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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 2333238 times)

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #585 on: August 08, 2015, 05:39:32 PM »

Updated to 1.11c*
*please reinstall modpack with full deleting all files. No updating over 1.11b or ToolsForJobs not be deleted.

1) Remove ToolsForJobs. Optionally, you can put them individual.
2) Fixed Miscellaneous events for the English language translation.
3) Rewrite for all the animals the chance to get manhunter. Peace animals like hire  will never going crazy.
4) Added the trading post as an early version of the trading beacon. Available at the beginning of the game.
« Last Edit: August 08, 2015, 05:56:58 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #586 on: August 08, 2015, 06:40:26 PM »

I think the pictures are too big... can i shrink them?
Welcome to Tuff Luck Patch V4... this update we make every fraction hate you, animals more agressive & change the prices for heater, coolers etc.

Kindling can now be made from wood planks & bamboo.

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.
  • Every fraction your enemy.
  • Animals more aggressive.
  • Change price of temperature buildings.
  • Kindling can now be made out of planks & bamboo
  • MORE PAIN & DEATH!*

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

Download:
https://drive.google.com/file/d/0B20MnOEi81xJbVNLYU5naWtqRmc/view?usp=sharing

V4
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #587 on: August 09, 2015, 08:21:44 AM »

This is my new favorite mod-pack, keep up the good work, it completely revolutionizes Rimworld and I've put in over 50 hours so far! Feedback below (Beware stream of consciousness and wall of text):

Playing revision 1.11a at the moment (haven't upgraded yet due to not wanting to lose my save).

Additions?:

Five things in my opinion would greatly increase the appeal of this mod-pack.

1. More guns from the diverse range of gun mods out there would be great.

2. Better tool-tips for a lot of the content (the more information the better). For example:

  • The plants should have their pros and cons listed in their tooltips (e.g. Corn plants are slow growing, high yield and can be made into ethanol, Strawberries are low yield [I think?] but your colonists do not have a problem eating them raw).
  • The power plants should list how much power they generate (and any fuels they can take) in their tool tips. At the moment it is unclear how things like the plasma steam generator are different to the regular steam generator.
  • Some of the technologies like base structures have no tool tips and give no indication of what advantages they provide.

If you need help creating tool-tips I'm sure more than a few people would volunteer, myself included.

3. The Zombie Apocalypse mod. A well established fort can lose any sense of danger. This mod can make danger come from within the fort.

4. Some way to dig out the roof of mountain terrain. This can be annoying on mountainous maps.

5. More factions. The Pre-Transcended and Ish's Medieval faction would fit in well.

Bugs?:

I have noticed that cotton plants drop cloth instead of raw cotton, I assume this is not intentional since we have the tailors loom?

Occasionally colonists will (hilariously and frustratingly) shoot themselves with the shotgun.

Balancing or Changes:

Synthetic materials and especially electronic chips are very painful to make taking a lot of steel parts which can only be made 2 at a time (even later when you have a fully functional base). I suggest perhaps providing a second recipe for electronic chips once the player can make silicon that uses less steel parts or making it so that 5 steel parts are created per workshop task rather than 2 (or even both)? Everything seems to rely very heavily on steel parts right now and I haven't found any real uses for aluminum or copper other than decoration. This may be intentional.

In fact the whole process of making steel parts is a little annoying right now. Even though spare parts can technically be made out of any metal I'm guessing most players are making them out of steel (cheapest and most accessible material). After making the spare parts out of steel then more steel needs to be added to the spare parts to make steel parts? It would perhaps be more sensible to have the steel parts simply made entirely out of steel rather than also spare parts (increasing their cost) so that the player is not having to assign spare part production and steel part production at the same time every time they want steel parts at the workshop.

Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?

Furniture technology progression seems a bit out of whack at the moment. The tech tree seems to have multiple tech lines dedicated to furniture, it's hard to tell what they unlock and when they are unlocked they sometimes provide access to objects that are worse than their predecessors (I'm looking at you beds). Everything else in the mod seems to progress very sensibly but furniture perhaps needs a rework.

