Ludeon Forums

Ludeon Forums

  • September 16, 2021, 12:29:45 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 51 52 [53] 54 55 ... 455

Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2322579 times)

bobisback

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #780 on: August 23, 2015, 08:45:11 AM »

So toxic fallout hit, and now the game is so glichy it is unplayable. Anyone else get a prefrmance hit with toxic fallout?

Nevermind I restricted everyone to inside and it become unplayable. I removed the restrictions it runs fine.
« Last Edit: August 23, 2015, 08:50:28 AM by bobisback »
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #781 on: August 23, 2015, 09:01:08 AM »

Update for Alpha 12 Would be nice :D

So soon update for A12.. :)
« Last Edit: August 23, 2015, 09:04:53 AM by skyarkhangel »
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #782 on: August 23, 2015, 09:33:50 AM »

I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12





Now trying to start Core_SK for  A12.
« Last Edit: August 23, 2015, 09:47:52 AM by skyarkhangel »
Logged

Uglyr

  • Drifter
  • **
  • Posts: 72
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #783 on: August 23, 2015, 07:16:09 PM »

Just tried a12 vanila after a long break (moreover not ice but swamp forest). OMG - it's a different game. I'm in panic - unknown techs, no usual buildings, others are available from the start, ... I forgot how to play that game, better stick with Hardcore SK.
Logged

bobisback

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #784 on: August 23, 2015, 11:41:19 PM »

For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?
Logged

notfood

  • Colonist
  • ***
  • Posts: 828
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #785 on: August 24, 2015, 12:21:56 AM »

For some reason I cannot install any weapons into the turret bases? Is there any reason why all weapons in the list are greyed out? Am I missing something?

I think that selector is very buggy. I have had the same issue multiple times. Wouldn't it be better to just be able to equip the gun the pawn is using? Right click -> Equip Gun, it then equips the gun the pawn is using. Some checks need to be done so it only restricts them to ranged weapons, not tools or melee.
Logged

Dan

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #786 on: August 24, 2015, 04:23:09 AM »

I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12


Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2? The original sprites from SeedsPlease look better, the current sprite looks bad.

Logged

The13thRonin

  • Colonist
  • ***
  • Posts: 179
  • Handsome Rogue
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #787 on: August 24, 2015, 05:40:25 AM »

I'am updated some of libraries. For example seedplease and caveflorafouna already works on A12


Why do the seeds in this modpack use the festive winter crate sprite from Team Fortress 2? The original sprites from SeedsPlease look better, the current sprite looks bad.


Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.
« Last Edit: August 24, 2015, 05:44:30 AM by The13thRonin »
Logged

zenfur

  • Colonist
  • ***
  • Posts: 130
  • Shark-chan
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #788 on: August 24, 2015, 07:38:03 AM »

Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.
Logged
Little posts, quality posts.

Notice me, senpaaiiiiiii!!!!

The13thRonin

  • Colonist
  • ***
  • Posts: 179
  • Handsome Rogue
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #789 on: August 24, 2015, 08:24:41 AM »

Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.

If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).

At least 20 would be great. 10 would be an improvement. 5 is unbearable.

Also still no Rimsenal? :(
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #790 on: August 24, 2015, 10:24:43 AM »

Rey (my assistant) and me.. working also on retextures for trees, this is boreal forest:
Now we changed pine and birch. In plans to redraw all the trees.
« Last Edit: August 24, 2015, 10:27:22 AM by skyarkhangel »
Logged

popster99

  • Colonist
  • ***
  • Posts: 205
  • modded to hell and back
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #791 on: August 24, 2015, 12:55:15 PM »

nice
Logged

isistoy

  • Colonist
  • ***
  • Posts: 394
  • DeeDleeDoo
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #792 on: August 24, 2015, 04:28:16 PM »

Yes, looks pretty neat
Logged
<Stay on the scene like a State machine>

zenfur

  • Colonist
  • ***
  • Posts: 130
  • Shark-chan
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #793 on: August 24, 2015, 05:53:38 PM »

Agree... New sprite needed.

Also seeds should stack higher (300-500?)

Pawns should be able to carry more than 5 at a time for planting.

They can carry 300 wood logs... I dunno why seeds only stack to 100.

I third this. Only 5 seeds per sowing is probably to avoid situations where you have multiple farmers but only one will be sowing because he took all seeds for himself. 5 is actually quite allright.

If you do not have the seeds right next to the grow area then 5 is terrible, trust me on that (taking up to 5 RimWorld days [which is representative of 1.5 months time] to plant a single small field).

At least 20 would be great. 10 would be an improvement. 5 is unbearable.

Also still no Rimsenal? :(

That's why before I sow I create zone near growing area and order pawns to haul the seeds they need first.

Trees are looking great, but the most importantly: do they still do the whimpy-bumpy movement?
Logged
Little posts, quality posts.

Notice me, senpaaiiiiiii!!!!

Uglyr

  • Drifter
  • **
  • Posts: 72
  • Refugee
    • View Profile
Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #794 on: August 24, 2015, 06:08:19 PM »

Is there any way to make pawn to not reconsider players orders? I have desiganted two areas for mining: one in the base (ore) and other far away (coal). I right-click on far away base and pawn start to move there. At one third of the way it decide to mine near base and go back. I click again. After half a way it again desire to go back and I again have to order go to far. Not gamebreaking, but irritating.
Logged
Pages: 1 ... 51 52 [53] 54 55 ... 455