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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 1806733 times)

skyarkhangel

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #870 on: August 29, 2015, 02:29:39 PM »

Could you please consider removing insects from the mod? Aggressive flies and mosquitos do not make any sense with Rimworld's combat mechanics. Colonists should just run away, but they can't because they are being damaged (1 damage). This will also prevent them from fighting back. After they take 30 times 1 damage, treating will take forever and they will get infected. Shooting a mosquito with an assault rifle makes no sense either. And afterwards your colonists will freak out because each dead mosquito adds -150 beauty and there may easily be five of those. So I will need to bury mosquitos...

Just punch them, they die in one hit. They also provide meat, easiest meat source ever.

bug with mosquito soon be fixed.. I am waiting for CCL 12.1 update.
It will also be other changes and innovations, for example... for industry - Oil Refinery, which auto-refine crude oil into selected resources  ::)

You can fix it himself, it just easy:
Mods\Enviro_SK\Defs\ThingDefs
File: Insect_Enviro.xml

Search: Mosquito

Change  in <race>
<manhunterOnDamageChance>1</manhunterOnDamageChance>
to
<manhunterOnDamageChance>0</manhunterOnDamageChance>

« Last Edit: August 29, 2015, 02:35:20 PM by skyarkhangel »
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guardianru

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #871 on: August 30, 2015, 12:12:15 AM »

Some questions

1. How|where to manufacture mechanisms?
2. just for now weddings-love-romance mod doesn't do anything for now - just popups its notification... annoying-) and btw its up to 0.8 ver.
3. friendly factions com in little numbers 1-4 persons and enemy factions come in more 10 person groups. where i could fix it, so to make some friendly fire activity more intresting.
4. what about adding:
- Animal Hide Working v2.08
- Better Tribals V2.00
- M&Co. MMS
- EdB Interface
- Skullywags Weapons, Tools and Trinkets
- Enhanced Development
- AstroTec Labs: Interstellar Trading [v1.2 - Aug 2015]
and very valuable  -
Pawn State Icons and More Factions Spawn  (don't know how it will affect map, because there are shown faction placements... eh no ability to roam them in counter-attack yet)

5. ps... for mending - there no skill up and choose carefully has no ability to up it (no option with it there). Same as for tree cutters- they are always 3 lvl.

6. В версии а11 СССР-перевод когда где-то отсутствовал - заменялся на английский и было нормалек, а сейчас в этих местах  туча символов вопросов, что даже не понять что-как. Это где-то руками можно поправить?
и это звиздец как долго надо фигачиться, чтобы собрать нормально ресурсов bсоздать хоть что-то живое и не помереть раньше-)  с одной стороны стремишься вгрызться глубже в гору, чтобы меньше было сторон для защиты, с другой откровенная проблема с электричеством, особенно после ввода стекла и механизмов - с его строительством и обеспечением. деревья быстро исчезают,а  уж сколько надо разных вариаций полей... места даже на самой большой карте тупо не хватает на все-))
спасибо тебе за объединение множества модов в одну грозную кучку)
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zenfur

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #872 on: August 30, 2015, 03:09:01 AM »

If you changed mines to require 20 space in between them, would be nice if you added the same requirement for fissure makers between themselves and mines.

How can we get clay without clay collector?

@edit: I noticed fissure generators also have the space requirement, but what I meant is intertwined relation mine-fissure. Probably you would have done this already if you knew how.
« Last Edit: August 31, 2015, 12:58:59 PM by zenfur »
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Alex.QTK

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #873 on: August 30, 2015, 05:42:45 AM »

1. How|where to manufacture mechanisms?

Assembling workbench, third option from the top, simple mechanism. :D
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guardianru

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #874 on: August 30, 2015, 07:42:11 AM »

1. How|where to manufacture mechanisms?

Assembling workbench, third option from the top, simple mechanism. :D

Oh... what a shame-)))) Thanks!

2sky
в переводе неточность: бабан ->> банан )
« Last Edit: August 30, 2015, 12:55:05 PM by guardianru »
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Nanako

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #875 on: August 30, 2015, 11:49:48 AM »

How do i take sand off the ground in a desert biome? can it be done?
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skyarkhangel

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #876 on: August 30, 2015, 04:21:39 PM »

How do i take sand off the ground in a desert biome? can it be done?

