[1.0] [PROJECT] Hardcore SK project v7: Sunrise

Started by skyarkhangel, May 10, 2015, 11:40:32 PM

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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.

Masquerine

Quote from: zoranjoza on January 16, 2016, 07:03:57 PM
Anyone can help me? What cause this problem?
I played on one computer and i used save file to play on another pc.
But on 1st pc i have use 1 or 2 folder ONLY and Items_Meals_SK to little modify syndiace version from 31.dec.
On second pc i did everything as on first but dont know which folder in need to overwrite?
Can u guess by picture?
Looks like apparel stuff. Sky did a big overhaul on that about 5 or 6 days ago so if you've been using the github releases then it won't work with older saves. He basically took a whole pile of files and combined it all into one, and then adjusted values on most of it. He also added new things. The entire mod of apparello (spelling) was combined into core_sk.

Quote from: zoranjoza on January 16, 2016, 07:44:32 PM
When will new version of Hardcore SK global project Syndicate come?
I'm not sure how releases are determined. I suppose once enough changes are made he'll decide. Otherwise, I have no clue.

zoranjoza

I had to start new game, and one of my colonist cant build wall, do bill, deconstract, research. He can haul, sleep and eat.
Is solution to remove his Enchants?
I ussed preper carefull and added to him lot of upgrades to body :D

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Masquerine

Quote from: zoranjoza on January 17, 2016, 09:36:06 AM
I had to start new game, and one of my colonist cant build wall, do bill, deconstract, research. He can haul, sleep and eat.
Is solution to remove his Enchants?
I ussed preper carefull and added to him lot of upgrades to body :D
Some colonists are unable to do certain tasks and that is based on their backstories. It'll show up in the "Work" main tab at the bottom of the screen, else their character sheet tells of what they are incapable of. Picture attached.

As for your picture, I'm assuming you're wondering why he's taking so long to mine some rocks. That will likely be the M72 LAW, which lowers global workspeed by -60%. It is hard to work while carrying a heavy rpg launcher around. I made a colonist with the same implants and weapon, and he was at 31% global work speed. That is quite slow.

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zoranjoza


zoranjoza

Some bugs i got in game. Also my crops suddenly disapear, all my 10x10 potatos disapear, next to them xerigium and hay didn't. Why?

Masquerine

Quote from: zoranjoza on January 17, 2016, 04:45:23 PM
Some bugs i got in game. Also my crops suddenly disapear, all my 10x10 potatos disapear, next to them xerigium and hay didn't. Why?
My guess would be the "blight" event, which kills off a very large amount of crops on the map.

zoranjoza

I have experianced blight, and its not that. Blight kill ALL plants not only potato. and it dont kill 100% just around 70-90%.

nightarix

Quote from: zoranjoza on January 17, 2016, 05:11:29 PM
I have experianced blight, and its not that. Blight kill ALL plants not only potato. and it dont kill 100% just around 70-90%.
if i remember right plants have a temp threshold where they die if it goes below said temp?(i can't recall if that's a vanilla mechanic or modded tbh, and as my only info comes from watching youtube vids i can't check) potato probably has a higher min then xerigum and haygrass

redrooster

Is there a way to reduce the difficulty of this pack? I am not very good at these kinds of games, but got bored with the non-modded game. When I try to mod the game myself (outside of big packs such as this) I screw my game up. This pack is nice because it's set up to work with itself nicely. My biggest complaint is that I can't seem to survive past a few days even on diffculty = basebuilder. The main problem is seeds. Again, I'd try to mod it myself but I am #1) not good at games like this, #2) a grandpa who can't use computers worth a darn, #3 didn't even own a computer until 2005.

If there are any other packs you guys recommend that will be easier for a geezer like me but aren't so boring as vanilla then point me thataway. Thanks guys.

Masquerine

Quote from: redrooster on January 17, 2016, 06:37:33 PM
Is there a way to reduce the difficulty of this pack? I am not very good at these kinds of games, but got bored with the non-modded game. When I try to mod the game myself (outside of big packs such as this) I screw my game up. This pack is nice because it's set up to work with itself nicely. My biggest complaint is that I can't seem to survive past a few days even on diffculty = basebuilder. The main problem is seeds. Again, I'd try to mod it myself but I am #1) not good at games like this, #2) a grandpa who can't use computers worth a darn, #3 didn't even own a computer until 2005.

If there are any other packs you guys recommend that will be easier for a geezer like me but aren't so boring as vanilla then point me thataway. Thanks guys.
If seeds are your biggest issue, you can disable that mod in your Menu>Mods>Seeds Please. Some people like it, some don't. It adds a few minor things besides just seeds, but you can certainly have fun without it.
If the mod is active, the way to get plants to produce more seeds is to wait until they are 100% grown, and then harvest. All plants have a chance for 1-2 seeds so you'll end up with more than you started with. You could also start with a few extra seeds with prepare carefully.
The only other modpack I see with a quick look is the Mod Variety Pack. I have no idea how it differs from HSK though.

If you want to stick with HSK, feel free to ask questions. We're here to help.

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Griffith

Ok, so Ive been progressing REALLY well in this mod as of late. Quick question for anyone that knows, is there a feature or something that makes it so the game ONLY saves when you quit out of it? To prevent savescumming. Think Warbands 2 saving options at the character screen. 1; Realistic! No exit without saving!. 2; Let me quit without saving!

Killaim

love this modpack - only a few things i find annoying.

the tableware is just not really sensible - would love if instead of tableware vanishing on use it is returned.

then atleast you have to collect the tableware for reuse (perhaps add a small chance of it breaking and then vanishing)

even better would be if it returned as "dirty" tableware - then you needed a sink to clean it and perhaps further along a washing machine.

vanishing tableware is not good! i know my pawns are hungry! but they dont eat clay tableware :D :D :D

MightyGooga

This is actually doable! A bench that turns dirty dish into clean ones. And come to think about it sounds better than the way it is now.

I also would like to see the need for water.

dunka

How do people usually get production for spare parts up and going? The ultrahard requirement seems pretty rough for a component needed so much, especially early.

silverskin

Quote from: Masquerine on January 17, 2016, 09:40:21 PM
The only other modpack I see with a quick look is the Mod Variety Pack. I have no idea how it differs from HSK though.
I tried going from HSK to ModVarietyPack but it's just too different. Going from the over-the-top complexity of HSK to the simple vanilla+ of MVP is just too much of a change. You lose so much.
A solid base that would have taken over a year and a half to set up in HSK took only two months in MVP. Found myself getting bored quite quickly.

You can build complete structures out of nothing but steel bars. Actual steel bars. No scrambling for parts. It was just so fast and easy. Relaxing, in a way.