[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.

Druknar

Why traders come with no silver to trade?, i cant sell them items because the have no money to pay ^^. Is this a bug?

skyarkhangel

Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.

Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)

boarskin plate armor? :o Go all to hell! Call the Exorcist!  :D
how you do that? Plate armor can do only from metals. Error due to this exactly.

Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.

Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)

Ok. I'll check this.

Konsulus

Quote from: skyarkhangel on January 23, 2016, 11:29:10 AM
Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.

Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)

boarskin plate armor? :o Go all to hell! Call the Exorcist!  :D
how you do that? Plate armor can do only from metals. Error due to this exactly.

Quote from: Konsulus on January 23, 2016, 10:41:07 AM
Concerning my earlier report about smithing and tailoring projects remaining unfinished with 0 work required here a picture with the full error.

Abomination event fired properly for me now. Although now I might euthanize every guy that comes from space and looks a little but to afraid ;)

Ok. I'll check this.

LOL okay I did not even notice that myself ;). Speaks a lot for the intelligence of the pawns that only at the very end they notice that that project is doomed ;). Recently also had a permaloy fullplate in the making that also required a much higher amount of work due to the more difficult material. Breaking it up after it failed only yielded some steel.

Also just now either a nonexisting person called "Turtle" or maybe even a real turtle transformed into and Abomination..... at least I got such a message but I could not find anything like that on the map yet.

Konsulus

I have an unfinished boarskin leather glove here which does not sound like such a bad idea that it could not be done.

[attachment deleted due to age]

Griffith

Quote from: skyarkhangel on January 22, 2016, 04:29:53 AM
Quote from: Griffith on January 22, 2016, 03:57:49 AM
Is there a mod for selective constructing that works with this modpack? Eg; Select my highest construction colonist to make 5 beds without having to right click and selecting the option manually or messing with my colonist work orders.

Thanks man! Still playing this modpack, stuck on finding a fissure for oil :(

It's would be good if i make hidden resources visible? with texture?

That's an idea. Maybe a drop-down box appears when you click on a un-made construct. With the drop-down box, its automatically set to "Anyone" but when you click it you can select any one of your pawns and only he can construct it. To get higher-quality constructed furniture, etc.
Think of the way Gnomoria does it with its work-stations, if you get what I mean. :)

PS; Has anyone had a trader that BUYS your Thumbros Horn yet? Ive NEVER had one for them. Had one for every other rare/special beast item.

jacob_28348

Can someone explain to me how the antimatter reactor works, please? It will work for a few in game days, but then it starts "cooling" for eternity. I also like to know how the Ion reactor works. When I place it down it never produces power.

DMblack

Ive got problem with running the mod, i followed the installation guide but as soon as i start the game its just black screen and nothing happening.

Masquerine

Quote from: jacob_28348 on January 24, 2016, 12:21:47 PM
Can someone explain to me how the antimatter reactor works, please? It will work for a few in game days, but then it starts "cooling" for eternity. I also like to know how the Ion reactor works. When I place it down it never produces power.
I didn't play around with the antimatter besides initial placement. Good to know it has a cooldown period (will add in description and playtest it). As for the Xenon Ion Turbine, I do know how that one works as I too had no clue initially (the original description was entirely wrong). It gets placed on a steam geyser, then you'll want to seal it in a room. Make the room as hot as you possibly can, as the Xenon Ion Turbine produces power from heat. Something on fire in the room will blast it up really quick so you can see how it works.

Gaiska

hello... i have much questions and problems with this modpack. more logicaly problems hehe. if someone have time for answer the questions pls send me a pm. or add me on skype please... sokumanja from venezuela.

i think its cooler too chat or pm. because i dont want to spam the whole tread with my questions hehe.

thx

zoranjoza

Hi, how this stargate works? How to start new colony with currect people and resources? Does research need to be learned again?

Probe1

I find this modpack to be alright but the whole "animals attack colonists when hungry" aspect is terribly coded.  I've lost 0 colonists to raiders, disease, hunger, and accidents.  And I've lost four (4!) to random insta kills by swarms of animals. 


1.  They provide almost zero warning.  When you get the event they're already very close to your colonist.
2.  Colonists do not react to being eaten..

imagine if raiders showed and colonists just stood there drafted and ignored them.  All and all its a sloppy addition to a modpack that has some issues but is otherwise very nice.

SuNnYxD

is there a way to tweak the decay rate of skills as realistically considering how there are some tasks that require a maxed out skill, makes reaching endgame practically impossible

Masquerine

Quote from: zoranjoza on January 25, 2016, 08:17:46 AM
Hi, how this stargate works? How to start new colony with currect people and resources? Does research need to be learned again?
In the new colony when you make the stargate again instead of adding colonists or resources, you'll use the recall button. That will import anyone you saved in the last colony. It is a bit expensive and time consuming, but it is an interesting addition at least.

Probe1

There's a lot of inconsistencies.  Bread and Hamburgers provide precisely the same but hamburgers require bread to make.

There's a lot of that.  Higher tech that doesn't result in higher reward.

skyarkhangel

Found a way how to fix lags with hungry animals. Fixed in 2.5-14!


Quote from: SuNnYxD on January 25, 2016, 02:57:09 PM
is there a way to tweak the decay rate of skills as realistically considering how there are some tasks that require a maxed out skill, makes reaching endgame practically impossible

There are no, as i remember, recipes with 20 skill requirement. And real enough to reach the level of 18-19. So, in Original Rimworld there are special items to up skills, which are useless while all colonist could reach 20 craft skill stupidly on the simple craft.