There seems to be no advantage to using storage devices such as pallets over using simple stockpile zones? Both a square with a pallet and a square with a stockpile zone can hold 75 steel ore. Also pallets and other storage objects lower beauty(!?). A good change might be to either increase the amount a storage object can hold to justify the resource expenditure (my vote is this, changed to double) or to increase the storage objects beauty so at the very least they make the environment seem neater and more ordered than throwing everything on the floor.

It would be a nice addition if: a) somehow the mending workshop took resources like cloth to use. b) colonists would mend items they are wearing when they get below a certain damage threshold (50%) automatically. Right now you have to drop the item, unforbid it, wait until its mended and hope another colonist doesn't pick it up before your original colonist gets it back.

Making weapons does not make sense right now. To make one rifle you have to smelt approximately 5 weapons to get the weapons parts including an existing rifle to get the rifle components (or buy the components for more than the rifle will be worth when it's made). Weapon parts should be craft-able. My suggestion would be to make 'lighter' weapons such as pistols and shotguns only require steel and wood, heavier weapons should require plasteel, synthetic materials or plastic, etc to balance them out.

Embrasures are extremely powerful (to the point of being hideously overpowered). While I do not think they should be removed they need to be balanced somehow through heftier resource penalties, much lower HP (my vote if the next option is not possible), or optimally by making it so that enemy gunfire can get through and harm colonists but their is a greatly reduced chance of this (making them like better sandbags, Ish's Medieval Mods has a type of embrasure like this).

The new power options while welcome are not balanced. The cost in circuits and synthetic materials seems way, way too high.

Questions:

One question I had regarding the mod-pack was what's the deal with fissures and mining? Are there any advantages or disadvantages to creating a large fissure? Do large fissures require more power? Is their only advantage that they can select from a wider variety of resources? Do they extract resources slower or faster than their smaller counterparts? Is the only disadvantage of fissures that they take much longer to make?
« Last Edit: August 09, 2015, 12:05:50 PM by The13thRonin »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #588 on: August 09, 2015, 01:57:02 PM »

@The13thRonin Tuff Luck Patch V4:

Has Zombies & next version will hopefully have The Transcendence & Pirates. If your only interested in the zombies  only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse

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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #589 on: August 09, 2015, 02:36:59 PM »

At last the Transcendence you just put at the end of the Modlist and works fine.
I think that works with the Pirates too.
Since both are just faction with own armor&weapon which you can't craft it don't interfere with any hardcore crafting.
And the weapons from the faction arn't that strong like a mechanoid plasma turret, so they stay in balance with the current hardcore ones IMO.

Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #590 on: August 09, 2015, 02:42:48 PM »


Trading is a huge pain because when traders show up you have to find out what goods they accept then manually alter the stockpile settings and haul all the goods out to the trade beacon (where they take damage for being outside) and often by the time you haul all the stuff out there they take off. Perhaps they could stay longer and give some indication of what goods they will accept?

I believe ever since the part about items getting damaged during weather, you were no longer required to have a trade beacon outside and unroofed
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #591 on: August 09, 2015, 02:56:15 PM »


Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.

There some bug with new trade tent, because of building size.
« Last Edit: August 09, 2015, 03:00:04 PM by skyarkhangel »
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #592 on: August 09, 2015, 03:34:03 PM »


Thank you! I will consider your wishes.
And yea.. it would be great if someone added a tooltips into english , even though in a text file.

There some bug with new trade tent, because of building size.

there's a lot of things i wish had a bit more information, especially some research options. such as the furnature and base building options, they dont tell what they unlock. I've also noticed some resources just saying they are important for crafting and such, wouldn't mind some blurb about what they actually are
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ChiefSlapahoe

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #593 on: August 09, 2015, 05:23:11 PM »

Yeah I agree with the guys change points, although from what I remember at least from the defense mod, embrasures were not that overpowered and especially centipedes could kill through.

Hopefully project armory will be updated soon, and rimsenal might be nice to see too. There was another older mod with weapons that had great looking sprites, but i forget the name.

