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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 2333267 times)

blub01

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #615 on: August 13, 2015, 11:58:04 AM »

I have no idea if this was suggested previously, but making the heat waves and cold snaps somewhat less.. extreme would be nice. as they are in vanilla, you're dead when you get one and don't have temperature control. cold snaps aren't that bad, you've got campfires, but COOLING something is way harder, and especially in this modpack, so altering at least heat waves so they don't raise the temperature to 50, 60 degrees celius would be nice.
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1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #616 on: August 13, 2015, 12:41:20 PM »

Hey, skyarkh. I've been posting a lot of suggestions here and I don't feel that you're concerned with them too much :P Do you keep your project on some github or other open repository? I'd like to fork this project and add my changes for other people to see how they will work out.

i'am working on next part. There so many projects..  I can assure you the modpack will only get better and better. In next part you can see new nuclear.... production chain and perhaps something alike new "Rimarsenal".
I am aware of your suggestions. Please time.
« Last Edit: August 13, 2015, 12:43:53 PM by skyarkhangel »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #617 on: August 14, 2015, 04:30:03 AM »

skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.

If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #618 on: August 14, 2015, 07:27:48 AM »

skyarkhangel any ETA on the next update? Can't wait mate. This mod-pack is gold.

If I make some alterations like the wires requiring copper and the mines creating copper would you put those into the mod-pack? Or would I be wasting my time?

Perhaps in the 20th august. This would be realized in next.. :)
Wires from copper with enhanced mines. And i increase copper in map generator.. Also i read your topic: https://ludeon.com/forums/index.php?topic=14972.0
and would like to implement your ideas too.
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #619 on: August 14, 2015, 10:35:53 AM »

The installer if awesome i have modded rimworld alot and know how to do it but the installer makes it so easy and fast this is also my first time using this modpack i have no idea how to start
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #620 on: August 14, 2015, 12:38:20 PM »

Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.

popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #621 on: August 14, 2015, 01:11:07 PM »

HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #622 on: August 14, 2015, 02:26:09 PM »

HOLY shit this modpack is hardcore i have to spend ages just to be able to make simple stuff this is awsome

Yeah, maybe that part is a little too hardcore :P It makes difficult to create epic bases. Perhaps with epic research there could be crafting automates or sth to boost production of basic crafting resources a few times to reach that endgame fantasy epic base :P

Few more bugs to report:
- I am unable to place plasma geothermal anywhere.
- Mulch was supposed to have ash in its recipe, it doesn't

I am probably speaking about version C, didn't update to D.

Also an idea: maybe give more ash for cremating, and add production of ash by steam generator while burning kindling.

By the way, I'd appreciate some early game cook-stove which requires kindling for every meal and isn't electric (doesn't require very costly chips)
« Last Edit: August 14, 2015, 02:52:23 PM by zenfur »
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Little posts, quality posts.

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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #623 on: August 14, 2015, 02:50:24 PM »

Installer is nice, but it reseted my settings (like music volume). Not that critical but annoying.
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Red Perversion

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #624 on: August 14, 2015, 05:22:14 PM »

Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.

Any ideas how to fix that?
« Last Edit: August 14, 2015, 05:28:00 PM by Red Perversion »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #625 on: August 15, 2015, 02:16:38 AM »

Tried the latest version and apparently it bugs out certain construction options - when I plop down (Marble) Glasswork Table, it vanishes just after finishing its construction!
Tried to go around that with dev mode, but it does not allow me to place any Glasswork Tables. Same thing happens with Comm Consoles.

Any ideas how to fix that?
Well it worked for me so it might be a problem with how you installed it
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #626 on: August 15, 2015, 08:58:27 AM »

Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.

This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo.  the texture will changed, too. it's prototype. :D


Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.

first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.
« Last Edit: August 15, 2015, 09:12:41 AM by skyarkhangel »
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Red Perversion

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #627 on: August 15, 2015, 09:32:43 AM »

There used to be a mod that let me create battle groups to quickly re-deploy pawns to saved position. Is it still in latest version? I think it gave me a tutorial pop-up before but not anymore.
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isistoy

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #628 on: August 15, 2015, 10:15:53 AM »

Using MD2 source created new type [thingclass] of building, which comsume from hopper one resource and create another. New word in Rimworld production industry. Thanks for support to isistoy.

This is a gas centrifuge, new feature in next 1.12 creates highly enriched uranium for nuclear power station, also producing combat depleted uranium for ammo.  the texture will changed, too. it's prototype. :D


Maybe he should increase the installer into an updater too.
Ok skyarkhangel don't update his modpack that much like ninefinger but it could be a nice feature too.

first and wanted to do with autoupdate, but there are problem with rimworld, it not create any reg keys, to automatically search where rimworld installed and there are many copies with rimworld with various versions.

It's looking great! Thanks for credits, but you did all the work :)
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Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #629 on: August 15, 2015, 12:12:41 PM »

Im having an issue where im getting alot of errors in the log when i start the game and start a new colony and the game isnt saving properly. any idea of how to fix this?
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