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How you relate for the full removing automatic turrets?

Positive. It's realistic. Fight with killboxes continues.
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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2410969 times)

zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #750 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?
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #751 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.
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #752 on: August 24, 2015, 09:10:37 PM »

the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
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isistoy

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #753 on: August 25, 2015, 02:37:03 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.

Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without 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 #754 on: August 25, 2015, 05:17:24 PM »

the only way I know is via restrictions. Create area around where he needs to mine and restrict him to that area till you need him. Probably it's a good idea to bring him some food and make bed there so he could stay there till he's finished.
Thanks for idea about zones! As for other - not my case. It's start of the game and very cold outside so he have time just to move, mine one tile and return with mined coal before getting too much hypotermia ("Mission Impossible 12"  ;D ). So coming back make him lose precious time and bodyheat.
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Uglyr

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #755 on: August 25, 2015, 05:24:13 PM »

Your problem is probably coming from some job code/setup. Possibly mod related, but can't say much...
Any logs in debug log window?
Did you try and get the same problem without mods?
Sure I use Hardcore SK 1.12a with hotfix and Anti-Tools by skyarkhangel. If you mean any other mod - then no. No errors on loading.

As for playing without mods - I tried and couldn't play more than 15 minutes.
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #756 on: August 26, 2015, 09:24:31 AM »

I have some problems with updating.. without official update for Mechanical Defence. In A12 changed designationdefs, which results to the complete disappearance buttons "collect sand" and  fill with sand. I tryed to recompile MD for myself, it works, but without buttons  >:(

And that is why I dont make "the test version". Because i know the remaining problems for myself.
« Last Edit: August 26, 2015, 09:28:47 AM by skyarkhangel »
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notfood

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #757 on: August 26, 2015, 11:08:26 AM »

I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.
« Last Edit: August 26, 2015, 11:14:53 AM by notfood »
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zenfur

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #758 on: August 26, 2015, 12:56:03 PM »

I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.

Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.
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sociallyawkwardsurvivor

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #759 on: August 26, 2015, 05:29:54 PM »

I believe some tinkering needs to be done to the sand numbers. All my mined areas are already devoid of stone chunks and the oil rigs produce so little sand it's neglegible. I build underground! I can't even imagine it be sustainable to build outside...

I buy 5k from the trader and it's not enough for concrete+microchips+glass and my base isn't even big enough.

Glass making eats too much sand already. Reinforced concrete eats even more. I'd say, making stone blocks from stone chunks should yield more sand or just reduce the sand consumption.

Can't collect sand in my biome sadly. It's all snow.

Couldn't agree more. Sand is very lacking resource. Also 70 sand per 2 electronic chips... Cmon. Probably sand could be treated similar to clay - stack of 1000 and according increased yield with little of tweaking the recipes.

and then there was the time I hit a sand shortage in the middle of the desert. 
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skyarkhangel

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Re: [A11d] [MODPACK] Hardcore SK global project 1.12a: Sky-High (21/08/15)
« Reply #760 on: August 27, 2015, 06:36:45 AM »

Updated to 12c

« Last Edit: August 27, 2015, 06:06:04 PM by skyarkhangel »
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zenfur

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #761 on: August 27, 2015, 08:58:17 AM »

With this update you didn't update all the mods that were in 11d?
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skyarkhangel

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #762 on: August 27, 2015, 09:52:36 AM »

With this update you didn't update all the mods that were in 11d?

can't to update all mods. It hard to update from a11 to a12 mods, which it has own user interface. in some places, its necessary to completely rewrite dialog menu's. And some mod's without source, so.. only author can update them.
« Last Edit: August 27, 2015, 09:56:13 AM by skyarkhangel »
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notfood

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #763 on: August 27, 2015, 10:10:04 AM »

Can we get a list of the mods that didn't make it?
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Uglyr

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #764 on: August 27, 2015, 03:09:10 PM »

Can we get a list of the mods that didn't make it?
Double. Maybe it's better to stick with A11 for a while?
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