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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.

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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2330822 times)

popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #645 on: August 16, 2015, 02:44:07 AM »

well unless thats updated its called create glass
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #646 on: August 16, 2015, 03:17:50 AM »

i now have the problem of my save not working and i haven't updated or changed the modpack
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popster99

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #647 on: August 16, 2015, 05:26:34 AM »

nvm fixed 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 #648 on: August 16, 2015, 05:57:59 AM »

try to re-switch language before load, if problems with load savegames.
if not helped: check rimworld log in RimWorld877Win_Data\output_log.txt

The13thRonin, already fixed in 1.12
« Last Edit: August 16, 2015, 06:01:04 AM 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 #649 on: August 16, 2015, 09:43:54 AM »

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?
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XanWasting

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #650 on: August 16, 2015, 09:09:57 PM »

Well, i'll just believe that you want to hear about all bugs and whatnot, so.
grass is dying out. when i tried placing it in dev mode it returned error stating that povertygrassplant verse is not found among defs or something like that.
and thanks for that fix, ronin, it really made big difference.
« Last Edit: August 16, 2015, 10:20:43 PM by XanWasting »
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #651 on: August 17, 2015, 12:48:19 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.

thank you. Found bug with clone-recipe for "old" glass in Recipes_Production_SK.xml

Any more hints what's in the next update skyarkhangel?

I hope it's a big one!

You still on track for the 20th of August?

Yep. Fixing found bugs. And full reworked most of all power plants. New restrictions.. I coded a new placeworker which restrict in 1.12 construction mines, geothermal plant, plasma georeactor closer than 20 squares to each other. Plasma generator now works as component to geoplasma generator and can only build with near it... Removed silver and gold parts for buildings... Walls, doors also will not offer to make them from gold and silver. Only some furniture can be build from this materials.. And some other things.
« Last Edit: August 17, 2015, 01:06:02 AM 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 #652 on: August 17, 2015, 05:04:35 PM »

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.
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Canute

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #653 on: August 17, 2015, 05:14:11 PM »

Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.

Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.

TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #654 on: August 17, 2015, 05:44:14 PM »

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

Quote
Tuff Luck has Zombies. If your only interested in the zombies only add the following files: EPOE_SK, Core_SK, Zombie Apocalypse

The zombies mod overrides some things that EPOE & Core also override... Simply get the latest version of tuff luck and only add those 3 folders... Check the mod order file for where to load them.

Sorry i vote AGAINST Glittertech. Glittertech destroy the balance to much.
You can add it as addional, but it shouldn't be in the mainpack.

Since the zombie mod don't change anything at the crafting, maybe before Core_SK would be my first try out.


It doesn't change crafting... but it does add new humanoid pawns... thats why you can't simply add Zombie Apocalypse at the start... Like I've stated, get Tuff Luck & only add those 3 folders & not the rest.




I WANT GLITTERTECH... its shiny...  ;D
« Last Edit: August 17, 2015, 05:49:51 PM by TheGentlmen »
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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 #655 on: August 17, 2015, 06:16:33 PM »

Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #656 on: August 17, 2015, 11:02:59 PM »

Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.

« Last Edit: August 17, 2015, 11:05:34 PM 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 #657 on: August 18, 2015, 05:33:57 AM »

Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.
Obviously I already have researched them, otherwise I would not see them. Going into Architect only lets me build turrets from "packages", but I do not know where to assemble those. No explanation whatsoever in the techs.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #658 on: August 18, 2015, 08:23:40 AM »

Can't find where can I construct the advanced turrets? Like Vulcan for example. Help?

Research their technology first.

Any chance Glittertech will ever be incorporated?

And can we get official instructions on how to add the zombie mod? No idea where it would go in the load order.

Note: Auto-seller has also been updated with more functionality.

New version Autoseller with bunch of red bugs too. Even worse than the previous one.
Nope. Glitter tech - cheater tech with poor quality textures.
Later make a 3th topic for addition patches with more details. First = 20k limit.

You're running out of mods to add though, this saddens me :(.

I want to watch the mod-pack grow, it is so great already :).
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isistoy

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Re: [A11d] [MODPACK] Hardcore SK Global modpack 1.11d: Red Alert (11/08/15)
« Reply #659 on: August 18, 2015, 09:43:23 AM »

Don't worry, there is a big one coming and it's called A12 - Tameable animals ;)
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