Ludeon Forums

Ludeon Forums

  • August 20, 2019, 03:08:24 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 40 41 [42] 43 44 ... 456

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1746411 times)

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #615 on: August 07, 2015, 09:36:29 AM »

I have new posts at the beginning of the topic. 1st - main information.. 2nd - Would for patches. Recently started having problems with lack of space (20k limit) when i made links for all mods. 3th - FAQ

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

Lol :)
« Last Edit: August 07, 2015, 09:39:14 AM by skyarkhangel »
Logged

zenfur

  • Colonist
  • ***
  • Posts: 130
  • Shark-chan
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #616 on: August 07, 2015, 11:46:05 AM »

I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
« Last Edit: August 07, 2015, 11:48:35 AM by zenfur »
Logged
Little posts, quality posts.

Notice me, senpaaiiiiiii!!!!

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #617 on: August 07, 2015, 12:07:36 PM »

I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.

I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.
« Last Edit: August 07, 2015, 12:09:17 PM by skyarkhangel »
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #618 on: August 07, 2015, 12:44:07 PM »

I think the pictures are too big... can i shrink them?
Welcome to Tuff Luck Patch V3.2... this update we make the insidents in 'Harsher Map Conditions' Their own incidents.

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 2 pictures!
  • Harsher Map conditions now has its own events... Extreme heatwave, Extreme Volcanic Winter & Extreme Cold Snap... They are 4x less likely then their normal counterpart.

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

Download:
https://drive.google.com/file/d/0B20MnOEi81xJU0hiUmYtT01hUXM/view?usp=sharing

V3.2
Edit: Minor Bug Fix
Edit: Major bug fix.


V4 is out. Scroll down a bit.
« Last Edit: August 09, 2015, 02:06:15 PM by TheGentlmen »
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #619 on: August 07, 2015, 12:46:32 PM »

I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.

I agree with you... need separate patch for this and with modified pawns for extreme cold weather. Try to disable Harsher Map Conditions.

Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Logged

zenfur

  • Colonist
  • ***
  • Posts: 130
  • Shark-chan
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #620 on: August 07, 2015, 02:54:37 PM »


Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:


@edit: it's not generator, this is more often, don't know what causes it yet

Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?

@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.
« Last Edit: August 07, 2015, 03:10:53 PM by zenfur »
Logged
Little posts, quality posts.

Notice me, senpaaiiiiiii!!!!

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #621 on: August 07, 2015, 03:29:06 PM »

Soon i make 2nd post place for patches, where anyone can suggest your patch. Problems with 20k limit. Now, updating to 11b with hotfixes.
« Last Edit: August 07, 2015, 03:31:08 PM by skyarkhangel »
Logged

Ember

  • Drifter
  • **
  • Posts: 81
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #622 on: August 07, 2015, 03:37:07 PM »

got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #623 on: August 07, 2015, 04:47:33 PM »


Your wishes kinda came true... no modified pawns... deal with it.  :P To busy on other things...

Must make Zombies BITE  ;)
Neat. By the way, in new version I am experiencing steam generator graphics glitch:


@edit: it's not generator, this is more often, don't know what causes it yet

Btw, TheGentlmen, why are you posting your mod here? Are you part of this modpack or what?

@lastEdit: Uh, I forgot to mention: Wouldn't it make more sense if you could make kindling out of bamboo, wood logs, or any planks? Wood is wood. Also please change mulch recipe to use kindling instead wood logs. Wood is not so easy to get, especially in harsher climates.

Interesting, log file?

Its currently a patch for this modpack. I'm trying to make it function independently... I'm slowly but surly getting thier.

Edit: Couldn't reproduce with V3.2
http://s3.postimg.org/iy39meeub/Screenshot_7.png
« Last Edit: August 07, 2015, 05:14:54 PM by TheGentlmen »
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #624 on: August 07, 2015, 05:18:13 PM »

got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?
Logged

Ember

  • Drifter
  • **
  • Posts: 81
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #625 on: August 07, 2015, 05:23:29 PM »

got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?

without
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #626 on: August 07, 2015, 05:59:03 PM »

got another issue if you didnt know about it, the archery target joy object is giving a sound error saying:


Cannot play ArrowImpact (subSound UnnamedSubSoundDef_: No resolved grains.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

With my patch or without?

without

Good... I don't need to fix bugs.  :D
Logged

Ember

  • Drifter
  • **
  • Posts: 81
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #627 on: August 07, 2015, 06:36:29 PM »

I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater

i suspect the fan is the same way
Logged

TheGentlmen

  • Guest
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #628 on: August 07, 2015, 06:42:25 PM »

I would like to point something else out, the small heater, which is worse than the normal heater, is more expensive than the normal heater

i suspect the fan is the same way

But its so cute!
Logged

Delekhan

  • Drifter
  • **
  • Posts: 72
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11a: Red Alert (06/08/15)
« Reply #629 on: August 07, 2015, 10:38:06 PM »

Yup the fan and the small heaters are useless, they should cost much less.
Logged
Pages: 1 ... 40 41 [42] 43 44 ... 456