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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 1812472 times)

zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #600 on: August 06, 2015, 10:05:36 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.

This. Could we get a better way to mine sand? Maybe it could come as byproduct of mine operation. If we couldn't, it would be nice to bring omnigel to this mod with possibility to craft stone chunks but not steel slag (as it would be redundant and useless). It's pretty primitive to haul a stone chunk and grind it by hand for some sand, especially while playing on the desert. Maybe at least add more efficient electrical crafting table to speed up the process?

Also I'd like to point out, that to make silver bars you use around 20x20 for... 30 bars? that's 400 silver, which is around 13 silver per bar, while at any trader you can buy them for 2.40. I dislike idea of silver used as a material. It's horrendously expensive to craft anything from it and it's beauty/value doesn't suit this cost.

Did you fix the raw cotton/raw devilstrand in this patch?

I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.

Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?

@EDIT: PS: you can still craft silicone which isn't used for anything here
Cheers
« Last Edit: August 06, 2015, 12:44:48 PM by zenfur »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #601 on: August 06, 2015, 10:28:47 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.

Yes...removed ability to collect sand.. Sand can be obtained in other ways.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #602 on: August 06, 2015, 10:34:25 AM »

Did you fix the raw cotton/raw devilstrand in this patch?

- Already fixed.

I'd also like to know if I can replace old modpack with new version without breaking compatibility of my save.

- there are to match changes, most likely this isnt possible to load save from 1.10.


Regarding ash and it's requirement for mulch: it will make mulch pretty expensive, even more than it is now with ammonia. Maybe increase recipe outcome a little? from 15 to 20?

- With "fertilizers", i think soon rebuild completely production chain with researches.
« Last Edit: August 06, 2015, 10:36:01 AM by skyarkhangel »
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #603 on: August 06, 2015, 01:08:44 PM »

Also... I cannot find food syntethiser's  hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #604 on: August 06, 2015, 01:23:50 PM »

it broke! o.o

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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #605 on: August 06, 2015, 01:31:19 PM »

Also... I cannot find food syntethiser's  hopper. It seems to be gone and I cannot make food syn. working :( Have I missed it?

In Misc designator 2 food hoppers.

it broke! o.o

Yes.. Miscellanious recently updated and may have bugs. Thank you, fix'em

Update..
*uck.. i forgot to update Autosell.. And need some hotfixes.

Also.. It will be implemented FAQ + in-game FAQ.
« Last Edit: August 06, 2015, 02:05:31 PM by skyarkhangel »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #606 on: August 06, 2015, 03:12:54 PM »

-60C winter and then i get a cold snap.... now its -100C
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #607 on: August 06, 2015, 05:09:31 PM »

-60C winter and then i get a cold snap.... now its -100C

Uh, welcome on Mars!

I am quite confused with weapon crafting here. How can I get weapon parts? Can I somehow disassemble them? I see only option to smelt them for metal.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #608 on: August 06, 2015, 05:23:08 PM »

Game Over:



not a fair event so im going to reload >.>
« Last Edit: August 06, 2015, 06:35:57 PM by Ember »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #609 on: August 06, 2015, 06:15:09 PM »

Can I install A11 v 1.11: Red Alert over the 1.10 release?

Or will this break my save?
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skyarkhangel

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« Last Edit: August 06, 2015, 08:28:20 PM by skyarkhangel »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #611 on: August 06, 2015, 07:43:56 PM »

Can I install A11 v 1.11: Red Alert over the 1.10 release?

Or will this break my save?

Never install over old version. This may lead to unstable work whole modpack, not only with old savegames, and even break yours newgame. When i made new version, this means that automatically old version savegames not compatible. If i made a,b,c.. subversion - this means - savegame compatible to "A" version, but sometimes there are exceptions, because A11 compared with A10 less stable to changes.
« Last Edit: August 06, 2015, 07:45:57 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #612 on: August 07, 2015, 02:04:42 AM »



    Overkill much?  8)

    Welcome to Tuff Luck Patch V2... Its mostly a reorganization of my code... Instead of dirrectly editing the core mod we add a mod call Tuff Luck... & instead of directly editing randy random I made my own storyteller called The Gentleman (Cause these are my stories... right?).

    We also add a modorder file, so that you don't have to do it yourself!

    Install:
    Drag everything in the 'tuff luck' folder into your 'mods' folder & overwrite whats neccesary. Put your ModsConfig in your '%AppData%\..\LocalLow\Ludeon Studios\RimWorld\Config' folder... simple.


    Features:
    • Bigger, Bader & more common raids*
    • ZOMBIES!
    • General Torchure*
    • Everything good is less common*
    • Lots of bad stuff!*
    • PAIN & DEATH!*
    • Plus my art skills... don't worry its only those 2 pictures!

    *Recommend/Must use my custom storyteller for full effect.

    Download:
    https://drive.google.com/file/d/0B20MnOEi81xJT3NSSFQ3cTFkeGs/view?usp=sharing V2

    V3 Out... Scrolll Down A bit.

    [/list]
    « Last Edit: August 07, 2015, 12:37:13 PM by TheGentlmen »
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    zenfur

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    Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
    « Reply #613 on: August 07, 2015, 06:19:41 AM »

    Did maybe someone create some cool custom outfit sets with this mod and would like to share? If they are cool enough we could include them to the main post as bonus, as primary ones: anything nudist worker soldier sucks, especially with lots of new content.
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    Canute

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    Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
    « Reply #614 on: August 07, 2015, 06:49:11 AM »

    Cold loving, cold tolerant, Nudist hauler on an ice sheet ? :-)
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