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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 2322505 times)

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #705 on: August 19, 2015, 06:59:38 PM »

...

everything correctly. You canhelp to make full translation.

already done:

Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.
« Last Edit: August 19, 2015, 07:08:05 PM by skyarkhangel »
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #706 on: August 19, 2015, 07:28:43 PM »

Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.

57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now. (yeah-yeah)
58. Production speed increase on assembly tables (perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone (not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete). (strange example. concrete is counted as stone?)
60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table. (not sure about exact names)
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #707 on: August 19, 2015, 07:53:39 PM »

Code: [Select]
57. Установлен патч совместимости AutoSell с Miscellanious. Теперь багов с торговлей быть не должно.
58. Ускорение производства на сборочных столах. Для обычного станка в 2 раза. Для электрического в 4. Ускорение переработки песка и щебня в том числе.
59. Исправлен крафт оружия ближнего боя, теперь его нельзя делать из камня и дерева. (например заточка из железобетона)
60. Добавлен красивый головной убор из перьев для аборигенов от The13thRonin.
61. Убрано дублирование рецепта тофу на консервном столе.

57. Installed compatibility patch for AutoSell and Miscellanious. There should be no bugs with trade now. (yeah-yeah)
58. Production speed increase on assembly tables (perhaps all crafting tables) . Usual table: 2 times faster. Electrical one: 4 times. Also for sand and crushed stone (not sure for what action).
59. Fixed craft for melee weapons. It's not possible to make it out of stone and wood now. (for example shiv out of reinforced concrete). (strange example. concrete is counted as stone?)
60. Added beautiful headgear for tribals made of feathers by The13thRonin.
61. Removed duplication of tofu recipie on canned food table. (not sure about exact names)

In 1.11 you can get shiv from reinforced concrete  :D yep. Reinforced concrete have stone stuff.
All everything right.

62. Added a new resource: a collection of herbs. Gather from the wild rose, mint and hypericum. For the English version: yellow, red and green flowers renamed to wild rose, mint and hypericum.
63. Removed the requirement of synthetic materials for tailor's workbench.
64. Change the number of resources required for heaters and coolers. Reduced heatpush for the floor heating about 5 times (it was too high for their cost).

I hope finally end bugreports today.
« Last Edit: August 19, 2015, 08:41:56 PM by skyarkhangel »
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losinator501

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #708 on: August 19, 2015, 10:41:16 PM »

Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #709 on: August 19, 2015, 11:10:19 PM »

Eat it raw...
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #710 on: August 20, 2015, 12:04:13 AM »

Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?

you probably turned warehouse into a room for prisoners  :D there is such a trick!
« Last Edit: August 20, 2015, 12:05:44 AM by skyarkhangel »
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losinator501

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #711 on: August 20, 2015, 12:55:03 AM »

Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?

you probably turned warehouse into a room for prisoners  :D there is such a trick!
No i have them separate

The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?
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Canute

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #712 on: August 20, 2015, 02:38:35 AM »

Man, I am having legit troubles surviving even on basebuilder. I just run out of food because they refuse to cook jerky on the grill, they only want to hunt. Any ideas?
Do you played version 11c ? At some version you needed dishes even for jerky!
At the latest version you can made jerky just out of meat.

The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #713 on: August 20, 2015, 02:53:07 AM »

This is legitimately the greatest mod-pack ever...

I have super high hopes for the future of this mod-pack.

skyarkhangel #1 Russian modder! :)

I highly approve of the new names of the red medical flower, green medical flower and yellow medical flower!

PS - 6 hours until D-day for the new release here in Australia...

Hope you're working under that timeline... I wanna get home from a long day at work tomorrow and smash out some RimWorld :).
« Last Edit: August 20, 2015, 04:25:57 AM by The13thRonin »
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Canute

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #714 on: August 20, 2015, 04:47:02 AM »

Yes "wild rose, mint and hypericum." to sound to much like the decoration plants. ... Medical flower sounds dumb but it is much more clear then special name.

Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #715 on: August 20, 2015, 05:05:06 AM »

As you adding a wide use of coal and charcoal can you please also add a simple cheap coal heater? To be able to heat on ice biomes before you get electricity.
Something like that:
http://aquagroup.ru/articles/otoplenie-doma-uglem.html
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #716 on: August 20, 2015, 07:57:06 AM »

The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?

I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.

Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.

As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).

So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
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losinator501

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #717 on: August 20, 2015, 10:09:13 AM »

Wow the range one sounds like it will work great, that makes a ton of sense so he doesn't go across the map to butcher when everyone is starving. Thanks!
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #718 on: August 20, 2015, 11:09:35 AM »

I am experiencing a weird bug now. My main bionic crafter (he has Bionic Pal, Adv hand, 2 Adv legs and Adv Spine) is invisible.

Also game became even more buggy and crashes often.

By the way, what do you guys think about increasing seeds' stacking to 400 per pile?

@edit: I was thinking, there are merely 2 plasma weapons and 1 laser weapon, unless I forgot about something. Anyways, I'd suggest to merge Plasma w. component and Laser w. component into Energy w. c. (possibly also Advanced Energy w. c.) and use this instead.
Also stun gun/stun beacon/stun grenade are pretty underwhelming for their overwhelming price.

@edit2: Yet another minor bug report: Cup of tea has stacks of 75 while it's meal. Also Industrial cooler (smaller one) has electronics in its recipe 2 times.

@lastedit: Also I can't find a way to install advanced prothetic arms/legs. Other body parts work fine, these two seem to be unappliable. It requires more investigation.
« Last Edit: August 20, 2015, 02:29:04 PM by zenfur »
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isistoy

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Re: [A11d] [MODPACK] Hardcore SK global project 1.11d: Red Alert (11/08/15)
« Reply #719 on: August 20, 2015, 01:44:58 PM »

The cooks can either butcher or make jerky but they always choose to butcher so then I have a lot of raw meat so people get sick or mad

Is hunting then grilling the only option for food early game?

I survived even on desert (haven't tried north pole yet), but I have failed few times before I succeed on that.

Tips: Camp fire (made out of kindling, in temperature tab) is great for early cooking. You can make there simple meals without the need of tableware, or cook fish/bake potatoe. All of these options are great.

As a source of food fishing is superb, as from hunting I couldn't survive very long as animals were running out on the desert too quickly. I was helping myself with shimmershrooms (they are great to eat as raw) - mine few blocks of any mountain and you should get some too. Make sure to disable it as an ingredient for cooking (shimmershroom), as it's better to eat as raw (and lasts fresh longer).

So there are few tricks to make cook prioritize cooking over butchering:
1) you can set range to get ingredients for recipe in bills - lower that to narrow area and set dumpling zone for animal corpses only nearby butchering table. This will make sure your cook won't go on the adventure to get some random corpses which happen to be all around the map, but wait for hunter to kill and carry them here
2) if you have too many corpses and he keeps butchering, you can always suspend the task for a while to make the cook focus on cooking
3) the ultimate solution is to have 2 people cooking: 1 butchering and 1 cooking :)
Makes a lot of sense, yes.
A good split in mechanics does make a big difference for producing enough resource to survive. I love it!
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