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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 1767161 times)

popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #675 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 #676 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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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #677 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 #678 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 #679 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 #680 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 #681 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 #682 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 #683 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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mickey

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #684 on: August 15, 2015, 01:16:55 PM »

hi your mod pack bug for me impossilbe to load a savegame...
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AntosicCZ

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #685 on: August 15, 2015, 01:26:37 PM »

Hellou guys I like this mod a lot but I got stuck a little. Can't find out how to trade with rogue traders. And can't get any sand on my map and i need it on electro chips thx for answer
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Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #686 on: August 15, 2015, 01:28:54 PM »

you can make sand in the stone cutter
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AntosicCZ

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #687 on: August 15, 2015, 01:55:20 PM »

Thanks for your answer sleban but how to trade with rogue traders i cant buy or sell with them?
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Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #688 on: August 15, 2015, 02:02:16 PM »

the ones that come to your settlement? you need to have someone with the negotiate skill activated and click on the tent and trade but you cant sell to them unless you have a trade beacon
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mickey

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #689 on: August 15, 2015, 02:46:16 PM »

nobody can help me?
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