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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 2330977 times)

Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #630 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 #631 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 #632 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 #633 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 #634 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 #635 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 #636 on: August 15, 2015, 02:46:16 PM »

nobody can help me?
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Sleban

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #637 on: August 15, 2015, 02:50:23 PM »

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #638 on: August 15, 2015, 02:53:33 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?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).

« Last Edit: August 15, 2015, 02:56:57 PM by Canute »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #639 on: August 15, 2015, 03:54:47 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?
This mosttimes happen when you
- use not the current Rimworld version
- or didn't follow the install instruction.

Try a fresh Rimworld install,Start and quit the game, unzip the modpack into the mod folder and copy the modconfig.xml from the mod folder into the config order.

You can install/activate addinonal mod's after the modpack is running, but you should avoid any mod that add some extra crafting.

hi your mod pack bug for me impossilbe to load a savegame...
Did you try to load an old colony or a new colony with new world generated with that modpack ?
You can't load colonies they arn't made with these modpack.

i have the same problem, i looked at my log it seems something along the lines with the Community Core library but no idea how to fix it
Same tip for you, try a fresh Rimworld install. The modpack works fine without errors when you follow the install instruction, and don't got any old mod's installed before (special some who change the core).



And if your really having problems after reinstalling just use the installer
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donoya

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #640 on: August 15, 2015, 05:25:11 PM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #641 on: August 15, 2015, 07:28:03 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.
« Last Edit: August 15, 2015, 08:04:59 PM by XanWasting »
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #642 on: August 15, 2015, 08:38:39 PM »

is there a second tier to stonecutter's table?
also, devilstrand yields devilstrand cloth immediately, but i need raw devilstrand for several recipes (plasteel, for example). same with cotton.
man, making all these mods compatible must be hell.

OK here's a fix for the cotton/devilstrand: http://www.mediafire.com/download/jyaog7uc5vncv08/HGM+Patch.rar

Also I believe Skyangel is working on a powered stone cutting table in the future.
« Last Edit: August 15, 2015, 09:00:07 PM by The13thRonin »
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #643 on: August 16, 2015, 02:31:05 AM »

Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
I had this problem as well if you make glass in the glassworks table it gives you glass frames
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #644 on: August 16, 2015, 02:40:01 AM »

I think it's just called create glass frame at the glassworks.
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