Soon fixed, needed update CCL for 12.1.
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guardianru

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #877 on: August 30, 2015, 05:56:55 PM »

+1 more
aluminium ore smelting has no coal or wood coal requirenments.

++bugs from second artefact activation. la-la-la signal gone somewhere and raiders catched it...

so funny pity raiders... they will come to saying hello terminators-)))

but...they don't fight! bug?

[attachment deleted due to age]
« Last Edit: August 30, 2015, 07:26:54 PM by guardianru »
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guardianru

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #878 on: August 30, 2015, 07:27:24 PM »

no fight((

[attachment deleted due to age]
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Goo Poni

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #879 on: August 31, 2015, 06:10:28 AM »

It looks like your modsconfig.xml could do with a quick change in build number to bring it up to date with Rimworld.
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zenfur

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #880 on: August 31, 2015, 10:56:35 AM »

I've had 3 lategame runs on your modpack and still I haven't figured out, how are you supposed to obtain carbon? To make carbon alloy.

Also with nitrite introduced, how can I get large quantities of this stuff? On non mountainous maps I barely see this thing.
« Last Edit: August 31, 2015, 12:57:21 PM by zenfur »
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Lascer

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #881 on: August 31, 2015, 03:05:10 PM »

Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.

Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.

ModPack looks interesting, but not if it's instant death rather than hardcore.
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zoranjoza

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #882 on: August 31, 2015, 03:56:17 PM »

am i able to build AI core in this mode on some workbanch?
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guardianru

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #883 on: August 31, 2015, 04:11:31 PM »

Tried this out. Found some major issues right from the beginning, making this unplayable. Maybe I'm missing something, or doing something wrong? Just getting into mods.

Started in a rainforest.
1. Cobras and Tarantulas appear to dislike each other. When one attacks the other, the cobra turns into a manhunter and comes after the colonists across the map.
2. It's not allowing the use of different materials to build things. For anything. Could not make a door (aluminum was the only option) to make the first room.
3. Mosquito death swarms. Seems this is a known issue.

ModPack looks interesting, but not if it's instant death rather than hardcore.

haha... yes. just use to add from the begining some stuff (many-many stuff!-)) ), get 7 colonists  with weapons and dig in that hellish mountains!-))) or some super-powered mortars of pirate siege attacks will vanish all out-))
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zenfur

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Re: [A12c] [MODPACK] Hardcore SK global project 2.0a: Domination (27/08/15)
« Reply #884 on: August 31, 2015, 05:43:25 PM »

About that... you have a good point. In vanilla rimworld you get at the beggining lots of iron and wood logs which are needed for everything and recipes consists mostly of this stuff. You are able to build some useful stuff from this.

In this modpack however begginings are very boring and unappealing, sometimes also more challenging (esp. in challenging environments) because just with iron ore and wood logs you can't get the most needed stuff (butcher table, researching table)... You need to spend few days on basic stuff wasting your colonists' time for basic research. Food becomes a very big problem - your only early options are shrooms and if you are lucky enough - fishing. You can't hunt because you don't have butherer's table and potatoes won't grow fast enough to feed you early - even if they grow with just 8 seeds you are not going to get fed with just them. So 1 person is busy crafting 1 person is busy researching and 1 person must be building shelter/hauling - there's little time to get food anyways.

Because of these reasons I always prepare carefully and get instead 450 iron ore/wood logs - few spare parts, few steel parts, few wires and a bunch of wood planks and coal. Iron ore is usually scattered all around the map so it's not a problem, but copper ore and coal are not always easy to find.

I think it would be a generally good idea to by default give for start some spare parts/steel parts and wire instead just iron ore and wood logs. The idea is to be able to build anything useful out of it so the beginnings are more dynamic and interesting.

@edit: wait. herb medicine kit (not herbal medicine) has 130% medical potency, as much as glitter world medicine. I think something is not right here.
« Last Edit: August 31, 2015, 06:43:28 PM by zenfur »
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