I really would like to see the storage furniture have doubled capacity and some beauty. It makes sense and makes them worth the investment. It's always nicer to have stuff organized instead of all over the floor.

Making use of other metals in crafting would be great too. Perhaps requiring aluminum for more solid objects and copper for power related things (ie wires, electronic parts, ect.), along with less steel requirements would help balance steel usage and represent alloying. It would broaden the resource management too, rather than just making sure you have steel.
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Ember

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #594 on: August 09, 2015, 06:12:58 PM »

yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #595 on: August 09, 2015, 06:19:16 PM »

yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires

Only problem at the moment is copper can't be obtained from the mine building. If we could alter it to also get copper and aluminum this would be great.
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donoya

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #596 on: August 09, 2015, 07:21:47 PM »

I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so. I know that I enabled it for my colonists and I have multiple hammers available. it just won't get done. Do the hammers just have to be in a stockpile? I know that they don't have to be in order to put the materials in it. Is there any way that I can work around this until it's figured out, or do I just have to wait for a fix. Also, the graphics glitch out whenever I load my colony a second time and make the game completely unplayable. This happened all three times I made a colony and re-entered it. It would be greatly appreciated for a fix to be up as soon as possible.
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #597 on: August 10, 2015, 03:20:33 AM »

yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
So far i remember the bill, you can made wire out of all metal's but they are wires not steel wires or copper wires..
Btw. from the electrical side, gold is the better conductor, then silver then copper ! :-)

Quote
I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so.
Yep i notice that too, that a problem with the new "tools for the job". Doesn't matter if a hammer is on a stockpile or outside.
Try to force equip the hammer, then you should be able to force them to build it.

The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #598 on: August 10, 2015, 03:23:20 AM »

yea i would love to see copper required for those conduit walls rather than steel also to have copper as an option in making wires
So far i remember the bill, you can made wire out of all metal's but they are wires not steel wires or copper wires..
Btw. from the electrical side, gold is the better conductor, then silver then copper ! :-)

I assume he was referring to only making wires out of copper rather than steel (makes sense). Copper is in use almost everywhere in the world due to its cost compared to gold.

Much in the same way that they build most things out of steel rather than diamond which is harder. Accessibility and price point.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11c: Red Alert (09/08/15)
« Reply #599 on: August 10, 2015, 05:18:42 PM »

1.11d update*
it's time to change your strategy..
* Remove trade tent in savegame before update! Or.. black screen.

1) Reduce hitpoints of the barbed wire (5 times). Change hitpoints of the embrasures.
2) Moat now available only after studying the technology.
3) Reduce damage from 45 to 35 Anti-Matter bullet.
4) Reducing the rate of deterioration of ammo 2.5 times.
5) Through the embrasures, barbed wire can now move, but with very very low speed. (3-4 times slower than in sandbags, about 8 sec. it takes to overcome one square. Thus, fixed bug with "no enemy for AI". Enemies now see and try to hit the target. Barbed wire is now serves as a good for slowing the enemy.
6) Fixed doors and window,now they don't create roof if near walls that don't create the roof.
7) Scyther: reduced movement speed by 30%, increased endurance by 30%.
8) FishingPier is now made only of woodplanks, not from stuff. (Avoiding the red bugs)
9) Decreased vitality of a spindlecrib.
10) Reducing the cost about 2 times on the moat construction.
11) Increase by 50% cost for the plasma generators.
12) Remove the tent because of the incompatibility with mod AutoSell. The orbital trade beacon is now being studied with the console.
13) Miscellaneous updated to last version.
14) Removed EPOE the textiles and prosthetic trader. Prostheses are now sold at the slave trader.
15) Reduced manhunter for part of aggressive animals.
16) Fishindustry: Reduced number of resources in the crafting of fish.

New opportunity. Installer win En-Ru Hardcore modpack 1.11d.



Installation:
1) Clear Mod folder, except Core!
2) Install in Rimworld main directory.
autocoping modconfig.xml works on windows XP or later.
« Last Edit: August 15, 2015, 09:26:48 AM by skyarkhangel »
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