require synthetic materials for construction. (For quick construction)
41) Added 4 new power plants. Mod CTS.
42) Changed the costs of most power plants. Most power plants can now be done from different materials.
43) Added the matter converter (inorganic). Now any possible apparel or weapon turn into inorganic matter, and from it to receive the fabric, polymers, glass, or any metal.
44) Almost complete translation into Russian, with Rey. Perhaps even something not noticed.
45) Fixed value of certain buildings. Used rule: No more than 7 kinds of resources on the building.
46) Miscellanious updated to the latest version of 8.4, such as the stable operation. Translation by Rey.
47) Added LT_Infusion, stable version of Igor (Vuursteen). Big thanks to him
50) Found and removed several clone defs  with plants in Vegetable Garden.
48) Glass doors are now consume energy as automatic.
49) Correction of russian translation errors from players bug reports.
50) Added the baking of bread and baked potato.
and other small changes...
« Last Edit: August 06, 2015, 02:01:32 PM by skyarkhangel »
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Thurak126

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #599 on: August 06, 2015, 05:50:36 AM »

Just got 1.11a, is it intended that you can no longer collect sand? I can fill with sand but the only way to get more sand now seems to be making stone blocks or trade. Given enough time all stone on a map will be used so you will only be able to trade to get more sand.
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