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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 2330921 times)

skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #735 on: August 21, 2015, 04:06:51 PM »

Hot fix for crafting glass + rus_lang fix to 1.12a:

https://yadi.sk/d/0TpHkePoiarQM
What is the current problem with crafting glass?

Also when trading with people who come with the tents, where do the items you buy go?

Problem with recipe:

Code: [Select]
<RecipeDef>
<defName>MakeGlass</defName>
<label>make glass frame</label>
<description>Make glass frame from glass batch.</description>
<jobString>Making glass frame.</jobString>
<workAmount>600</workAmount>
<workSpeedStat>SmeltingSpeed</workSpeedStat>
<effectWorking>Smelt</effectWorking>
<soundWorking>Recipe_Smelt</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>GlassBatch</li>
</thingDefs>
</filter>
<count>8</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Sand</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<Glass>2</Glass>
</products>
<workSkill>Crafting</workSkill>
</RecipeDef>

Sand in fixedIngredientFilter. Fixed to GlassBatch.
Without fix can't to produce glass frame from glass batch.

Don't know where this error сame.. itself  :D
« Last Edit: August 21, 2015, 04:10:58 PM by skyarkhangel »
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TheGentlmen

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« Last Edit: August 21, 2015, 04:47:46 PM by TheGentlmen »
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Wivex

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #737 on: August 21, 2015, 04:50:18 PM »

If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #738 on: August 21, 2015, 04:57:59 PM »

If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.

Yep. I like your mod and idea.. and can't to no use your awesome work.

And for some people:


Anti-Tools A11 for 1.12: Sky-High

Removes the requirement for use tools.

Install:
Just copy into Mods folder with files updating. 
Warning! To restore tools funtions, it would have to completely re-install Hardcore SK project.


« Last Edit: August 21, 2015, 05:04:21 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #739 on: August 21, 2015, 05:05:52 PM »

If there are any more problems with Tools For Jobs, i'd like to know about it. I can assume that it still has some bugs i missed, but i haven't seen any of them so far.

One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize. Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...
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Wivex

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #740 on: August 21, 2015, 05:23:26 PM »

One of the problems I've experienced is that I can't prioritize which title they mine. Normaly when you right click on a place set to mine (With a colonist selectex)you get the menu which says prioritizing mining the area but with Tools For Jobs running I can't prioritize.

That's because pawns are made to always automatically mine closest reachable vein (same goes for woodcutting and building). It's a small drawback, but is required for the whole mod to work. I doubt i'll be able to make it the other way.

Thier are also many other problems too... but I think the issue is its not being compatible with the other mods in this modpack... Your mod works fine from my tests when you get a vinnila rimworld and add onto it your mod...

That's more relieving news for me, because my mod is not meant to be free compabile with others. But if you provide me with more feedback i could help you to tune it in with other mods.
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #741 on: August 21, 2015, 05:40:34 PM »

Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?
« Last Edit: August 21, 2015, 05:46:36 PM by Uglyr »
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Wivex

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #742 on: August 21, 2015, 05:52:32 PM »

Seems strage. Just landed (with hotfix) heandaxe equiped normaly, but when another pawn try to equip hammer or pickaxe it "falls" from hands several times and then colonist decide just to haul it without equiping. The other one can equip it without problems. But later still can't. Is there any restriction?

You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
« Last Edit: August 21, 2015, 05:55:13 PM by Wivex »
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #743 on: August 21, 2015, 05:59:21 PM »

You are not intended to use tools "manually". Pawns will use them automatically if necessary. Pawns will automatically drop or haul tools to storage if there are no designations for the corresponding job.
Ah thanks! But riht-click doesn't work if I want to order to collect snow or build snowy wall. I guess I'll have to use anti-tools.
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losinator501

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #744 on: August 21, 2015, 06:32:42 PM »

If I already started with the tools, can I use anti tools?
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #745 on: August 21, 2015, 06:44:21 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.
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The13thRonin

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #746 on: August 21, 2015, 07:40:29 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #747 on: August 21, 2015, 09:13:52 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?



Too fast for private test... I expected the end of August.
« Last Edit: August 21, 2015, 09:17:18 PM by skyarkhangel »
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TheGentlmen

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #748 on: August 21, 2015, 09:21:31 PM »

A12 out!!! Hope these Modpack updates to A12... Don't wory... you'll have 6 months... cause Tynan's going on a 6 month break.

It'll probably take SK awhile to update :(.

12?



Too fast for private test... I expected the end of August.

Me too... Anyway... good luck updateing... The sad thing is that about 10% of mods never update... and if the mods don't update the modpack doesn't update. :(
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popster99

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #749 on: August 22, 2015, 01:00:20 AM »

Skyarkhangel can update the mods or wait for Ninefinger to update the mods that don't get updated because he did that last alpha
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